WesCravenFan
WesCravenFan
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/3286434#Comment_3286434
Yea, imagine if all the humans on earth didn't get upset by someone spamming the crouch button, crouch spamming is a YOU problem. Just as you're allowed to voice how upset you get over things like this, I'm allowed to voice how it doesn't bother me.
Funny, cause the reverse logic appears to be being used by the "FOMO" crowd over in the clothing threads.
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@jmwjmw27 said:
https://forum.deadbydaylight.com/en/discussion/comment/3285969#Comment_3285969
That's... not how that works. I'm against this for multiple reasons and not because I teabag at the exit gates.
1 - Whatever this perk counters, another method of being toxic that will make people like OP just as mad will emerge. Does X crouches per second count? Now survivors will do exactly one less than that. Has to be in the exit gate? Then they wait outside it and teabag right there, if they can. Can't crouch at all? Now they nod and shake their heads. They'll find a way to taunt you, and it's your job to not let it get to you, not try to ban every possible action that can make you mad.
2 - How does this perk distinguish between toxicity and normal gameplay? What if a survivor is teabagging with their teammates they spawned near at the start of the match? What if you're playing against a killer like huntress/slinger/trickster and need to crouch multiple times around a loop, or are trying to dodge these projectiles as you run to the exit? What if you're newer to the game / on console and press the crouch button instead of vaulting / dropping a pallet?
3 - The idea is just stupid. Even if you magically created a system that can always distinguish toxicity from normal gameplay, and punishes it accordingly, permanent loss for teabagging at all is a dumb perk concept and won't change anything (see 1). If you want to punish this type of gameplay, Freddy and Knight have certain add-ons, killers like Twins and Cenobite have bloodwarden effects built into their power, and you can also use bloodwarden to prevent survivors from leaving. This perk concept is a waste of development time for something that is not really an issue.
A similar example to this suggestion is the flashlight click change. I, along with many others, am fully for this change overall as it was needed for epileptic players, but I was against the idea of not allowing survivors to re-click at least once to adjust their timing, so I was against it (changing rapid clicking in the way they did) without being someone who was doing it (spam clicking in the killer's face). So trying to equate everyone who disagrees to survivors that teabag killers is a bit disingenuous.
As much as I hate teabagging I have to agree with all of this. It wouldn't be fair to suddenly be punished because a Huntress faked a hatchet at a low loop and you ducked twice.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/3285945#Comment_3285945
thankfully my ego isn't as fragile as most on this forums so it doesn't upset me at all.
Imagine if all of human advancement used your ideology of "Nothing is a problem if it doesn't bother me".
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I never want to see a perk that gives the Survivor more chances to stun under conditions THEY control. Pallets are fine, because I can avoid a pallet. Lockers are fine because I can avoid a locker. But I never want to see a perk that can stun that is under the control of the survivor when it works.
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@jmwjmw27 said:
https://forum.deadbydaylight.com/en/discussion/comment/3284315#Comment_3284315
This is not why chases are fun, please stop projecting your view of "every survivor is entitled and toxic" onto survivors in discussions, I've seen you do it in several discussions and it never goes anywhere productive. Chases are fun because they are interactive and allow opportunities for both sides to outplay each other with mindgames, powers, windows/pallets, and movement. People dislike tunneling/camping because it is uninteractive for the other survivors, and slowdown because it increases the amount of time they spend holding M1. That's all there is to it. It is not because every survivor player wants you to be their personal puppet, and pretending that this is the case does nothing but turn this discussion into an "us versus them".
As for OP's question, generally committing to long chases is bad because of the existence of powerful looping spots and gen times. Long chases that involve a survivor dropping every pallet on shelter woods aren't as bad, while a survivor doing the same on the game or running Garden of Joy's main window are, because you're not depleting resources or really getting anywhere. Meaning that next chase will take just as long, since survivors still have strong looping resources at their disposal, and gens can go quickly. I also wish the game was balanced around long and fun chases, but that's really hard to do without buffing camping/tunneling accidentally. If all gens took 5 minutes, you would still see a lot of people tunneling someone out to win and targeting weak links, even if they have time to hook everyone twice before killing anyone, because they want to win and it's the most effective strategy.
"You are turning it into us versus them"
This is such a dumb statement every time I see it. It's a PVP game. It's literally "us versus them". That's the game.
And no, not all Survivors are entitled. Just the ones that think the end all, be all of the game is the Chase. Which you clearly also think is true by this post.
And yes, demanding I chase you, under your rules, is very much expecting me to be your personal puppet. Just like the previous poster in this thread that got hate from survivors for not chasing survivors that escape his Ghostface because they wanted to be chase and he didn't.
Your objective is NOT to be chased. Sorry to burst your reality bubble. Your objective is to do five gens and get out. The killer does not exist so you can show off your l337 l00p skillz. You can teabag me from behind that pallet and click that beamer till your fingers bleed for all I care. You don't dictate the flow of the game.
The whole "interactive" idea is a stupid survivor-built mindset. There is ZERO reward for a killer to do so. What do I get for "testing your skills" at an L wall when I can just hit the weak link in the team running in the open? This isn't Dragonball Z, Goku. I'm not looking for the strongest opponent to fight. That's idiocy.
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Hungry people are vulnerable. Commercials shouldn't air around dinner time because it preys on a vulnerable demographic. KFC should be ashamed of themselves for such shady business practices, right?
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@Rogue11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3285707#Comment_3285707
"Market me harder daddy corporation"
No. I just keep scrolling because I don't let a company's sales schedule get under my skin.
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@Rogue11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3285594#Comment_3285594
There was that time they announced all new original character outfits would be sold for shards after 4 weeks. No exceptions. No "seasonal collections".
Then shortly afterward all new original outfits start being removed from the store just before reaching 4 weeks.
I think you have "shady" confused with "changed their minds".
Shady is when a perk suddenly gets nerfed and conveniently left out of the patch notes.
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@Lycidas said:
https://forum.deadbydaylight.com/en/discussion/comment/3285642#Comment_3285642
Sorry, your comparison doesn't really make sense.
Alcoholics have an addiction, they are going to buy their "drug" no matter what.
Coors offering a discount is aimed at those who usually wouldn't buy beer or they'd buy less of it.
That situation is almost completely opposite to what's happening here:
Time limited skins target more efficiently those with impulse control issues that are more subject to FOMO
So should we ban commercials for food at dinner time because it targets the vulnerable hungry?
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@Lycidas said:
https://forum.deadbydaylight.com/en/discussion/comment/3285613#Comment_3285613
From another thread, a very detailed explanation why these tactics are "questionable" at best:
I've been seeing a surprising number of posts defending this kind of practice, while not really grasping what is actually happening with it. FOMO causes an irrational shift in prioritization by directly manipulating the availability of a purchase. This shift is something that your average person is able to maintain a rational perspective regarding, such as "i don't need it that much" or "I can wait for another chance later." The people it is designed to affect, are those with any form of impaired impulse control, or poor budgeting skills. There have been notorious GDC lectures outlining very specifically how to take advantage of these people and try to get as much money as possible out of them, with FOMO being one of the key methods. It is a known business practice that very specifically targets a vulnerable demographic.
Lets say you are faced with this situation, and have other more important obligations and are unable to make the purchase. A typical mind will think "oh well" and go without, but an affected person will start trying to readjust their budget to make it work, they may borrow money or even forgo financial obligations altogether as the need to commit to the purchase or lose out on it entirely outweighs their otherwise rational budgeting and prioritization. Its actually part of gambling addictions as well, as "the next bet can be the win that offsets all my losses" even after going into debt. It is a very real and well documented psychological effect.
The worst part is that, again, it has very minimal impact on most people. For many its not about losing the ability to purchase something like an ingame cosmetic, and they may not even see that as financially reasonable as it is. The problem is that it so very specifically preys on those who are vulnerable to the tactic, who are treated as whales (individuals who spend more than the average consumer, to make up for a lack of sales elsewhere) in the process.
Its an absolute shame how much this kind of practice is not only accepted, but even defended in the industry. There can literally be people bypassing anything from holiday gifts for loved ones to financial responsibilities such as paying their bills just to sell a few more ugly sweater model meshes and textures.
That's a lot of words to say "It's mean because some people are weak so that makes the company evil."
I'm sorry, that sounds as dumb as "Coors selling a case of beer for 20% off is predatory towards alcoholics".
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@Lycidas said:
https://forum.deadbydaylight.com/en/discussion/comment/3285594#Comment_3285594
Replace "shady" with "manipulative"
Add to the mix the fact that these kind of tactics prey better on those with low impulse control and it's easy to see why people are not happy about bhvr joining the fomo train
Here is a product.
Buy it if you want, or don't.
I'm not seeing the manipulation. Either you want to buy the item in question, or not.
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If a Survivor quits, it should count as a kill/sacrifice.
Likewise if a Killer quits, it should count as an escape.
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@ByeByeQ said:
If the community doesn't speak up about shady practices then that's basically giving BHVR the green light to try even worse practices.
So to them I say: Please continue.
What exactly is "shady" about something done right out in the open? They announced their plans. There is no secret agenda here.
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@daniel_owenz said:
https://forum.deadbydaylight.com/en/discussion/comment/3285045#Comment_3285045
Nah VERY FEW killers have perk like abilities for add ons, most killers have you know, actual add ons that boost their abilities.
Also if they're going to introduce crazy new add ons that no one knows about, they need to let us read about them somehow, we can see what perks each character we don't have says, but we cannot see the add ons, and no one is going to go to the internet to read all this #########, not gonna study all this crap just to play the game, that is a horseshit add on that shouldn't be on this game, anything that makes me have to go to the computer to memorize and learn something about a specific character is not a good thing to have in this game.
Basically, any perk or add on that gives bad players a participation trophy win, should not be in this game.
Have you considered not being a jerk at the exit gates and just LEAVING?
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People are big mad over clothes.
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3285442#Comment_3285442
Your job is to kill the survivors, but you as player decide how to do that task.
If you are going to "do your job" in the most unfun, unhealthy way possible and you have no quarrel in griefing the other side in the process, then you are going to receive whining and insults.
It's just how things are.
Fun for one side is not an onus for the other side.
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3284426#Comment_3284426
Well it is in the nature of the game that killers have the best chances to affect negatively the other side.
Even the most toxic of survivors cannot send the killer off the game in minutes (tunneling), nor it can leave him afk on a hook while nodding(camping), nor letting the killer spent 4min on the floor just to grief him.
And yet, that's his job.
Survivors whine "When the Killer does this I'm out of the game."
It's literally his objective to do so.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/3284315#Comment_3284315
I think there's some confusion here.
People don't like certain strategies because they aren't fun. It's not uncommon knowledge or anything. I mean I wonder why killers run multiple regression perks, huh?
It's generally acceptable by the community if you have to camp and tunnel, I believe most of us here know the scenarios, even if not everyone would agree. However, doing so out of the blue or being hardcore will get you some well-deserved criticism. You wasted their time and with little effort, which is fine, play however you want. I will say through, you shouldn't be surprised and get all tight either when you get a negative response from it. What did you really expect? You get what you give.
Because it is a double standard. Survivors can do whatever they want, and the response is "X is a perk/item/playstyle that is in the game, and we are allowed to use it". But when killers do it, out come the survivor agreed upon Geneva Convention.
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@HugTheHag said:
https://forum.deadbydaylight.com/en/discussion/comment/3284321#Comment_3284321
Survivors don't use any means necessary to get the gates open.
They use Wake Up !
(...I'll see myself out)
No, no. That was good.
/leaves a tip
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@Cassiopeiae said:
https://forum.deadbydaylight.com/en/discussion/comment/3284315#Comment_3284315
It's not about being a scumbag it's about going the easy route due to a lack of skill or bad game design.
Unless it's an endgame camp or some other justifiable reason then it's going to get you harsh criticism.
I have played like that in the past and it got me the same comments and I don't blame them, I got away with kills I didn't deserve.
Forgive me if I am mistaken but judging by your statement you don't sound like you play survivor very often either.
I play ten times more Survivor than Killer. I just know garbage when I hear it, and Entitled Survivor Main whining is at an all time high.
"It's about going the easy route due to lack of skill or bad game design".
I could dig a hole with my bare hands, or I could use a shovel. You are not a "more skilled" digger because you used your bare hands. You are not smarter, nor do you get brownie points for doing so. It's just an objectively dumb idea. But people want to shame the shovel. And every once in a while some guy stands up, hands on hips, proudly declaring "Why I dug a hundred holes with my bare hands and didn't need no shovel!"
Good for you. You're still an idiot for not using the shovel.
It's the same mentality that breeds thought like "Perk X gets FREE KILLS". It's a perk, not a BOGO coupon for ice cream.
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A good killer is what gets them a 4K. Stop inventing "rules" to decide such things. Just like a Survivor will use any means necessary to get that gate open a Killer will use whatever means necessary to get that kill.
Just say the quiet part out loud when you make threads like this:
"I am going to call you a bad killer unless you play an M1 killer with trash mobility and never camp or tunnel or use any effective perks."
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Some people get really mad about digital clothes...
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@legacycolt said:
God, already complaining 🙄 give survivors some time to breath and enjoy an event.
It's already complaining because it was annoying garbage last year and it will be annoying garbage again this year if it uses the same mechanics.
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Because Survivor mains believe Killers exist to entertain them. You are supposed to let them feel the thrill of the chase for THEIR fun, and if you happen to down one you need to let them off the hook. Oh, and no going after the same person twice in a row.
Tunnelling? Scumbag killer.
Camping? Scumbag killer.
Regression perks so you don't lose all your gens in 2 minutes of chase time? Scumbag killer.
Literally ANYTHING that doesn't let a Survivor get chased for long periods of time = bad.
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@Seraphor said:
1. Bring Sole Survivor.
2. Aim to open the exit after the killer has closed the hatch.
3. Raise your MMR.
4. ???
5. Profit
What? No Wake Up?
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@Venusa said:
https://forum.deadbydaylight.com/en/discussion/comment/3283060#Comment_3283060
Ofcourse. That's also a huge problem but at this point it's like... Do I even blame them since it has been 10 mins and we're still at 5 gens with everyone on death hook...
Yes. Yes, you do.
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I am far more upset over my teammates killing themselves on hook than I am with the Killer's perks.
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@Jinxed said:
https://forum.deadbydaylight.com/en/discussion/comment/3282843#Comment_3282843
Yep, the killer should be more powerful than a single survivor when the game has started, but that advantage should not extend to before the game has begun.
It 100% should do he can prepare.
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If you don't understand why there being FOUR of you and ONE of them is a gigantic advantage, I don't know what to tell you.
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Would you still want this feature if you could only block OTHER survivors?
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/3280316#Comment_3280316
Those are the good ones
What about flashlight accuracy? What about instructions for toolboxes? Exit gate tracking for maps?
There are some awful survivor add- ons
Hey now, Instructions let me eat a sandwich while doing a gen.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3280316#Comment_3280316
Have you ever used silenced sabotages? I mean - outside of "I have to sabotage hook X times so I do it when nobody is even injured or chased"? The addon is 100% totally useless. When killer picks up he either targets different hook, or he will see the aura of hook disappear. That one example just screams you never play survivor, yet comment it.
I have an insane amount of achievements, including the "all 4 escape with key" and "repair the last gen by yourself and escape" for someone that "never plays survivor".
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/3273002#Comment_3273002
Honestly, IMO that is a designer mistake. I am 99% certain that Pyrhead was originally designed with the trail starting under his feet(being undetectable as you lay down trails AND when you walk on them later), but they later moved the trail backwards to fit with the blade animation.
Having the trail moved 0.5 meters forward so he stands on it while using it, and considering the fact that when he was released his other addons were lessened in power because he could basically guarantee hits and they for sure knew.
So what probably really happened is that the addons and power were considered balanced as a total package, but then due to the practical guaranteed hits, PyrHead was adjusted and he no longer was a balanced package.
Like, lets say I test a killer with relatively mediocre addons, but his power is really good and he has a nice addon that makes him undetectable while placing down his trail. Then a part of his power gets visually adjusted so it looks nicer, as a playtester, I am not going to consider that they changed the way the power works mechanically, so I say he's still fine. It's not the fault of either, and since PyrHead is viable enough, his addons arent really a priority either.
We know that Blight(mainly alchemist ring) and Twins are being worked on, Twins having the higher priority, mentioned in the q&a nearly a year ago. Simply because we also had the prestige rework, the meta rework, Mori Rework(still not released), Gameflow improvements(we kinda had some, gens are slower and basekit BT, but thats barely any improvement when considering solo survivor being in the worst state since release), that all needed to be tested too. So with Twins and Blight changes being announced in january last year, and neither having reached PTB or live servers, simply indicates there is a lot to be tested. PyrHead for sure is on the list, all he needs is his trail being moved slightly ahead so he stands on it while he generates it, turn the "Right of Judgement" effects into "Tormented" effects and remove the timers(so blindness and oblivious while tormented are permanent if you never cage anyone, pretty good addons if they work like that), and suddenly, both the recharge time and duration addons are also worth more because those 4 addons are being used more often. The only bad addon after that is the Scarlet Egg, and that one can be easily changed by giving aura readings for 2 seconds rather than killer instinct.
And yeah, you could always want stronger addons, but both sides can easily argue that. If anyone is in need of an addon rework, its survivors in general.
Survivor add ons are fantastic. They can add charges to medkits, silence sabotage efforts, and spot a killer aura while looping!
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YOU GO TO HORNY JAIL.
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@Aaronseuk said:
https://forum.deadbydaylight.com/en/discussion/comment/3275625#Comment_3275625
Such arrogance will bring this game to its knees eventually.
’you killers’, will not have a game to play if you see an inevitable exodus.
I also remind you to look at the official poll, most people play both.
finally, a thought… if too many people find the game pointless to play, they won’t. I am afraid market laws will take over and if the $€¥£ doesn’t work out, there’s no game.
do you think they develop this game for fun? No, it’s money. Don’t delude yourself that its some altruistic agenda.
Arrogance is thinking YOU have the moral authority to tell me how to play a game.
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@Aaronseuk said:
https://forum.deadbydaylight.com/en/discussion/comment/3275527#Comment_3275527
I think you will find I can. The point of a forum like this is to air opinion. Clearly you don’t have to agree, of course.
next you will be trying to mansplain me. It’s probably best you don’t.
Passing off something you believe as a fact when it is really an opinion is called pontificating, and that's all you've been doing.
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I do want Blast Mine reverted to refund the bomb.
However, in no way do we need a Dead Hard buff.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3276833#Comment_3276833
Respectfully my man, if you're getting looped for 3 minutes that MAY be a skill issue.
Unless it's BURGER KING
Or it's a Killer issue. Top MMR Survivor gameplay has proven that a ton of Killers, particularly M1 Killers, can be made absolute fools out of by skilled Survivors that know how to loop.
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/3275837#Comment_3275837
Because its a word that resonates a lot with the dbd community,what's your point?
My point is you are arbitrarily applying it to EVERYTHING.
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Going for hooks over kills would require chases to end faster and to gut looping. Which would cause Survivor mains to throw an unholy fit. They demand "counterplay" for everything. If he can't loop you for three minutes, game must be broken. As long as Survivors have that mentality, Killer mentality is going to be to camp and tunnel to remove people from the game.
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I find a rat in game is at least more interesting than quitters and hook suiciders.
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@Aurelle said:
Yeah makes no sense for them to be there. Have ran into this at Crotus Prenn and Macmillan maps too. The new map doesn't have anything like that though.
New map literally has this on it's killer shack.
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It's not a party game. No developer has said that.
Community invented term.
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The stairs should be bodyblockable.
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@Fobbo said:
https://forum.deadbydaylight.com/en/discussion/comment/3275850#Comment_3275850
Don't forget Claire and Carlos
Thank you. Eight then.
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I vote neither.
The game now has Jill, Leon, Chris, Sheva, Rebecca, and Ada. That is SIX Survivors from ONE franchise.
We don't have a single Survivor from the Texas Chainsaw Massacre franchise. I mean, where is Sally Hardesty?
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@Kirarozu said:
I am tired of being left on the floor to bleed out wasting my time because the killer can't stand someone possibly getting hatch. This has got to stop.
What do you suggest the killer do instead to ensure someone doesn't get hatch?
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I see you really, REALLY like to use the word "toxic".
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I had this happen to me tonight. I was in those loops in the corners on Ormond, and I would hit a survivor, and then as they were running around the corner they would have no scratch marks at all. I checked at the end of the game and none of them had perks that would do that.
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@Witchubtet said:
https://forum.deadbydaylight.com/en/discussion/comment/3274839#Comment_3274839
I Like This. I Personally don’t camp with Knight but I do respect someone reminding Survivors we killer mains aren’t npcs. We do things based out of emotion and reasoning.
For me it is more the double standard that NOTHING a Survivor does is ever unfair, but Killers need to play by some weird rules of honor.