Xbob42
Xbob42
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@catnip18 said:
Sounds like you got outplayed because you tried to slug. I DC if there's one survivor up and im slugged, not going to bleed out for 4 minutes because the killer is bad. Play stupid games win stupid prizes
Classic DBD survivor mentality: the killer beats your ass so bad you have to DC like a baby and the killer is "bad."
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@JordanMalicious said:
https://forum.deadbydaylight.com/en/discussion/comment/1634411#Comment_1634411
Personally, I wanted to get this one done quickly because I didn't want to rely on chance that a survivor is running an obsession perk, also, I work a lot and I'm in college so my time is very limited, it would've taken so much longer if I just played matches until I achieved this challenge "normally."
You never explained what the rush was.
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I just played matches until I got it normally. What's the rush?
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Same thing happened to me with Demo the other day. Took me another entire day to actually get Adept because of it. Meanwhile, each survivor is just 'lol just escape bro'
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@Tactless_Ninja said:
I really don't understand people's sentiments about saying he's underpowered. Played to his strengths, he's a walking Haunted Grounds.
He suffers from the same issue all middling killers do: no map presence. Dude just has to slowly walk everywhere. Oni can cross the map and patrol every gen multiple times during a power use and insta-down multiple people at once. Bigger maps absolutely annihilate poor Myers. Yeah he's some some silly instakill add-ons but when you get down to the baseline killer, I think the inability to traverse the map and get pressure around just makes him kind of meh.
At this point I think they need to start building killer-only shortcuts into each map, kinda like Demo's tunnels but pre-set and require you to go to one spot to get to another spot quickly. I don't think the solution is to give everyone movement abilities, so having a way to get around built into the map itself could be a good solution that doesn't make high mobility killers much stronger, but levels the playing field for killers who are just utterly helpless when good survivors do gens solo across the map from each other.
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@AhYesIPlayKateAndPig said:
https://forum.deadbydaylight.com/en/discussion/comment/1633125#Comment_1633125
ok but hear me out an add-on named Silent Snoot that makes it so the roar is just non existent
I mean frankly I think the roar is kind of overkill for how weak and short her ambush is, it's not like it's a one-shot or something. Where is the roar even coming from? Girl got one loud snoot.
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@ILoveDemo said:
https://forum.deadbydaylight.com/en/discussion/191658/as-a-killer-i-want-to-ask-survivors
I know it sounds rude but...
Grow up it's just a game dude
I mean if someone spits in your face after a friendly game of football, do you not get mad because it's "just a game?" The game isn't the issue. The issue is being an #########. If BHVR gave a ######### about the quality and health of their community, they'd systematically purge bad actors. And I'm not talking about teabagging or flashlight clickers, those are mildly annoying (to moderately annoying if you're having a rough series of matches) but whatever, it's just silly game animations. It's the vile, putrid BS that some people try to say in the post-game chat that's the issue.
It's pretty rare, and I almost never see it, but when I do, it's rough knowing there's a lot of people out there with thinner skin than me absorbing this kind of pointless abuse for no reason with BHVR not doing a damn thing about it.
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How about if someone has a RBT they don't hear the ambush roar? Not a massive change, but a little more pressure to get the trap off in a timely manner.
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@SloppyKnockout said:
Unsure why basement Bubba is evil :(
When I get insidious camped by Bubba, I respect it completely. What else are you going to do with Insidious? lol
Teleport through the exit gate as nurse (which you can totally do) before the survivors get there and do a jumpscare attack as it opens!
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@BigBrainMegMain said:
Yeah, not all survivors do this.
And not all killers tunnel, but you wouldn't know it from these forums where people talk like the only people playing on the killer side are facecamping Bubbas. Plenty of survivors absolutely do this, though. They think if they stun the killer it's a win or something, when in reality they're kind of throwing the game to annoy the killer, depending on the team of course. If the whole team's doing it then it becomes a real headache, although thankfully more than one person doing it is mercifully rare.
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Yeah I generally don't really care if I get hit by DS if I'm picking up someone who just barely got off the hook -- that's what the perk is best for. But when you use it to dick around and play like an ass, well, hope you're a real good looper because you're about to learn what actual tunneling looks like.
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What the ######### is even the point of rarity on perks?
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1632064#Comment_1632064
Even if you never played killer your Devotion 3. This means you know the game well enough to know how a killer should play. You knew Ghostface's best add-ons and got pretty decent perks.
Sorry but if your Devotion 3 you have a very good understanding of the game. Also at Devotion 3 you should know that's not a sweat squad.
He shouldn't necessarily know how killer should play just by playing a lot of survivor, maybe if he watches a lot of streams? But if you just kind of play survivor, you really see the killer fairly infrequently each match. It would be no stretch of the imagination for someone to only be familiar with killers in terms of chases, things like splitting pressure, dropping chases, etc, are very much learned skills. This is why more people should play both sides. When you intricately understand how each side works, you will better be able to predict and react to your opponent.
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If a breakable is next to a window I'll open it, but that's usually about it.
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Hasn't technician always lowered the radius of gen sounds, not the actual volume?
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Feel like there's a trend here. Second game as Demo... merciless, but only 1 perk. Finally get enough perks to do adept, merciless ruined over and over again by stuff I don't control. DCs, a survivor on the ground having the hatch spawn literally underneath them, one match where I had an unactivated portal right next to the hatch (I had to let people finish a gen to allow it to spawn...) and had a plan to deal with it, get the second-to-last person on death hook and as I'm carrying them they DC so the hatch immediately opens and the last one jumps through it.
And this last game...
4 points short of iridescent... somehow 3-hooking the entire team before the gates open isn't me winning enough chases? Man, this entire system is #########. Seriously, I'm sick of how awful this experience is. Just total nonsense making things take so much longer than they should.
I know, I know, just get the perks before you play the killer... but I bet then it just skips straight to the "total nonsense ruining each attempt" part. Almost feels like a joke at some point.
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@Slashstreetboy said:
Selfcaring takes exactly as much time if you view the survivors as a team. Either 2 Survivors are occupied 16 seconds each (=32 seconds) or 1 survivor is occupied for 32 seconds.
If you find someone to heal you faster than 16 seconds, go for it. If not, SC is actually faster.
I don´t get the hate.
I actually hate it when people equate times like this. Sure, it makes sense at face value, but if you think about it for a few seconds, you can see why this line of thinking just doesn't work.
You doing nothing for 32 seconds, depending on what's going on in the match, is often going to be more detrimental than someone else healing you. The reason is pressure. All time isn't equal, and sometimes two survivors doing something more quickly than one survivor is better. 32 seconds is a lot of time, and if you get caught out (hiding places aren't perfect, there's a million ways you could be found including the killer just walking into you on accident) then all that time is wasted.
Another way to think of this is "X survivors in action, doing something valuable." With you self-caring in a corner, with 3 people alive, one on the hook, that goes from "2 survivors in action, doing something valuable" down to 1, assuming the one not on the hook is either going for a save or is working on a gen. The rest of the team is experiencing more pressure for longer because of your 32 second self-heal. If you let the other guy heal you, one of you can be rescuing and one can be repairing sooner, or if it's a face camper you can do a two-man distraction rescue.
You can spread out the time and multiply it by survivors being occupied if you like, but time is ticking for the entire team at the same rate the entire match. Things need to get done, and as any killer can tell you, as soon as one survivor is actually dead, the match becomes 10 times easier for the killer. Self-caring is basically you opting out of the match for quite a while.
I wish I had the vocabulary to express this better. Let me just say it like this: As a killer, if I know every other time I hit this dude he's gonna be out of the game for the better part of a minute (remember: getting to and from your hiding spot, which has to be good for you to basically AFK for half a minute, takes time too!) then I'm very happy, because it means he's just completely out of action and I can put even more pressure on the rest of the team.
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@arcnkd said:
https://forum.deadbydaylight.com/en/discussion/comment/1629434#Comment_1629434
Suppose that's fair - but I don't think Pyramid needs any nerfs in order to be enjoyable. He's enjoyable personally, and to many others, because he can fakeout with his ranged attack and keep Survivors on their toes on whether he is going to ranged attack them or M1 them. Yes, he doesn't have a lot of reason to use his power mid-chase - but honestly, a lot of killers don't really use their power mid-chase.
If you absolutely needed to change his fake out, then I'd say remove its slowdown and 'charge' time - allow it to fire instantly and have a really short cooldown that slows him down (like a very brief Blink-stun); and a slightly longer cooldown if the attack makes a hit. And again, give it the ability to add Torment at-range to maintain pressure. Blend that with the suggestion to be able to channel his trails and move at an increased speed for map coverage; and he would be a lot stronger and more interactive than he currently is.
The point wasn't to "nerf" him, the actual bigger point was to give him better map control, which is a massive buff for any "walk around the map" killer like PH. Being a little weaker in chases (if not set up properly) but being able to get around the map more quickly (if set up properly) is personally a trade-off I'd make and not consider it a nerf.
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I don't know what's worse, the people simping for BHVR thinking this is anything beyond "trivial" for a professional development team, or the fact that they're right and it probably is too technically complex for a team that has ######### up the sound in their game every patch since launch.
So we need a new way to phrase this:
"There are technical issues that prevent this from happening.*
*Because we're BHVR." -
@Slashstreetboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1629237#Comment_1629237
Watch again, Otz managed to 4k HARD as PH.
Yeah, once, an outlier contrasted against the 900 other PH matches where PH got stomped again and again and again.
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@arcnkd said:
Hidden Nerf Thread is Hidden I see. "Nerf PH's Ranged Fakeout" hidden in a "how about we change this" thread lol. How about - cut out all the crap about his fakeout needing nerfed - because it doesn't; Survivors just hate that he can mindgame the hell out of them with his ranged ability suddenly being an M1 attack.
He definitely needs more utility with his trenches and I'd go so far as to say even giving his ranged attack a shorter-duration Torment effect when it hits - he needs more ways to apply and maintain Torment: and Torment NEEDS some sort of negative effective on Survivors other than just the "threat" of being caged/mori'd.
I'd almost go so far as to say if you do anything with the trails - increase his running speed while dragging the trails (outside of a chase, of course) - like a short duration 'sprint burst' for him to have 'map control' through map coverage, that he can only use when his power is charged.
Pyramid Head is the first killer I got to 50, and I play almost exclusively killer now. He's boring as ######### to play, and Blight is my new bouncy boy of joy. Feel free to check my post history or recent Steam achievements if that proves that I actually want PH to be fun to play, and don't really care what the survivor opinion of him is.
You can't win!There's nothing hidden here. This is my opinion on what I find to be a decidedly boring killer after playing better killers. Which is a shame because I love me some Silent Hill and actually came back to DBD (after playing it for like 4 hours in 2016 and never touching it again) because I wanted to play as him.
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I don't think her power needs changing, but I do think the fatigue is far too oppressive. It makes it really unfun and unpleasant to play her even when you're good with her. I'd rather have her be temporarily "fatigued" into the spirit realm like the spirit does, where she can't see anyone (or scratches, just have her be legit blind/deaf) but you retain full control of your camera and everything. You still slow down, but you no longer look down and the edges of your screen don't turn super dark.
Same intended effect: You are limited on information, but far more pleasant to actually play. Could even have the spirit world have a cool effect as it transitions in and out, make it real spooky.
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@SCP_FOR_DBD said:
I actually really like this idea, sounds good. Though the buffs to POTD while on trails might be a little much imo.
I could see that, but I think it'd be really nice if it was more usable. When you're a killer, it's fun to use your power, y'know? Maybe just make it a little wider?
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I dunno, but watching every single Pyramid Head get absolutely demolished, relentlessly, again and again in that Hexy tournament was something else. Honestly he should've traded shoes with the Clown after that display. You could clearly see just how much low mobility killers just get slapped down by good survivor teams. PH is good at shutting down chases, but in the 10 hours it takes him to cross the map, that doesn't add up to much outside of pub stomps.
Not that I think he shouldn't be changed or anything. Maybe "fix" his ability to cancel and make him run like 5% faster on his own trail of torment or something, with slightly increased turn-rate/charge time? Have the trail be bad for survivors and good for PH. I think using it as both an anti-loop technique but also trying to juggle that with map control/coverage could be more interesting than his current state, which is sadly tremendously boring.
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Don't feel too bad, you get Iron Will for free! Those gen repairing sounds will be the last thing I hear before you vanish into the void despite being wounded, sprinting, and chain vaulting. I'll be the Blight circling a tree because one of the leaves kinda looked like the same shade as your shirt.
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The issue here is that while the average survivor will largely be the same, the true difference comes from potential, which is aimed exclusively at those with thousands of hours. KBM (not just PC, but the control method, you can use gamepad on PC too) simply offers sharper controls that make it easier to run loops more tightly and that are more reliably capable of making a killer whiff.
Higher frame rates mean a significantly higher chance to do better on skillchecks, which can be especially important in matches where skillchecks aren't typical, i.e. unnerving presence or an Impossible Skillcheck Doctor.
But the most important difference I've seen is simply that console survivors don't actually seem to look behind them very often. PC potatoes often don't as well, but looking behind you is like looping 101. You can do it on a gamepad, but it's just a lot more awkward because you can't flip the camera back and forth to check in front and behind you as easily. This is not a trivial difference. You might be able to get to the next tile or whatever, but it makes the ability to quickly and accurately mindgame not as effective, which means you could be losing out on precious time by getting downed earlier.
Of course, yet again, for the average player, none of this stuff matters too much. All of the game's biggest issues or differences don't really impact the average player all that much. Which is both good and bad. Good in that a large percentage of the playerbase isn't impacted by frustrating issues because they don't care or aren't at that level of skill yet, and bad because it makes those issues or differences less likely to be addressed.
But you only have to watch some of Ayrun's crazy spins in his latest video to understand the true difference. Most of us don't try to pull spins like that (and frankly the spins are a last-ditch effort once you're caught out in the open) but you can see how when it works it buys him an amazing amount of time. He's still no Fingerguns, though.
(The secret biggest difference is that like every other console player takes self-care and unironically heals across the map for half an hour every time they get hit.)
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I mean, I don't see how you can "abuse" this unless you're like intentionally making traps that you know they can't avoid prior to picking them up, 100% expecting the bug.
Otherwise what're you supposed to do, sit there like a doofus for five seconds? You can bet your ass if there was a wiggle bug where they got out 50% early, not a goddamn one of them would stand there and let you hit them again.
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It's 100% on-brand for BHVR to let something win that they have no intention of actually implementing.
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Yes, people. Be grateful to a corporation you pay money to for a product that does not function correctly, because they're "trying." Well, they didn't "try" to take my money in the transaction, that ######### worked flawlessly. So here we are.
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Blight is incredible. By far the most fun killer in the game for me. He doesn't play anything like Legion, the Pig, Oni, Billy, etc. Yes, his M2 is to "go fast," but you actually have to pay attention to your surroundings, not just to avoid things like with Billy, but to think of angles to come at survivors from. If you're just using him to chase someone quickly you're missing out on like 90% of his ability.
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@DarkMagik said:
https://forum.deadbydaylight.com/discussion/comment/1626603#Comment_1626603
Not similar at all.Scarecrow is a gas that makes you see you worst nightmare.While freddys dream world allows him to do whatever he wants,he could make batman fight without his gear.
Yeah but Batman never dreams.
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Why would Freddy be able to beat him? Batman's already familiar with a similar style of attack by Scarecrow. Not exactly the same, but still.
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I find him to be incredible and incredibly fun to play. But yeah, it can be super easy to lose people in grass or follow track marks. PLEASE make him a little taller. PLEASE.
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@Mister_xD said:
you need to get 9 hook actions AND 4 kills for it to be iridescent.
kills count a lot more than the 9 hooks you need, those were merely put in to further disencourage camping and slugging.
Well they should reflect that in the description then. That's kind of an important piece of info. But it's definitely true, since I got the same amount of hooks this time but the last guy died to the EGC and I got iridescent.
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@gatsby said:
https://forum.deadbydaylight.com/discussion/comment/1626455#Comment_1626455
It actually does directly effect Survivors because it reveals their Aura while cleansing. It should at least tell you that. There should be a notification about it at some point
That's true, but you also receive a notification if your aura is being revealed while cleansing when Blight comes screaming from halfway across the map to bonk your noggin for TOUCHING MAH BONES
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@fordragos said:
https://forum.deadbydaylight.com/discussion/comment/1626024#Comment_1626024
It maybe compelling but you are not providing any legitimate feedback to the current discussion, so either say something useful that contributes to the topic or dont speak at all.
Thank you for your wonderful Non- contributory post :)
I'm sorry, how did this contribute again?
@fordragos said:
You used NOED....honestly you deserved the teabagging.
Oh right, you were just being a dick.
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Fun story: Whenever I have a TTV user in my game, I'll check out the match post-game as a way to see what my games look like from the other side, see how I missed people hiding, and generally get a feel for the opponent's opinion of my play. Sometimes a simple "wow he doesn't care about gens at all" is all it takes for me to realize maybe I spend too much time in chases, y'know?
So, whenever I play Huntress, there's about a 1 in 5 chance that if I land more than one hatchet on a TTV user in a row in a short span of time, they'll immediately say something like "is he hacking??" because the very concept of landing multiple hits with hatchets is apparently foreign to them. While not a claim of cheating, after a Blight game I watched a replay where the dude was 100% convinced I was running Compound 21 and "it's obvious he has it" when I was using Alchemist's Ring and Rose Tonic.
People make a LOT of assumptions in this game. While there are obviously going to be some cheaters/hackers, I do not think the problem is near as widespread as people seem to think, and if it is, I imagine it'll be much more insidious hacking, stuff like giving yourself tiny percentage boosts that a normal player couldn't really notice, or doing things when no one's around so they assume, for example, that you just healed yourself with a medkit in a corner, but maybe you insta-healed using a cheat or something.
As for blatant hacking, I've seen exactly 0 in the 400 hours I've played so far, although I did enjoy that one that was on, I think Zubat's channel, where the dude instantly popped the EGC kill trigger early and wiped the whole team.
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Can't hear you, have to hook 4 people in the basement in one trial.
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@fordragos said:
https://forum.deadbydaylight.com/discussion/comment/1623808#Comment_1623808
Defend yourself all you want, NOED is a pretty scummy perk to run and comparing Key to Mori is a completely different topic.
But then again killers who use it do have a pretty small brain to begin with so....never mind then actually. I'll let you think it's ok if it helps you sleep at night :).
Hm. Besides like 70% of your post history being you complaining about NOED, here is your sterling opinion on the "completely different topic" of keys and moris:
Very compelling stuff.
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I never made claims that it was about winning or losing, so claiming I'm moving goalposts is ridiculous. You want to make it all about how you "totally owned them and now they're salty" or whatever, but in my experience, in 99% of games it's all just "gg" at the end when it comes down to normal games with normal wins or losses. It is decidedly different end-game chat when someone's being a twat the whole time.
Yes, some people do get salty at losing, and most of the time I'd wager it's people like you, who are obsessed with winning like you're going to get prize money or something. People who aren't obsessed about winning generally don't care as much if they lose.
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@SoulKey said:
https://forum.deadbydaylight.com/discussion/comment/1625764#Comment_1625764
Why "only if" ? Aren't killers tired of DH & SB ? I doubt any new exhaustion perk would outperform them so might as well offer alternatives :)
Addons should not counter perks, that is not the most fun design and i believe that is Devs direction with the new killers released.
"Only if" because something added to one side impacts the balance of both sides, and exhaustion perks tend to be at least A-tier most of the time. I'm not tired of DH or SB, frankly those are very predictable and at this point relatively easy to deal with, even if they can reliably waste some time, which is part of what makes them so good. Even if you predict them, it still costs you time.
I'm more tired of DS + UB, but that's an entirely different subject.
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@Moundshroud said:
I always want everyone to have fun, but I'm not responsible for anyone's fun or behavior but my own. You can bring a horse to water, but you can't make it drink. DbD is a competitive, full contact PVP game. The fun is in the competition. This isn't group therapy. We don't come here to share our feelings. Killers gonna kill and Survivors going to escape. That's it. If people don't enjoy adversity and competition, this is the WRONG game for them. I would say that most PVP games are WRONG for them.
We only get out of games what we put into them. If we are going to throw a fit or be upset when we lose, or something seemed to hard or unfair, then we do not have the temperament for a game like this. Sometimes you eat the bear and sometimes he eats you. I have fun even when the game is horrible and I'm getting curb-stomped. Of course I want to win. It goes without saying that nobody likes to lose. But the fun is in the competition, not the outcome. We don't win money or other REAL prizes, so the outcome of the game is meaningless. It is about the journey; it is about the fight.
I realize this may be an alien mindset to many of you who apparently started playing video games in this weird new world, but I assure you when PVP games first popped up we didn't spare a thought for this foolishness, nor did our opponents. You PLAY HARD. Don't cheat. Be humble in victory and gracious in defeat. That's it. You make your own fun, or not.
You seem to be under the sorely mistaken assumption that people have a problem with losing. While some folks do take losing poorly, generally this subject is about people intentionally playing in such a way as to annoy or rob other players of fun. Flashlight clicking the entire match while teabagging isn't optimal play, facecamping someone for 4 minutes is not optimal play. Hiding around the map to force the killer to look for you when the gates are open just to waste time before you escape is not optimal play. Tunneling one guy while ignoring everyone else isn't optimal.
None of these are competitive plays, they're petty BS by children. These are the things that attempt to rob people of fun. Some folks are bothered by it, some aren't. But the intent is clear: you are playing only to ruin someone else's time.
You winning a match is not robbing someone of their fun, obviously some win and some lose. That's a completely different subject.
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@TheWarNung said:
I guess the reason you would want the other side to have fun is because you're a human being with empathy. Or do you enjoy being a bully?
Just because people play this game competitively doesn't mean it's a competitive game. Those two terms have a small but vital distinction. DBD only works and is fun when both sides agree to uphold the spirit of the game.
We should all be endeavoring to foster positivity and good gameplay rather than taking the game hostage by hard camping/tunnelling, sandbagging teammates, or bullying the killer.
Even the most competitive sports in the world including the Olympics (which is about as competitive as it gets) have rules about sportsmanship, or rather unsportsmanlike conduct. That's why you generally don't see Olympians being massive asshats to each other, at least not often enough for it to be a widespread problem.
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Because even when I'm feeling competitive, I enjoy it more when I know my opponent isn't miserable and I'm not being an annoying little [BAD WORD]? Like, I don't know where people got it in their minds that being competitive means you have to be an absolute [BAD WORD] tool. No, you can still win and destroy your opponent without having to make them feel like [BAD WORD].
Your examples don't make much of an impact, either. In most competitive games, both sides are trying their hardest and (hopefully) having a good time while doing so. Instead of wasting 10+ minutes of someone else's time by being an ass in Fortnite, the other guys screws up, you shoot him, and it's over. That's it. End of game, he gets in an tries again in a new match.
The closer exmaple would be MOBAs, but those are terrible examples because those communities are known the land over for being toxic, and are in fact where the term toxic for this kind of behavior originated from. Prior to that, we just called "toxic" players #########. But it needed new terminology when everyone was just a miserable sad sack in that genre as it blew up. Half the time the winning team isn't even having fun, everyone's just constantly pissed at everyone else. That's no way to enjoy a friggin' video game.
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Only if we get more exhaustion counters. Can't use iri heads or exhaustion hatchets as Huntress because of the survivor handbook for killers. Little rascals are happy to delete my hex perks but lose their minds if they get hit with an exhaustion hatchet that temporarily makes them unable to use exhaustion perks.
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You know, I haven't really questioned it since the game came out, but I really wanna know what the hell kinda basketball people are watching to where this got nicknamed the Kobe.
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@TAG said:
https://forum.deadbydaylight.com/discussion/comment/1625322#Comment_1625322
Then what's the point of TInkerer?
I explained as much in my first post: Knowing which generators are being repaired and which are almost done are both useful information for different reasons. If I see one has just started repairs vs one that's been worked on for a while, I know which one to start moving towards.
Simply because information initially appears to overlap does not mean it is less useful, you just have to know what to do with it. I know a lot of content creators in particular don't like using multiple "information perks" but I think there are ways to make them work better together. With simply one or the other, a low mobility killer doesn't really have the means to get around quickly enough to pressure effectively. With both, you know exactly where to go ahead of time and if timed right, you'll get there while undetectable.
This combo in particular works super well with Ruin because everything is always regressing, so surveillance provides far more information than it would if you had to kick gens, which I think is obvious. But if people are working on multiple gens, it really helps to know which is near completion with Tinkerer. And again, I don't think it's perfect or flawless or that this is some new meta or anything, I'm just saying every single game I've used it has been an absolute slaughter, which surprised me, since I have like less than 5 hours on Pig, am in red ranks, and all these perks aren't even fully leveled for me yet.
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@TAG said:
I'm not sure about Tinkerer. I would imagine you'd need to be a high mobility Killer to get any real mileage out of it.
Not with Surveillance. You know where they're repairing long before Tinkerer pops.
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@Sonzaishinai said:
Just the text was changed not the actual effects
Expect the nerf to come next patch though, they are probably still testing it how it works with the reduced range and probably looking for a sollution for the bp gain when someone is in a locker
Frankly I think they should keep the locker notification and just make it part of the established kit of this add-on. There's not enough ways to combat people in lockers, and even if it "reveals" you, Blight has to bounce into something first, so you can just wait until he's in the recovery animation to hop out and maybe even hide nearby to trick and confuse him. The recovery takes long enough that you could legit hop out and gain a bit of distance even if he was directly in front of you, and he can't open it until he recovers so it's still some good safety.

