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Zaytex

Zaytex

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Zaytex
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  • @Sluzzy said:

    Survivors need way more. Too much is expected from all 4. All it takes is one mistake against a killer and it can be all over. Killers have perks that make their game infinitely easier while survivors are punished. Maps are usually so small and devoid of loops that it's common someone is dead 10 secs into a match. Killer is definitely easier.

    This has to be bait.

  • @Kirkylad said:

    Chances are if he was playing bubba that was his game plan all along to be honest.

    Let's not play up stereotypes please. I main Bubba, and I definitely do not camp unless the survivors ask for it.

    In regards to OP, you probably annoyed him with that 360, some Killer players are very fragile and get annoyed if you avoid or outplay them.

  • @VexTheHex said:

    As a Killer main you said yourself, I think you're ignoring the pure amount of toxicity and frustrations that many solo survivors go through that can lead them to KOBE. Sometimes it really is the right choice as well. And just cause the Killer doesn't want you to die then and there, doesn't mean he or she is actually going to let you play a enjoyable match. They're just upset they can't farm and control when you get killed off.

    Altering it is also going to nerf Survivors in the situations where one kills themselves to let the other try for hatch.

    I do understand the frustration though, but more than likely that Survivor was pushed even further into frustration than you to the point they snapped. If only people were nicer to each other in a videogame meant for fun.

    It happens almost every match though and I'm going out of my way to not tunnel, slug or camp too heavily as the adept achievement doesn't like it.

    Yet they still disconnect, even if you play nice. Survivors are often given a pass for bad teammates and allowed to kill themselves because of it, but what about killers? If you go after, give up, or dc, the entire fandom laughs at you, but for survivor, it's just fine apparently.

    Another double standard really.

  • @Mugombo said:

    It’s a survivors way out of a game when they know it’s not gonna be fun. Killers lobby dodge all the time because they can see what they’re up against. Survivors can’t so they have to kill themselves on hook to leave

    Yikes, the fact that this is upvoted basically tells me what the community thinks towards suicide on hook.

    And it isn't good.

  • @Xayrlen said:

    Well, they probably do that because you sweat too much on those games. Make the game interesting, give them a hope to win, so they could struggle till the end.

    Except the adept achievement is the opposite to this, so you can't put that blame on the killer.

  • @Kirkylad said:

    If you make it so they can't kill them selves on hook then they'll just AFK till they're dead. You make it so they can't do that then they'll run at the killer and kill themselves that way because you can't tell if they are trying to leave or they are just really bad at the game. There's no winning either way.

    That's still a better alternative and will act as a deterrent to people giving up. Sure, it won't always work but at least it doesn't rob the killer and the other survivor(s) from points unlike the current ''I give up'' option.

  • @redsopine00 said:

    https://forum.deadbydaylight.com/en/discussion/234570/im-so-sick-of-survivors-killing-themselves-on-hook

    They should just change a dc hook suicide to count as 3 hooks not 0 or 1

    Still needs an actual consequence for the person doing it, in fact, I'd remove the option to even be able to #########, making it so you can only unhook yourself under certain conditions and removing the struggle feature, making it automatic.

  • And this is why a disconnecting penalty is stupid. It's not uncommon for the game to disconnect you because its badly designed.

  • There needs to be a killer perk that makes a generator(s) more harmful to survivors, would be fun and interesting dynamic to the game.

  • It's a perk that is attainable by hacking the game, I believe. Never seen someone use it though.

  • The beginning should just make generators progress 50% slower until the chase begin wins, would stop the whole generators flying before the killer even finds a survivor because they get a giant ass map.

  • The real problem with Ghostface at the minute is the inconsistency of revealing him. I'll literally be staring at him in an open field, mid range and I'm not revealing him.

    Fix it, it's dumb.

  • The community: This killer doesn't belong here, he's not scary, KPOP doesn't belong in DBD

    Also, the same community: omg i want myers to ######### me, i want him to break me, daddy..


    good thing i never take this community seriously

  • The main problem I have with Freddy is his snares. It's basically the same function as Clown's gas without the blinding effect and makes it so you need to drop pallets early, just like if you're going against a Clown.

    Yet, Freddy also has one of the best mobility tools in the game, along with a mechanic that requires no effort on his part to activate, for the reward of free slowdown that can be hyped up with add-ons and pseudo-stealth against the survivors with the lullaby replacing the TR.

    He's FAR too bloated and easy to play, if I had to weaken him in one way, take out the snares permanently and make it so they're replaced with the dream pallets. They're more fair, incentive survivors to actually wake up and reward being attentive to what pallets are gone or still active when outside the dream world.

  • Congratulations, my first was Trapper which was a hair ripping experience..

  • Perhaps I am biased as a killer player, but it does seem like NOED is an issue only non-adapting survivors complain about. Yes, it's frustrating to get hit by it, but there are plenty of counters. Totem placements are pretty generic and repetitive, and if they're an issue, bring one of the totem perks and you can instantly counter every single hex perk in the game, including Ruin/Undying which is pretty common.

    Just switch out one of your four meta perks for a totem one, and you'll laugh at how killers with any sort of hex perk don't stand a chance.

  • This happened to me on ormond against a Nurse, she legit didn't know what to do when she was the dwelf floating mid-air haha

  • @IronWill said:

    Ok so let me get this straight: survivors suiciding or giving up against certain killers is bad but killers lobby dodging for whatever reason isn't?

    Completely different circumstances that you're comparing. Plus, as a killer, do you really want to go against a SWF or one of the survivors bringing a key in?

    You can't blame killers for not wanting to fight against OP things.

  • If you add everything up, the game is survivor-sided, but I wouldn't say its massively survivor sided, more like 60% survivor favoured if I had to put a number on it.

  • Twins aren't fun since they're heavy slug and camping type of playstyle. Trickster may be arguably weaker, but BOI is he fun with the ricochet projectiles etc.

  • I think it's good but not as a stand-alone perk. If it's combined with Desperate Measures or WGLF, then I think it's very good.

  • ngl haddonfield be making me trigger happy with that leave game button /s

    thank god I never get it regularly

  • This is a fundamental problem with the community.. this idea that killers are not allowed to play in a specific way because it isn't fun for survivors, but when you flip the coin, survivors are allowed to play anyway they want regardless of how fun it is for the killer(s). It's a double standard that I despise as a killer main and here's a few recent scenarios that happened that prove it.

    Scenario 1: Feng min found a key.. hatch has spawned and I was able to get her into the basement as Leatherface. Now, I'm camping her because I'm not having a 3 man escape. Steve, then decides to try to rescue against a Bubba and goes down, so two in the basement, more reason to camp. Post-game chat, I'm basically screamed at for doing this and when asked what I should've done, Steve tells me I should've let Feng min escape and let them have a 3-man key escape.

    Scenario 2: I'm using meta perks on my Leatherface and win pretty easily, get to end-game chat and someone tries to belittle me for using meta perks.. well I look at their survivor build and see: Decisive Strike, Unbreakable, Iron Will, Dead Hard. Yeah, and then I get a survivor crying that Leatherface takes no skill and neither does my perks despite their build being arguably the same thing.

    Scenario 3: Bubba again, playing normally, end up being able to down the entire team in one corner of the map. I hook two of them, slug the other two because there isn't any hooks nearby. Sucks, I know, but I want my 4K. Get to post-game chat and I'm basically told that I was trying too hard and it wasn't fun for ''THEM'' and that I was ''holding the game'' hostage by slugging the other two. I ask what the alternative should've been and I get a ''should've just let us go''.

    So yeah, survivors don't like it if you play to win, because it isn't fun for them, but then they'll play to win and bring every crutch perk in the game or playstyle to make sure they can win, but if you do the same, that's not fair.

    It's the most bizzare ######### I've ever seen in a gaming community, and honestly, it needs to stop.

  • Myself, for bubba.

    yeah I'm kidding myself ;_;

  • It's classic entitlement, expecting the killer to not bring X, Y, Z into the lobby.

    I got it myself earlier today, a Feng had a key, so I camped her and a Steve who tried to save her in the basement, got moaned at for not letting them go and effectively get a 3 man hatch escape.

  • You'll need gen perks, if you want to have a chance.

    Corrupt, protect the Four gens early.

    Discordance, tells you where to go,

    Pop, obvious.

    4th perk? Whatever you want

  • But what about the rEpReSeNtaTiOn that all the gays need?

    I mean come on, this might be a game about death and nothing to do with sexuality, but we need to know if Dwight likes his bussy played with /s

  • Knowing the location of a survivor(s) doesn't really mean anything since you need to be pressuring them directly to get them off generators. Competent survivors are comfortable with being injured, especially against Legion because he's an M1 Killer that gets bullied pretty hard on certain loops.

  • The core problem is in how killers can't apply pressure easily, namely through massive maps or extremely strong loops tied together.

    If you were to reduce the size of the maps to something relative to coal tower or father's campbell Chapel, then it would make it much easier to apply pressure since it wouldn't take an entire generator of time to simply walk to the other side of the map.

    Also weakening the amount of safe pallets in the game and loops tied together would be beneficial, since it's brainless and would encourage more mind games at unsafe loops, which is more fun.

    I don't think you could fix the issues of tunnelling or camping, they're part and parcel of the game and survivors do have perks to supplement a defence against them. Adding a shared hook counter wouldn't be satisfying since a weak link could literally get the entire team killed.

  • I don't play Legion so maybe I'm not experienced enough but it does feel like his power isn't too impactful against competent survivors (I.E the ones that don't waste time healing) since it might keep or get them injured very easily, but to officially down them you need to chase as a M1 Killer, which is pretty brutal on some maps and against very good survivors.

  • Kindred. Being able to see exactly where everyone else is, and the killer is extremely powerful. You can see from afar which direction the killer is going and have a head-start running away.

    I never take it off.

  • I have 3 characters for each role I main.

    Survivor(s), I picked the cutest and hottest ones: So Dwight, Ace and Felix (omg his C A K E honey)

    For killers, I love LOVE leatherface, his lethality in chase, the weird factor to his personality and how if survivors piss me off, I can always face camp and there's nothing they can do. Nothing.

    Also play Wraith, like the stealth he brings, especially with the buffs, feels like the only real stealth killer in the game.

  • I love it personally.

  • @valvarez4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2003520#Comment_2003520

    we want an option to kill ourselves if the killer slug us. If you think this is “feel we deserve the hatch” is your problem

    Right so you want another ''I give up'' button?

    Sounds like a you problem.

  • People just think Ruin is bad because they cannot pressure generators effectively, and this is coming from a killer main.

  • Monstrous Shrine should spawn a second basement in the map, connecting both of them to promote basement playstyles and give killers a form of mobility, as they could teleport from one basement to the other.

    Wouldn't be too hard to implement either, since most maps in this game have the basement in two possible areas.

  • I have been playing late at night recently (3 am+) but the matchmaking has been awful.. facing 15-20 survivor(s) as a rank 1 killer, or vice-versa as a survivor.

  • Because the survivor(s) feel like they deserve hatch, which is just pure entitlement and an unhealthy mentality to have.

  • Killers need to tunnel/slug/camp against a very good survivor team to have a fair chance at a 4k. If the survivors don't make it easy for the killer, then neither should the killer, so the killer using this strategy is fine depending on the context.

    Now if it's a Nurse/Spirit, there's 5 gens left and 3 survivors, and they're tunneling, then yeah, they're just being a dick for no reason and i don't respect it

  • Here's a quick guide to countering Lery's with any non-stealth killer:

    Step 1: Press esc.

    Step 2: Press Leave Game

    Step 3: Go watch a video for five minutes

    Step 4: profit

  • @REL1_C said:

    https://forum.deadbydaylight.com/en/discussion/comment/2003452#Comment_2003452

    You see, that's my point. Breathing, is fine with iron will. Scratch marks with dance with me, poised or deception. Other perks too. Perks counter killers, how does nobody get that. For example, object of obsession. Although it's getting a nerf, it was really strong against any killer other that stealth ones.

    You can't say ''well, this perk counters this killer, so its fine'' because you cannot change perks mid-game and expecting people to bring a specific build or perk line-up for an odd chance that it could be Spirit, or any other killer they're building to fight against, is silly.

  • ngl claudettes do always be toxic

  • I'm really excited for the killer to be brought live, he's fun to me and the only disappointment from this chapter is how his power is underwhelming and just Plague with extra steps.

  • The problem with Spirit is how she can react to everything YOU'RE doing (e.g breathing, blood, scratch marks, grass moving, noises, crying, etc) but there's nothing you have to tell what she is doing in particular.

    If they were to introduce a mechanic, shown in one of Otzdarva's videos where once she phases, there's 2-3 moments where she's temporarily revealed to the survivor, then it would allow for some form of counter-play as you would know what she's trying to do.

    But right now, you're just making guesses against her and hope she makes a mistake.

  • If someone wants to tunnel, then a tally isn't going to change that. What it would change, however, is making killers become more efficient in the decisions they make. For example, if you were given an option to chase 2 survivors, and the tally told you one is on death hook and the other hasn't been hooked at all, any competent player is going to go for the survivor on death hook.

    According to the developers, that isn't acceptable. They want you to chase every single survivor and let them play the game for as long as possible despite a competent survivor team being able to complete any generator and escape before the killer can reach 8-12 hooks, unless you're Spirit or Nurse.

    After all, focusing on 2-3 survivors in particular isn't tunnelling and a legitimate strategy to apply more pressure and get survivors out of the game ASAP without actually tunnelling.

  • @REL1_C said:

    https://forum.deadbydaylight.com/en/discussion/comment/2001532#Comment_2001532

    You also don't play enough, there is...1V1 is enough to counter any killer but nurse. You have enough experience and perk knowledge, you can 1v1 spirit. Like I said, the perks I have listen work well, try spine chill, it's pretty good...

    Urm.. right, so that's why all the well known streamers who are brilliant at the killer role all say the same thing about Spirit.

  • Survivors are whatever, but for killers:

    Leatherface, Wraith, Demogorgon, Plague, Nurse, Billy, Ghostface, Doctor, Huntress, Myers.

  • Yeah the Twins are just campy/slug killers that I'm glad I never see them in my games.

  • In the 1v1, there's no counter play to a good Spirit. Iron will exists, but so does stridor, and there's no reason to not bring it every single game. You can suggest all the tricks and tips, but at the end of the day, it's in the Spirit's control of what happens.

    You can beat her in the 1v4 overall, by just splitting up and playing as efficient as possible, but in the 1v1, there is no counter-play. You just hope she makes a mistake, that's it.

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