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Then you should know that pretending RE7 has anything to do with the core of what RE is is a bold faced lie.
This plus the fact that you legitimately think RE8 as currently more hype than nemesis back in the day makes me think that you are either lying, or just have a very poor grasp on the actual events.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1955744#Comment_1955744
Yeah I honestly can't find the answer because putting yourself in that "pretty rare situation" is throwing the game and making it unfun for as many people involved as there can be lol.
Nah, it's not unfun, it's actually the funniest thing ever when you manage to have it happen, but as I said, it's a very rare case.
Should you hardcore focuse someone, following them around, waiting for the trap to activate, then chasing them to prevent them to use the boxes? Absolutely not.
But is chasing someone with an ACTIVATED TRAP (the point that weirdly enough most people seems to have missed on that thread) on the head if you happen to stumble upon them?
Absolutly.
Is it unfair and uncounterable, Absolutly not, as I said, you just need to get to the box, and force the killer to down you rather than letting your head pop.
Your reasoning is the same than the one most bad survivor like to use to justify them missusing the "tunneling" word: If a target is more vulnerable (like an unhook happen, you get on the spot and only find the freshly unhooked still wounder, going for it is the right move, it's not tunneling its literally just going after the easiest target.
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Kate confirmed fat.
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@GoodBoyKaru said:
Yes, I'm referring to all 3 of you, with the except of one particular streamer because I already know the answer from him (spoiler: it's because he's a bad person).
Why do you all tunnel people with active head traps on?
Now, I'm not talking about being chased twice in a match tunneling. Nor am I referring to accidental tunneling where you've got so much momentum that you've lost track of who's just been hooked and who hasn't. I mean hardcore, will ignore other survivors bodyblocking you, level of tunneling. I mean going for nobody but you until you're dead level of tunneling. So, in other words, actual tunneling.
Like, from the perspective of a non-Pig main, it makes sense to chase other people, doesn't it? The people without active head traps will be the people repairing the generators, so why wouldn't you chase them down? Even if you just slug the person with a headtrap, you'd still get more value by chasing someone hat-less than one with a party hat, wouldn't it? You'd remove 2 people from generators temporarily instead of just 1.
And don't get me started on why they just re-hook you afterwards. Like, what's the point of the head trap if you're just going to ignore everyone else and only hook one survivor? The traps are there to help create pressure and slow down the game, so why are you killing the one person with them on?
It genuinely baffles me so if any Pig mains, or Pig players in general, can answer that question, I'd be very thankful.
Thanks.
Why would anyone spend what is basically a "long chase time" to get a survivor killed after finding him in the very rare "managed got down him once, trap him, and the trap got activated but not yet removed or deactivated" stage?
GEEEE I WONDER WHY!! I CANNOT FOR THE LOVE OF ME FIND THE ANSWER?!
Why would ANYONE try to make the best of a pretty rare situation tied to an otherwise very mediocre part of the kit of a very mediocre killer?!
It's a sadly a mystery that we'll probably never be able to solve.
Edit: I used to be Pig Main, because I love the idea of a stealthy killer, but as many of us, I just hard swapped to the superior in any way Ghost Face. Nowadays, the only thing that makes the pig worth playing is to get thos headpop, and unless you are willing to totally throw the match, headpops are extremely hard to intentionally get.
Here's a pro tip for you survivor, if you see that the pig is trying to get your head pop, just rush to the boxes and ignore her, she'll have to stop you from using thos boxes, which means downing you, which mean no headpoping.
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@ArchFox said:
Just had a game with four toxic survivors, all teabagging and flashlight clicking with an interesting new way of using head on to bully the killer which I'd never seen before. But, damn, is destroying teams like that the most satisfying thing. Just imagining their salty yelling over comms and everything.
Feels good, man
Nothing feels better than to face a survivor (or a team) of extremely overconfident survivors that think they are good enough to BM you... when they clearly aren't.
I remember playing the twin and waking up as Rachel to find a Ash infront of me pointing at my face, "what a cocky bastard" I thought.
Proceed to M1 him twice is like 20 second and laughed my ass off.
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Agreed TheWarNung.
I'll be honest, at this point if feels like one of thos perks that should just be baseline, just make the exhaustion way longer and it will probably improve the game a whole (ofc that also mean killers should get something too, and the top of my list would be auto regression on gen with kicks that actually bump them down ala pop but only 5-10%, but that's another topic entirely).
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/1955682#Comment_1955682
you won't be able to turn them off no
Yaknow what I'm very, VERY surprised BVH didn't implement in the game yet?
Actual emotes.
The two we are right now are fine and all, but there's still a couple that are sorely missing to this day.
The first being a simple "Thubms up" (thanks), I dont know about you, but quickly tbaging to show your appreciation to a teamate after a heal always felt kinda stpid, but it's the only "emote" available to conveil the feeling.
And the second could be "OK" hand sign (the first one saying it's a racist sign get a kick in the nuts) to just be able to respond to the other emotes. it's a very handy sign that is higly contextual, going from Ok to Understood or No Problem.
Point the hook -> Understood
Get healed -> Thanks -> No Problem
And for our lovely survivor main, thos two will also make for way better BM moves than a Tbag or pointing at the killer.
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@kyogul said:
People ######### about DS, Unbreakable, Soul Guard, Borrowed Time, whatever else. What I don't understand is why people don't complain about Dead Hard nearly as much. I almost never see it talked about despite it being at the very least one of the most busted survivor perks in the game.
Dead Hard, when used right, is--to me at least--the most oppressive survivor perk. In chase, it's basically a free health state, and especially against certain killers like Nurse. And all you have to do is press E. No talent involved, wasting so much time of the killer, and it's not something with limited use (like unbreakable which can only be used once), or something that the killer allows you to use (DS).
It doesn't really matter if half the time it's used you're exhausted on the ground. You can make a similar case in point that DS is not very impactful on a game because people use it as soon as possible, often times after their first hook, rather than preserving it for more critical times. Same with Unbreakable: using it as soon as possible rather than strategically.
DH is the most infuriating piece of shite perk ever but I don't ever see people complain about it and rallying around it getting reworked and I actually don't understand why.
If by "people" you mean killer, yeah, they do actually complain about deadhard, quite a lot actually, WAY more than Unbreakable and Soul Guard. As you said, it's basically a free health state if used right (and it's really not that hard to use it right, unless you are in the middle of an open field).
The thing tho, unlike stuff like DS or OoO is that it kinda feel "fair enough" when use by the surivor, when thos two other perks just feel like total bullshit.
Edit: Also I feel like the dev have fixed one of its main "bullshit factor"(or maybe its yet another bug, since it wasn't present anywhere in the patch notes): you can no longer DH trough the killer.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1954130#Comment_1954130
It wasn’t disingenuous at all. Capcom reinvented RE with the seventh instalment as dramatically as the fourth was a departure from the games previous to that one. It was becoming too action focused in 5 & 6, losing a lot of the fear, dread, and most importantly, the claustrophobia. 7 brought RE back to those roots. In fact many argue, myself included, that RE7 has more in common with RE1 than any other RE game having anything in common with RE1.
It seems the formula they used in RE7 resonated well around the globe because RE8 is going to be an even FURTHER departure still from RE games before 7. RE8 has more buzz around it right now than any other RE game ever.
Have you... ever played any of the first 3 Resident Evil?
I guess not because you seem to think that RE7 has... well, anything in common with thos games outside of "hooo spooky".
And sure, RE5 and 6 where pretty garbage, but that's Capcom for yah, they couldn't recognize a good thing even if it slapped them in the face.
The only reason RE7 was a such a succes was because of the brand it wrapped itself in and because everyone was starving for anything not as dreadful as RE6 for the Resident Evil series. Have that game had any other name, it would have been just another "cool horror game" like Outlast, but nothing more.
And yeah... if you think that RE8 has more buzz than any RE ever, you've clearly not been around when RE3 was on its way.
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Real? You mean maps?
Well, yeah, obviously.
Not only there's a very large "difficulty" difference between some maps for the killer, but some maps are also way worst than others depending on the killer.
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It definitly look faster, but I think it's just an feeling born for the new animation, otherwise BVH would have told us about it, right?
RIGHT?!
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Yes, and a pretty obvious one.
First of all, as I said, anyone that has really played the game (till this end) could tell you that ... yeah, it was kinda lie.
The game sold itself on some flashy into, but lost all steam very, VERY fast.
Secondly, the game was a pretty bad attempt at using a known name to sell a game that has basically nothing to do with said name, it was disingenius at best.
And last but not least, the Resident Evil 2 and 3 remake have proven that the real Resident Evil formula still worked, and showed everyone that this is what the series could and should have evolved into, but sadly it was too late and Capcom already signed on a sequel to RE7 following its formula. They are now stucked in a very awkard position where they have provided some excelent update on the real RE formula that were unanimously loved by everyone, but are already on board of a speeding train that goes in a totally different direction.
So yeah, RE7 was a mistake, they should have called it something else and not do the sadly too common move of cheaply slapping a brand name on something to make it sell more.
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I'll even give it a A+
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@FFirebrandd said:
Not gonna lie, playing Killer starts off fine but you pretty quickly hit one heck of a difficulty spike. But if you can get past that, Killer is, in my opinion, the best part of the game. I honestly can't get enough of scaring people with Tier 1 Myers.
High Five
It's true that the insane game in difficulty you'll face as a killer from the moment you switch from total noob that are so scare they will spend the game crouched behind a rock as soon as they hear the terror radius to just an half decent team that know how to do some basic loops and isn't scared shitless for no reason can be pretty jaring as a killer, but its also the point where you will actively start to improve.
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@Phasmamain said:
I think a pinging system similar to apex would work wonders for solo
This. Or a SVF system ala Smite that let you send some voice lines about what you are doing to the rest of the team with a quite combo of keys.
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@EvanSnowWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1953022#Comment_1953022
And then one of them makes a whiny thread crying about how Franklin's Demise is overpowered and needs to be removed from the game.
Then it means you've won twice in a single game!
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@Dragonshensi said:
Just had a match where all three teammates were focused solely on gens and nothing else. I was the only one not a try hard red rank. I saved multiple people from hooks and these three didn’t even bother to try and save me. They just focused on gens and said he was camping! He was nowhere near me. Done with these people.
Thanks for sharing your story with the class.
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You are right op, as this post showed :
@hardtimefun said:
why is there still nothing stopping this """""strategy"""" like hey you dc for hatch, it will only open in 30 seconds because of that, idc if people will troll with it, dc for hatch is #########
DC penatly should probably be expanded to the whole SWF group, just to help make DC Hatch less attractive to the already extremely advantaged SWF.
Also, to actually adress your point (and I hope someone else has already pointed it out in that thread that I wont bother read) :
YOUR right to play with a ######### connection doesn't trump the right of the rest of the players to get a game without a DC that would come to ruin it. It's one of thos "the need of the many before the need of the few" cases.
Your connection isn't good enough to play the game? Welp, sux to be you, but that's kinda your problem.
Btw, nobody said you are ruining other people lives, what you are ruining is their games.
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@indieeden7 said:
I'd hope not, as many people said when RE VII was released, it really doesn't feel like Resident Evil to me.
This. Even if we put aside how extremely overrated RE7 was, it's just not nearly iconic or representative enough to the whole series to be what should be picked here.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1953740#Comment_1953740
Pretty much. When it doesn't happen they will just say "Well it wasn't this one, it's just the next" until it happens.
In all honesty if I had to pick a Capcom horror killer to add to this game it would not be something from Resident Evil, it would be like....Scissorman from the Clocktower series or something. I feel that would fit the game better; and not feel like a license risk to capcom.
"License risk to capcom"
Dude, we are talking about Capcom, the company that have systematically run into the ground each and every of their IP, they couldn't even even the effort of pulling ONE very good R2R have apparently exhausted them enough that they had to half ass R3R.
The more probable reason for the fact that a Resident Evil DLC still didnt happen is more likely due to Capcom being Capcom, and being extremely greedy to the point of making a deal impossible.
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@Sluzzy said:
Continously nerfing survivors and buffing of killers since the game was released has made the killer role way too easy. Nerfing survivors over and over, nerfing survivor perks, nerfing map sizes, significantly nerfing survivor defenses, and releasing powerful killer perks, slowgen perks, tracking perks, and buffing perks to be unfair such as tinkerer where it punishes the other side for doing the objective. They are oblivious to how lopsided and easy killer has become. Buffing leatherface, doctor, and clown when they didn't really need it.
Streamers boasting of huge long winstreaks, hardly breaking a sweat, the other side has hardly any chance whatsoever to win. It is not even entertaining to watch. It is not only entertainers. Because you have some experience in killer shouldn't be a green light to win 99% or 99.5% of your games. The devs should stop catering to one side and make the game fair for both sides.
Is this a joke?
Like, are you for real there or did you just swapped "survivors" and "killers" words in your mind and still managed to wrote that whole post without noticing it?
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RE7 was a mistake, a misguided game that burst its load on trying to rippof the texas chainsaw masacre at the start of the game, and then couldn't find be bothered to create a good gameplay to flesh out the game.
With the R2R and R3R being as good (and iconic) as they were, I sure hope this is where the inevitable RE dlc will go.
Give me Racoon city police station map, give me Clair, Leon, Jil of Chriss, give me the Nemesis, MrX or just a Licker, THOS are the iconic names of the Resident Evil series, not the Bakers
unless we are talking about Joe Baker, which is objectively the best character of that whole game, gib a Bill skin of him pls. -
@Pepsidot said:
I very much doubt flashlights were made simply for flashlight saves, as you suggest. If you use a headset, after been blinded at a pallet/window you can track the survivor, so it's actually better that you are blinded so they don't get so much distance.
Also using a flashlight to blind a killer isn't "BM" as you said. It would only be BM if they were clicking it all the time. Try to track survivors better when flashed and you can use it to your advantage.
I mean... let's not kid ourselves here, the overwhelming majority of survivors my bring the flashlight with the intention of using it for that sweet and elusive save, but most just end up using it to blind the killer over pallets, and most dont even try use the blinding period to hide or try to throw off the killer, and let's be honest, they dont even do it for the meager amount of point it will give them.
They just do it to fck with the killer, even when it comes at the cost of a couple of seconds they could have used to run away.
@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1953045#Comment_1953045
flashlights are extremely easy to play around and avoid
literally the only time they do anything is when they blind you at a pallet and even then with a headset just use sound to track them even with the new blind sound effect.
last time someone got a fl save on me was ages ago probably around the time the twins were released.
That's actually only true if you face low tier and low addon flashlights. As soon as you start to punch a bit higher in term of quality the flashlight can be devastating, you can easily snipe the killer from 15 meters away with the right addons, and I have been blinded more than onece while facing a wall by survivor that were literally NOT visible on my screen.
So no, just because bad survivors using bad flashlight poorly are easy to avoid it doesn't mean that all flashlights are easy to avoid, far from it.
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@PerfectlyPink said:
Why though? I squeal with joy everytime I see multiple flashlights in a lobby. It just means I'll have a bunch of people chasing me instead of doing gens.
Good question... why tho?
50% of the flashlights are used to blind you on pallets, just to be a dick since most of them wont even try to use the blindness duration to actually try to hide, 40% will never be used ever, and the rest are actually used on grabs. (thos stats are totally legit and not made up btw).
And while I'm the first to say that survivors are EXTREMELY toxic, letting them bm you on pallets with a cheap blind isn't so bad that it should be removed, especially since it actually open some mind games on both sides, and often just make thos survivors wast time and play badly.
Also, nothing is funnier than pulling a lightborn on a pallet blinder and just walk to them and slap them in the face.
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Playing solo is pretty hard since you have to face 4 killers instead of 1.
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Maybe... yaknow... you SHOULD try to play killer before throwing a very childish tantrum on the forum because you have no idea what they can do?
At least just to know what you are going against? Dont you think that would be a good idea?
No?
No. Ok then.
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@trokx said:
It seems to me that only killers have responded to this lol some ppl Can’t read god bless y’all
Oh no, we can read alright, it's just you who can't write.
Btw, here's a very, VERY basic bit of knowledge for you : the crutch you have been using, spine chill, only works if the killer is looking at you. Decent killer, especially the one relying on stealth like ghostface, will know that they probably should avoid looking at you if they want to sneak on you (it's still a pretty hard counter to him, since, yaknow, he needs to look at you if he want to expose you but whatever).
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I guess you'll have all the "guys with knifes and other serial killers" at the bottom of the list, then the more "fantastic creatures" on the top of the list.
If we are talking about one on one duel, I don't even think someone like the nurse or the spirits who are basically ghosts could be really harmed in any way.
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The level of survivor whining is getting worst by the minute.
I expect them to start just posting angry emojis by tomorrow.
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I hate to use that often extremely overused word, but really Cruch, just don't feed the troll.
Is is obviously engaging in very low grade sophistry and isn't worth wasting the time you just spend responding to him.
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@ukenicky said:
I'm kind of surprised at all the people defending noed like I know y'all are so quick to say DS is a crutch and that second chance survivor perks are bs and need to be toned down.
Noed is literally a second chance for killers to insta down people in the end game and in most cases secure at least one kill. Against uncoordinated groups or solo queue what are they supposed to do? Lol
I hope one day it gets reworked in such a way that it's still powerful and unique but not so unfair. I personally feel bad using it as killer and wish it functioned differently so I could use it and not feel bad about it lol
It's getting pretty sad to see how much all survivor mains think alike.
Sure, noed is a second chance perk. It's LITERALLY the only one for killer, and it's one that you have a very good chance to not gain ANY value from in most games, either you never reach the end game, you reach it but wont find anyone, every totem have been cleansed or the noed is cleansed minutes after the end game starts. The ONLY very good set up for that perk is when you have someone on the hook when the endgame start, or you are finishing a chase pretty close to it, and you can now just camp that hook and hope the survivor will get overconfident like they often do when it's time to unhook someone in the endgame, and start swarming you. THEN you may have a chance to get a good hook, but not much more since the second they'll see the hex pop they will either run to the door or find the totem.
Now let's compare it to the survivor second chances alright?
You get the exhaustion perks, Dead Hard in particular, but the others do the same too, that will let you get away with a situation where you should have been hit, they may even extend reset the chase if you know how to use them.
DS, the strongest second chance that will let you get away with getting downed soon after being unhooked. "BuH ItS aN AnTiTuNeL pErK oNlY". Yeah, right, any people with just a shred of honesty knows its a lie.
BT, the perk that will make all unhook safe unhooks with almost no exceptions.
Undying/Blood Pact, the perk that will give you a second chance when you get down if the killer have to leave you on the ground.
And I'm sure I'm forgetting one.
It's pretty obvious that the problem here isn't the existence of second chance perks, but the ridiculous number there's in the game right now, and how each and every one of them can (and will) easily throw off your WHOLE game as a killer, turning what was a strong snowball into a total cascade of failures.
On the other Noed does what? Let you get a surprise down on someone, in the best cases scenario it will let you get a down on a rescuer while, with a bit of luck, letting protect a hook you already have, but most of the time it will just give you one down (that you'll probably would have scored without it) that will broadcast the percent of the hex to the rest of the survivor that will then either instantly flee, or, if they are very confident (ie SWF) try to find the totem and remove it. And the rest of the time, either you didn't see the end game, or didn't managed to catch anyone in time. And what did it cost you to bring that amazing perk? A slot that was dead for the duration of the game, probably leading to you reaching the end game rather than finishing the survivors before that.
So yeah, cry me a river, Noed is fine, it impact a very small percentage of games but will take 1/4 of your perk slots 100% of the time.
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@DemonDaddy said:
Spamming his power?🤣
Like most m1 killers he is easy to pick up.
He can put snares down but that does nothing if not placed beforehand and your asleep. It's not even that good unless the survivor is dumb enough to continue that same loop. If you run it until he places snares, throw the pallet, then move to the next, his snares are never an issue and it removes previous setups in the process. His teleport is good in combination with perks, but still limited in the frequency of use. The only way he progresses killer objective is a m1 slap.
o... k?
I have litterally no idea what that very basic round up of the charcter has to do with my posts?
Did I gave you the impression that I didn't know how to use him, or thought he was too strong or something? NGL that was weird man.
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I mean, sure, and I event toyed with the concept for fun on paper... but somehow, I think having a rocket launcher, Gatling gun or any other type of explosive would look... I dunno, kinda out of place in a game where people spend most of them time getting slashed by sharp stuff.
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The sad reality is that DS (and a couple of others, but DS in particular) are just a bit over the pay to win line.
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@UseTheValve said:
This has to be a bait.
Survivors are so toxic that they pushed the whole community so deep in Poe's Law hole that its almost impossible to know what is bait and what is real anymore, but sadly I'm pretty sure OP isn't trolling here.
Edit: Top kek, OP got spooked and deleted his post. And that's why you should always quote posts to keep a trace of them.
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They are pretty rare in the blood web yeah... but you can some time find them in chests too.
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Or... yaknow, it could be just one of thos time where the killer is trying a killer he dont know too well or is in the process of leveling up (I mean, that build is straight up hot garbage for demogorgon ngl) or... yaknow, he just got a bad game, it happens more than you think, but usually survivor just jump on the very shortshighted and petty "HAHAH YOU BAD" bandwagon.
It's extremely easy to have a match get totally out of your hand, especially when you are playing something you don't know very well yet as a killer.
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The title of that topic should have been "the Survivor Rulebook", and as anyone should hopefully know, the killer isn't a survivor, so they shouldn't care in the slightest about that Rulebook.
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See trough loops were a mistake.
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Looks like a standard case of very bad desync to me.
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Good catch, ngl, I didn't noticed it until you pointed it out.
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"Huuuuur, hit boooox bad, survivor unplayable."
Meanwhile, the desync (ie what's really happening, nothing to do with hitboxes also affect killer in that kind of bullshit ways.
I got the exact same thing happen to me not that long ago.
@OGlilSPOOK20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1950846#Comment_1950846
She didnt have deadhard
That's the weirdest part here ngl, because it really looked like a DH, but maybe it was just the janky new hit animation.
@Rizer said:
you deserved it playing that trash killer
Oof, can we just report that one please?
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@GannTM said:
I mean, you pretty much just broke it all down there. He’s not very fun to play as well to me. I hope his upcoming rework makes him more skill based without gutting him. I haven’t played DBD long enough to know how it feels to play as and against old Freddy, but he seemed pretty interesting. Maybe bring that back while giving some tweaks to keep him a fairly strong killer.
I think having his current blood pools be real root rather than snare would make them way more interesting.
Think something like a trapper trap, but that is set up way faster, way more visible, and more importantly have a limited duration and don't inflict wound to survivor.
I also think that his most "flashy" ability is basically... totally worthless since his rework, ie the whole dream world mechanic.
It used to be the core of his mechanic, dragging survivors in that realm was actually a pretty neat mechanic but what does it do now?
Well... it will give the survivor Oblivious, but a gimped version where they still can hear the terror radius in an omnidirectional way...
That's... pretty lame ngl.
At this point it would be simpler to keep the kit, remove the dreamworld altogether and repackage it for a new killer.
I think they should make the dreamworld the center of his kit again, maybe push the thing to the max and make it so that what is present in one world is abscent from the other, watching the other survivors around you just vanish from existence could be very spooky and cool.
I didn't gave much tought about it, but clearly, there's something there more interesting than spam mediocre slow and a TP on gens.
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>see the discrepancy between this 2 post ? 1 asking to juke and run while other asking to play in the mindgame.
You... you realize that "mindgame" includes the way you'll juke and run, right? Or did you thougt it would mean setting up a chess board and do a quick game with the killer?
>fake juke will not effective anymore
Yup, see, right there? It's the exact problem all the survivors whining about X killers (doesnt matter which, it's alway the EXACT same argument) always have : "I can't do [insert the obvious solution that somehow, others manage to use consistently against that killer] so this means it's totally impossible."
Aight, I guess that explains why the spirit is the top tier killer used by everyone, including in "competitive" where nothing can ever be done against her. I guess, you just said it "fake juke will not effecive anymore" (whatever that's supposed to mean).
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Freddy is one of thos killers that has a very low intensity but spamable power and tbh, it feels kinda... lame I guess? On both sides.
Having Freddy spam his snares without any penalties feels bad when you are a survivor, but as a killer, spamming what feel like very low intensity slows is kinda lame.
I'd rather have him hold way less charges and have them be more impactful.
Also, yeah, there's litterally zero reason for thos pools to not be crouchable... I mean, even the Torment can be crouched over.
On the other hand, I think the strongest part of his kit is the TP ngl.
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I'm... not sure I understand your post.
Is that supposed to be something BVH have already posted, or is it just making up a "what if" scenario here?
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@DeliciousFood said:
https://forum.deadbydaylight.com/en/discussion/comment/1950729#Comment_1950729
Yeah, the OP is right, it's really not worth continuing.
Have a good one. The community would be a nicer place if you toned down on the abrasive nature of your replies, especially toward people stating rather tame opinions about something.
One thing that can't be taken away from survivor mains is their outstanding lack of self awarness, thanks for demosntrating that point once again by trying to call others out for their "abrasive nature of their reply" after you litterally just insulted me out of nowhere.
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Grabbing is already iffy at best (someone time you get the nice "supportive hand on the shoulder" bug, some time you dont get to grab someone that is litterally working on a gen right infront of you, and some time you get a random grab on a pallet where there shouldn't be any, but hooks are probably the worst when it comes to grabing, it's just way, WAY too easy to deny a grab there.
On the other hand I'd say that grabs on people getting into lockers are way too generous and should start only halfway trough the animation, the first half being a simple hit.
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@GoobyNugget said:
I just got tunnelled by a trapper!!!
How dare he play like that, especially against my 4 man swf with keys and toolboxes!
Maybe I had OoO, DS, and dead hard, but who cares about my behavior or my loadout?
This behavior from killers who are meant to kill us is unacceptable!!!!
Yours truely, Nug.
The sad part is that the only reason that post get out of Poe's Law is because you gave more information than the average whiny survivor do.
They often stay as vague as possible and would stick to the tried and true :
Killers are too toxic, I just got tunneled AND face camped for no reasons! I had zero couterplay!
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There is no genuine counter to Spirit during these stand still mindgamesAnd this is where you, and everyone whining about spirit is wrong.
The funny part is that in your post you mention Nurse, Deathslinger and Freddy, while making the EXACT same empty argument a lot of other people do about how these particular killers "don't have any counters".
ScottJundOFC COURSE you'd be from the Scott school of "nurse has no counter".
Scott is one of the most notorious example of "survivor main, but guys I'm totally not" syndrome out there. Hell, the simple fact that you really think he is a killer main is pretty hilarious ngl.
That's not to say their word is gospel,Yes you just use them as such, thus making a nice appeal to authority
but high experience killer players say these things for a reason.Meanwhile a lot of other "killer main" (real one) like tru3 will tell you otherwise.
The fact that you think you consistently have the short stick in chases with killers outside of Spirit (and I guess Nurse and Freddy) says more about your ineptitude in the killer role.Funny that you are calling me out of assuming things, to then do exactly that in the same breath while adding a pretty lame attempt at personal insult on top of that, thus showing how actually insecure you are about your position.
Let me tell you, I dont have any problem farming the useless double peeps at red rank, and I do it with what most would call trash tier killers, so you can kindly shove you "u bad" up your.
Then to get about about who is actually dictating a chase, if you REALLY think survivors aren't the one in the driving seats, then I guess, it must says a lot about your ineptitude in the survivor role then? Funny how that works right?
What is even funnier is even peple like Scoot "I'm not a survivor main" will tell you straight up that yes, the survivor is the one directing the chase, while the killer is the one well... chasing.
And... I'll be honest I lost any interest in continuing reading your prety empty drivel that is just a long roundabout way to repeat "NAH SHE DOESN'T HAVE COUNTER PLAY NAH" while shoving your fingers as deep as you can in your hears. Keep on riding train, I'll be over there in the real world where she's good but is just a killer you have to actually anticipate rather than just react to.