angematias
angematias
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- angematias
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It's completely fine as a non-hex perk, but why are you guys so keen on mocking someone? It's bizarre to me.
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Doctor, absolutely anti stealth and only counterable by entering lockers or using a perk that is the other 99% of the time USELESS or "just dont be on the half of the map hes dominating at the moment, 4head"
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If someone out here really thinks that tbagging changes the games progress or its fairness at all I would seriously recommend doing the Am I Having a Stroke tests, preferably with someone else to evaluate.
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I will start by admitting: I'm biased and am probably never going to have fun going against spirit.
The pros of going against spirit is that she isn't just another insta-down killer or a killer that has the potential to be very anti-game (in my opinion, killers like freddy and doctor seems to drag on games foreeeeeeeeever, which tires me). I feel like her design aesthetically and her noises are on point with something absolutely creepy, scary and ominous, it gives a true horror experience.
What I don't like is many things (I'm not saying they're fact). I feel like Yamaoka Haunting leaves too much guessing to be made, sure, you hear her approach if you are out of her TR, but hearing it only indicates closeness to you, not her location, you cannot properly predict where she is going unless she was already chasing you. Leaving an approach of a killer to guess work rather than to actually using the information the game properly relays (even with wraith you have a true chance to see his approach, same for freddy, nurse and the likes). There are true cues and information that properly tells you of their location and where they intend to be soon.
Another thing I don't like is that spirit is a serial through pallet/window hitter, and her katana swing seems to have the reach and hitbox of a truck (confirmation bias, probably, because I've been burnt out of the killer). Getting a spirit to compete with isn't downright fun crippling for me, but it is far from a fun match ( i specially love going against killers such as pig, legion, wraith, nurse, huntress, actually, most of the killers haha). I know huntress hatchets hitbox is ridiculous, but it feels like I've learnt how to mostly work around them, now Rin's katana feels like she can reach much farther and it's a big cone of a reach.
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A rank based glowing shards reward wouldn't be too game crushing.
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If you become one with the corn, you can find anyone in the corn
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Also the way you treat SWFs is nowhere close to healthy. Why are you trying to make such a case when you are clearly someone with an attitude problem in the game that not only flames players after a match, but also complains about getting 3k almost every game? It's just bizarre to me that someone would come to the forums with this, I'm not going to lie.
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@Respectfulnancymain said:
https://forum.deadbydaylight.com/en/discussion/comment/1223739#Comment_1223739
You are probably the only fourm member I've seen who only has 12 posts but isnt a bait account. Most account with not alot of posts are just bait accounts
I am a quite new player.
I also don't like making bait in any way, shape or form.
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@Clevite said:
It's not just killers, it's both sides that have toxic people.
This game has also created an atmosphere where both sides have been conditioned that toxicity is going to be in like every third game or so. Then when they see it, they bring that reaction in to the next game.
I also think we have gotten out of hand with what we label as toxic. I mean if we recognize, tunneling, camping, moris, as legitimate tactics.
So must we recognize body blocks, hook sabos, loops as well.
The best thing we could do is just play the game for your own win conditions. And respect the other person right to do the same. Don't like their tactics, send a gg and move on.
This is probably one of the actual non reactionary and sensible responses to this thread. If this community eventually learns that acting with kindness as a whole would bring much less toxicity to it as a whole, we would have a much healthier forum as well. However I do worry that people haven't learnt how to separate their frustration and how they act upon it, it can make them do things that are considered bad manners in the game and then they try to rationalize or justify it.
It's not so much an issue with the game as it is with how people deal with their own emotions.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1223576#Comment_1223576
yeah that's by logic. Being "revenge-toxic" isn't necessarily a rational reaction. And you can't wait until you get the same group back into your lobby. Just expecting that the next group is equally toxic and deserves it
Nobody deserves toxicity, even the people that were toxic to you.
When you stoop to their level of bad behavior, you lose any moral highground.
"They started it" is not a valid reason, and should be left in preschool where it belongs.
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@Traslogan said:
So the basis for your counterpoint is that toxicity requires toxicity for someone who will be toxic to do so?
My point is the game leans so heavily into favoring survivors, especially with more than half of all games now being SWF, that killers have lost the fun in the game. If we don't get like 10 hooks and max out our chasing score and farm you for deviousness points, all while somehow keeping gens alive for the gen pip, we can't rank up at all. It's very easy to double-rank-up as killer if you can get the first rank-up point, but very tough to get the first point in general. For some reason you are running with this assumption that toxicity only occurs because other people are being toxic, which then begs the question why were those people being toxic, and your argument loops around.
The fun of the game leans massively into the survivors now, SWF might not blatantly win that many more games (9% more or something iirc), but it can very quickly cripple the fun for the killer. that is why killers justify toxicity, I bring up DS a lot because it is a very prime example of the issues. DS is ranked as the most popular survivor perk for a reason; everyone takes it and it stacks for some reason despite being built to counter tunneling supposedly.
Killers not having fun with normal gameplay or having difficulty ranking still does not justify bad behavior within a game. None of those factors makes it a reason to be toxic to other players in any way, shape, or form; even less so when it starts even being a strategy thing and much more of a behavior as a person thing.
If someone is frustrated with the game, they should leave it, they should go do something else, they should learn to cope healthily with things rather than discount on others their rage and frustration. There is a reason if someone is a person that lashes out at everyone around them when they're angry and are unable to hold themselves in check makes them insufferable and nobody wants to be around them.
Edit: As Fibijean has asked you already, if you claim to understand this post, does that mean you sign under malicious behavior towards survivors because someone is frustrated? What does that say about you as a person?
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@Traslogan said:
-SWF are the majority of all games now
-Comms means hooked survivors can tell each other who we are going for from 60m+ away and can do gauranteed tug-of-war for gens with the killer where every second you keep them off one gen is a second wasted and you're forced to yield gens.
-Pallets are every 10m in some maps, where all killers except nurse and ranged killers are locked into extremely long pallet chases. SWF also tell each other when you decide not to break pallets so they know areas of the map are still usable.
-Body-blocking with DS and Mettle of man active so you can't punish unhooking and if you go for the unhooked survivor they body block and fire DS anyway since everyone takes that perk now
-Anti-tunneling perks like DS are allowed to stack because it's convenient, so survivors can stack DS on you so you're banned from getting hooks even during EGC Where you would think tunneling is definitively impossible
-New sabotage rework means that you sabotage hooks in 2.5s and even if we hit you it does nothing to stop your timer and you are guaranteed to get the sabotage anyway.
-Killers get no points if they do anything to you at the gates. If you leave but get hit at the same time, we get no points or anything for it.
-One of the only killers with enough mobility to cover most of the maps, Nurse, got nerfed and now every killer with mobility has an extreme giveaway (e.g. the nightmare visibly makes gens bleed before he teleports to them, and hag has a maximum range and has to pop up in your face before even deciding to teleport)
-Killers without mobility got shafted hard by the nerf to Hex Ruin and we have almost nothing now to truly delay gen-rushing, if we engage in chasing at all the gen-rush happens irrespectively and low-mobility killers like shape just can't physically reach gens to use things like pop goes the weasel in time. The one or two perks that kind of still help are locked behind DLC or waiting weeks / months for the shrine to offer it.
The game exceptionally favors survivors and SWF has become the norm but the game has not been changed in the slightest to reflect it. That's why killers justify toxicity. There's no incentive to rank up at all, it's SWF All over the place now and killers have a tougher time ranking up compared to survivors anyway, so detterence like facecamping causing pip loss is pointless because the rank system itself is pointless.
Alright, let's break this down.
- SWF are the majority of all games now
A SWF group does not call for hook camps, tunneling, nodding at hooks or hitting people on hook constantly after a hook, that is just uncalled for. Being a SWF is not bad manners(not even that bad manners should invoke bad manners from the other side, but let's not touch that topic yet.).
- Comms means hooked survivors can tell each other who we are going for from 60m+ away and can do gauranteed tug-of-war for gens with the killer where every second you keep them off one gen is a second wasted and you're forced to yield gens.
Once again, not a reason to act in a way that is bad manners or taunt survivors over your experience with them, they're not causing bad manners.
- Body-blocking with DS and Mettle of man active so you can't punish unhooking and if you go for the unhooked survivor they body block and fire DS anyway since everyone takes that perk now
Once again, that is strats and you need to learn how to work around it, still not a reason to bad manners at a survivor.
- Pallets are every 10m in some maps, where all killers except nurse and ranged killers are locked into extremely long pallet chases. SWF also tell each other when you decide not to break pallets so they know areas of the map are still usable.
Once again, not a reason to act in bad manners with survivors, being frustrated with how comms works and other situations like that is not reason to treat people badly.
- Anti-tunneling perks like DS are allowed to stack because it's convenient, so survivors can stack DS on you so you're banned from getting hooks even during EGC Where you would think tunneling is definitively impossible
This list is getting repetitive, DS is not an enabler of bad manners from the killers.
- New sabotage rework means that you sabotage hooks in 2.5s and even if we hit you it does nothing to stop your timer and you are guaranteed to get the sabotage anyway.
I would like to see this actually happening in video, but at the same time it is not reason to once again, start aggressively nodding at survivors and repetitively hitting them on hook.
- Killers get no points if they do anything to you at the gates. If you leave but get hit at the same time, we get no points or anything for it.
Once again, not a reason for bad manners as a killer, so far we've been given no reasons with this list.
- One of the only killers with enough mobility to cover most of the maps, Nurse, got nerfed and now every killer with mobility has an extreme giveaway (e.g. the nightmare visibly makes gens bleed before he teleports to them, and hag has a maximum range and has to pop up in your face before even deciding to teleport)
Again, not reason to be a toxic killer with survivors. I guarantee you, being toxic to survivors will stay the same when map sizes are touched up, and a good high skill nurse can still easily snowball a game these days.
- Killers without mobility got shafted hard by the nerf to Hex Ruin and we have almost nothing now to truly delay gen-rushing, if we engage in chasing at all the gen-rush happens irrespectively and low-mobility killers like shape just can't physically reach gens to use things like pop goes the weasel in time. The one or two perks that kind of still help are locked behind DLC or waiting weeks / months for the shrine to offer it.
That is also not a reason to be toxic to anyone as a Killer, and regarding the last paragraph, it has been verified again and again that facecamping survivors, nodding aggressively at them and hitting them on the hook and tunneling them down most of the time does not slow down the work done on gens, indeed, it might end up being the reason why you are losing games so often to SWF: You're wasting 2 whole minutes on a single survivor hooked to ensure their death, just enough time to get quite a few gens done and even start getting to the exit gates.
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Spine Chill and Discordance
Discordance heavily punishes swf and spine chill gives me precious information and compensation for commiting to an action if i think i can finish it in time with it's bonus.
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If a person wants to discharge the build up emotions they have they need to learn where, how and when to do it properly so to not hurt other's days. I don't face camp, rage mori or tunnel anyone when I build up frustration, I get myself up from my seat, and move onto another activity that will let me let go of the built up tension or try and relax. It's not that I cannot comprehend how killers feels because I main legion as one. Thing is, it's not about how you feel, it's what you do with how you feel.
One chooses to disengage and try and keep the game healthy for everyone else involved in it, the other insists on continuing the cycle of ruined days.
@Raulillo said:
https://forum.deadbydaylight.com/en/discussion/comment/1220286#Comment_1220286
I play solo a lot and it's fun. Streamers play solo and have fun. SWF is fun but it's not the only way to enjoy the game. This is not a math problem that you have to optimize, this is a game and there are multiple things you can do to enjoy the time spent.
https://forum.deadbydaylight.com/en/discussion/comment/1220306#Comment_1220306
I think it's not hard to understand that OP after passing through stressfull (and probably enfuriating) matches wants to discharge all that bad emotion build up that all killers have after playing multiple games in a row. It's not a new discovered behaviour. I think it's part of the progression of all killers players:
- Stomp newbies.
- Being stomp as a baby killer.
- Being tilted because surivor behaviour (not necessary intended by the surv).
- Learn to deal with bad emotions and just enjoy the game ignoring survivor behaviour.
This learning curve is completely uncorrelated with skill, you could be a top killer but still getting frustrated or annoyed besides winning or being a rank 10 but capable of managing this emotions out. As all social activities, emotions are involved, this include multiplayer games.
You can't come here and attempt to be on a moral highground and then declare that you derive pleasure by getting other's days ruined, it's one or the other.
Edit: Also, I don't know how "Deriving pleasure from making other's suffer is bad." such a controversial statement, I don't know how that doesn't translate as bad to someone else regardless of their reasons to.
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@Pizzaman said:
https://forum.deadbydaylight.com/en/discussion/145065/tunneling-or-camping-you-can-only-pick-one
As the first response already explained, you can get camped, team comes in to do a rescue attempt with bodyblocking and maybe BT, killer focuses the unhooked person = tunneling. So tunneling can still happen after getting camped (of course not while you're getting camped).
- Camping and tunneling exist and are "legitmate" strategies. Yes.
- Camping and tunneling are not the same. Yes.
- They both can still happen in the same game. Yes.
So not really sure what exactly you're trying to communicate.
Also really puts this post of his in perspective when he openly declared in another post to derive pleasure from ruining others' day by going through those "legitimate strats" (which technically they are). It seems to me this user just wants to get his kicks out of boredom through acting a certain way known to ruin at least one player's experience and then complain when they point it out that it's borderline bad manners.
https://forum.deadbydaylight.com/en/discussion/145063/campers For reference.
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@CANxOFxCORN said:
I normally play legit, but sometimes get bored and bust out the LeatherFaceCamp build. I do it to ruin other peoples fun times, simple as that, the toxicity after the match only proves I achieve my goal.
So you derive pleasure from ruining other's gameplay? As in, you actually go out of your way to ruin other's gameplay and gain even more positive sources of pleasure from getting confirmation that you've managed to ruin other players' gameplay of that match/their day on the chat afterwards because you are bored?
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@Almo said:
As long as Survivors continue playing into campers, camping will continue to work.
There is some validity to this statement however, in a game whereas a camping killer is downright facecamping one single survivor, assuming this is on first hook, we do have time to pop about 3 to all remaining gens in a match, undo all totems and also open the gates to leave, yes?
However, in the ranked system as it is, players are punished for not interacting with the killer and also punished for not being altruistic, therefore they are likely to dance the line between a safety pip and a downright depip if you are ranked high enough in this game. Players that go around camping or that plays into camping are punished the same way.
Oh, not to mention the poor survivor that hung on that hook for several minutes just to get a safety pip at best and depip at worst, with lobbys that sometimes takes about 10 minutes of wait to get into that, which is basically getting their experience ruined for... getting found out first? I'm not certain how this is the optimal response for a situation that brings problems to many sides. It turns any game into a lose-lose game.
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Is this bait like your other posts or comments?
Jokes aside, I believe there is always going to be some extra level of saltiness when people are playing asymmetrical games like DBD. There is also the factor that there is a lot of things assumed/considered to be polite/sportsmanlike to do but aren't requirements, which may tilt some players in the game if those aren't followed.
Also OW community is known for being salty and extremely toxic on competitive ranks. I think it may be an extremely anecdotal experience of yours to not correlate it to toxicity.
Or you might be BM prone, which would be also one of the possible answers to your question.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1214242#Comment_1214242
Consumption Rate in-general is quite a mystery. Does it reduce the consumption rate of the add-ons charges? Or does it add charges to the add-on itself?
Those two sound one in the same, but they seem to yield different results when testing it. I don't fully understand it myself, so I just tend to ignore anything related to consumption rate. Besides, healing speed add-ons and perks do seem to be more effective than consumption rate add-ons and perks, or at least from what I've seen in my opinion. So even if we knew for sure, it shows that Streetwise is still less effective than Botany Knowledge.
You could say that that's obvious from the 33% healing speed increase vs the 25% consumption rate increase, but sometimes some perks yield more than they make it out to be. Maybe Streetwise is one of those perks, I don't know. Is it bugged? Or is that how it's supposed to work? I also don't know. The entire debate in-general isn't as important as some make it out to be, but I suppose it's worth the look.
Streetwise is probably more useful for items like flashlights, tools, maps and key aura readings. At least from what I've found so far, it makes it so a yellow quality set of tools plus items that makes repairing faster make a single gen be a breeze.
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I can't say I end up super pleased or amused when I am under a hookcamp or getting tunneled harshly, however at the end I get angry, vent off in some way that isn't toxic and move on as killer/survivor. But I do hope that the creator of this thread keeps the same energy regarding the extremely aggro tactics survivors pulls and wins the game through.