cogsturning
cogsturning
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I think focus on gens increased during the AFK crow nonesense. It wasn't my main preset, but I started to heavily use my gen build more. I can do like three gens by myself crazy fast with Built to Last/Deja Va/Streetwise and a good toolbox. I tear through them so quick I often don't even see the killer until close to the end of the match.
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Even if this were true, I guess I don't care. I like and dislike the same maps wether I'm killer or survivor.
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I agree the game needs a kiddie pool mode for new and low rank players, but it would have to have good restrictions to keep out people using new accounts to slaughter them. It could be done. If you do too well too quick, the mode closes to you. When I first started playing, I tried survivor and did so abysmally bad that I felt like I was dragging my teams down. I switched to killer so I could only affect myself. It was months until I went back to surv, during a 2v8, since it's a disaster for survs anyway and it was a good way to learn.
My partner is thinking about playing with me and I feel like I'll have to go through a bunch of custom matches just to show him what things are, how they work, and teach all these endless terms. Then I'll have to babysit him in matches and try to take all the chases for awhile, and it kinda sucks that thats needed.
Like literally everyone, I think the tutorial needs massive work. You should be able to choose a bot killer to go against and play it like a match, with constant hints and a slower pace.
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I didn't know that and kinda prefer it. I feel like no one is interacting with the doors because they don't want to get grabbed. The whole point was that survivors can use them too, but most games no one touches them.
@SpringMyTrap said:
yeah, the whole system is really bad and just relies on people being dumb and springtrap being really campy near doors.
idk what their idea behind that was, but it doesnt seem to play out.
they need to somehow heavily encourage using the doors (for example springtrap ALSO cannot use the camera/door system if the battery is depleted or survivors can block the doors they travel through after the animation finishes) and make springtrap WAY MORE CAPABLE of punishing survivors sitting on cameras or travelling through the doors (he always sees the auras of the doors survivors interact with f/e).
Survivors should be able to temporarily lock them, much like Dredge's lockers. Then they'd interact. It would also, from what little I know about FNAF, make sense for the character.
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My experience has been pretty one-sided in favor of the killer. As killer, I do well even against survivorswho are better players than I am. As survivor, which I'm a little better at, I die and die and die and die. I played 11 games last night. In 10 of them, I died. They were mostly 4ks.
My one "escape" was from the killer DCing. Unintentionally I'm guessing, cause he was slaughtering us.
@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3952590#Comment_3952590
Tbh Im getting faster gens than before even when I play survivor more people are now aware spreading on gens is strong and fast, true it isnt fast as two or more people doing gen but after one and half minute there goes two gens after 30 seconds there goesn third one then thers big pause and last two go same if there are 4 survivors alive sometimes even 3 survivors can do them fast.
I am forever baffled by survivors who cluster on the first gen they see just to get interrupted and scatter. The best case scenario is finishing a single gen. If four people are on four gens and rhe killer engages the first one they come across, that's three more being worked on. It seems simple to me, and I always go further into the map for my first gen. I almost always get it done too.
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I played 10 matches as survivor. None of us were taking it to seriously. Gens weren't being stressed. We wanted to interact with the event stuff and just look around, get acclimated, and have fun. All ten matches were absolute stomps. The killers ground us into the ground, often with 0 to 1 gens done. I feel like you could maybe ease up during fun stuff, but some of these people act like they've never had fun in their lives.
I'd like to engage with the event, but if it's going to be miserable I might just do enough for quests and stick to regulale mode. Or I'll hope on killer and be chill.
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I helped a Springtrap farm this on day one haha. Otherwsie, I'm never setting foot in there unless the killer is in chase, carrying someone, or otherwsie occupied.
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Grateful I can go back to totem hunting without getting crows! Also happy to say goodbye to invisible Springtrap.
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Probably just NOED, and that there's no warning until someone gets hit. I think it's the cheapest, most embarassing perk in the game and I feel genieinly bad for someone who can't just either get better or accept that they got beat. Snatching back a victory from better players after you got hit by 20 pallets and got one hooking is just so crummy. But I also assume these players are new and don't realize how lame it is to do this.
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@SkeletalElite said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951317#Comment_3951317
Friends till the end exposed status lasts 20 seconds, nowhere near long enough to trigger crows. If you're running small game you should be able to find and cleanse the totems long before you're getting crows unless you get interrupted or the killer has thrill but like I mentioned before, cleansing hexes requiring action completion to remove AFK points is dumb and should be changed anyways.
You don't know what was happening before that 20 seconds though.
Here's a scenario. I'm in a party and we spawn together. We spend some time emoting and being silly, participating in highly illegal fun that gets our AFK timers going. But, hey, we're risk takers. I have Small Game and there's a hex totem. I head right. Unbeknownst to me, the totem was directly to my left. But off I go around the map, checking totems. I see the killer on the way and slow down, maybe diverting or laying low. By the time I get to the totem I likely have a crow. God help me if Thrill of the Hunt is in play. I also have to pray the killer doesn't come by and hear my crow and realize I'm at their totem, because people tend to take that pretty personally and will likely tunnel me right out. And if I'm interrupted, I'll probably have two crows now.
The game is punishing me for doing a side objective that I enjoy doing and that is a part of the game. As it already was, the game is monotonous. It's even more so now. I want more side objects, not less. I'm now only running Small Game when I'm in parties because they think my totem hunting is funny. In soloq, I'm now running a good toolbox with Built to Last, Streetwise, and Deja Vu. This build allows me to tear through a good two and half gens, what many killers call "gen rushing", even though there's like nothing else to do but gens unless you want punishment. But you're gonna get that punishment anyway because now you're getting slugged cause you did the gens too fast.
This sounds too specific but it's happening to me, someone who never hides for hatch or let's teammates die unaided. I went from someone who never got crows unless I was goofing with the killer (rare now, because it's fun and fun is, again, illegal) to having one or two several times now.
Now imagine you're a new player, you're nervous, you don't understand the mechanics, and you can't even find a gen. You're gonna get totally stomped with crows broadcasting you and you don't even know how to handle chase.
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@SkeletalElite said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951296#Comment_3951296
Like I said power interactions are really the primary issue, but this can be pretty easily fixed. Gen blocking could be an issue too, but once again this is fixable, these perks/powers just need specific interactions to reduce AFK points when they activate but is good otherwise
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951298#Comment_3951298
Getting crows for actually interacting with a hex totem is dumb, touching hex totems should remove crows even if the interaction isn't complete, but simply running around the map looking for the totem is totally deserved, most hex totems aren't worth spending minutes searching for nor are they such an immediate threat that you can't stop to do a gen if you don't find the totem relatively quickly. Devour is probably the most imminent threat, but the killer has to get several hooks before it even becomes a problem. Very few exposed status effects last long enough to give you crows, nor is being exposed/injured a good excuse to stop participating complety in most cases. Doing gens while injured/exposed is okay.
I work gens injured but if I get hit with something like Friends Til the End I'm not gonna sit on a gen and wait for the killer to come get me.
I run Small Game on my basic build for finding hexes. It doesn't take that long, but I have to sprint a lap around the map, and the sound notifications don't give me exact locations so I have to look around, and then I have to fully cleanse it. If I get interrupted by the killer hurtling towards me, or a perk that makes me scream, or Doctor zapping me, or any other potential problem, then there's that. There's also the lengthy cleanse time for Thrill of the Hunt.
You might not think cleansing them is worth it but it's an aspect of the game, and one I like, and people shouldn't be punished for participating in it.
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Sometimes you have to lay low when your exposed. Sometimes you're stuck near the killer and can't just break out in a run. Sometimes you're looking for hex totems, which is how I'm getting crows. As a very active partcipant who doesn't hide unless I absolutely must, I'm hella embarrassed showing up to gens with crows.
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@Scarlett1111 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951246#Comment_3951246
It's pretty much complete proof that this is the case. IP killers don't need to be 4k every game, Michael, Ghostface, Pyramid Head all have very decent playerbases that play them almost exclusively. They don't even spend a ton of money on the game, because their killers have almost no cosmetics. But instead of balance we get 2 killers back to back dominating lobbies that do the most annoying and unfun strats in the game and core game changes they go directly in the killers favor 100% of the time. Instead of fixing the reason Survivors would go next constantly (minimal killer/map bans, making solo queue more enjoyable, tunneling/slugging fixes) we get half baked AFK detection (that wasn't needed outside of fringe scenarios) and "Go Next Prevention" that was so well tested it caused hundreds of people to get warnings and penalties for being tunneled. On top of Springtrap not having any of his bugs fixed for over a week, all that work entirely in his favor, some even being completely gamebreaking, just shows how little the Survivor experience seems to matter to BHVR.
I don't get why they dont do more money-only and licensed survivor outfits. I'm generally anti-micro transaction but I've come to accept that, if it keeps the game going, I can throw them a few bucks here and there. I dress my main up like a doll and I'm always bummed by the lack of good options. I was hoping for FNAF stuff like security or pizza place uniforms or whatever (I don't know much about this franchise) but what did we get? A boring t-shirt.
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I agree with all of that and, yeah, things have been grim on survivor side lately. I'm a mid-ish survivor and I'm getting slugged about every five games, often with 0 to 1 gens done. I'm a worse killer and I get 4k against significantly better players. They need four times the amount of players picking survivor yet they make the killer experience easier and better. I get that the IP killers bring in the money but I think people will still play those killer even if it isn't a guaranteed 4k.
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@Roco45 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951032#Comment_3951032
Why? The end of the game is hatch or gates. Why would a Surv go unhook the 2nd to last just for you to then target both of them and get a 4k when the endgame the Devs created is either hatch or gates? The issue isn't the players, it's the mechanics the Devs have created and the absolute atrocious end game dilemma the game has put players in.
It's great that you'll go pick up the slugged Surv or get them off hook just to farm some more points before the Killer kills both of you, but you can't expect everyone to do that, especially when the goal of this game for Survs is to…. survive, not to mention, again, that the endgame for matches is hatch or gates.
The situation also matters. I expect people to engage with the game. It often comes down to me and one other person and I'm working on gens, being chased, cleansings hexes, and doing whatever else I can. Meanwhile, their HUD is totally inactive and, once I get finally downed, I immediately see their aura creeping around the basement. They've checked out long before I was downed. Instead of hiding, they could have been doing another gen and we might have had a shot. It's not behavior I like to reward. I spectate on a lot of people like this too. They're now just coming out long enough to touch a gen and avoid crows, then going back to hiding. Meanwhile, their teammate is actually playing the game.
And like I said, if I'm the killer, I'm not camping the hook, I'm roaming around. The other person has plenty of time to get to the hooked player and get somehwere to heal and re-engage with trying to do gens.
But I also know I'm not the average killer.
I agree the mechanics are an issue, but so are players. Killers choose to camp hooks and slugs, survivors chose to hide in the basement.
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You're going against good teams. I tend to leave lobbies that look like they're gonna be too good for me. I know my skill level. But my recent experience has been the opposite of yours. As a killer, I'm crushing players that are pretty good (whereas I'm not) and as a survivor (which I'm marginally better at) I'm getting ground into the dirt by garbage killers who get one hook the whole match but then lean on slugging to get a 4k they didnt really earn.
I've had the worst survivor experience in the last month compared to any other time. If you think the balance shifts otherwise, hop on survivor soloq and see how that goes for you.
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@Nicholas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951032#Comment_3951032
I agree, but sometimes being a coward is the smart move. I will die with dignity if the circumstances aren't optimal for a rescue, and I prefer the other to have a chance. I remember a recent Trial (pre-patch) on Backwater Swamp vs The Pig, two left, and Meg was hooked. The Pig was camping in a bush; I could see her from Meg's and Jill's perspectives. Jill was injured and crying; there was no way she could rescue successfully, so she left the area. The Pig facilitated a self-unhook, and Meg ran right to Jill, and both were killed. I wish Survivors considered the circumstances before they decide to betray. Jill did nothing wrong and was a great teammate. I hate playing with Survivors who are super eager to escape at any cost or would rather see everyone die than for one escape.
Wow that Pig player is pretty dishonorable for that. I guess you also have to hope your killer isn't a dick. I would have went for the unhook myself, just to wrap things up, but that's me. I'd rather hurry up and die than wander around the map waiting for a hatch I likely won't get to in time anyway.
But this is why I liked the option to die on the hook. Fast bleedout would also be great, and hopefully it happens cause every survivor seems to want it. It's crazy you can't sacrifice yourself for your team in any way now. Even when I run up to the killer in hopes they'll kill me and give my teammate a chance, they usually just slug me.
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More stuff involving magic would be great. I love doing invocations but the risk/reward is currently not ideal, and there's only been two invocation perks. I also liked doing glyph challenges. The Void is also cool, and having a secondary world in regular games where you can go through portals and do different stuff would be neat. More interactive killer stuff, like transporting Sadako's tapes, would be cool too. Pulling Springtrap's axe out of your back isn't super engaging.
They kinda did the opposite of adding objectives with the new AFK crows. You can't even go hunting for hex totems without getting punished. Gen, chase, hook. Those are your fun choices now.
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As someone who plays both sides and has zero tolerance for people who hide and wait for teammates to die, I wanted something to be done to locate the hiding player. As killer, if I hook the second to last survivor and do a loop of the map and no one comes to save them, I will stand by the hook until they can unhook and, very often, they lead me to the coward. Unfortunately, I've never had a killer do this for me. Many don't seem to piece together what dynamics are going on on the other side.
When I play surv, I never wait for bleedout for hatch. I care more about being on a team and doing things to help teammates. We both deserve a chance to leave. But now, if I'm creeping my way back to a slugged survivor, I get crows. I have to stop and waste time touching a gen just to keep them at bay, which often broadcasts my location to the killer. I'm seeing people with crows when I play killer and there's a 3gen, and I know they don't deserve them, they just couldn't do much.
I don't know how they thought this would be good. The punishing of survivors is so baffling to me, since you need four times the amount of people who want to play that role, yet they make it harder and harder to do anything. And now when I switch to killer I just feel bad for the survivors because I know how rough it's gotten. The only people that ever seem to manage okay no matter what are the coordinated teams.
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I'm looking forward to it. I already like Chaos Shuffle as survivor because killers can't lean on their perks, and it would be nice to kinda sorta maybe combat being slugged one minute into the game. I really wish there was a perk free mode, but I'll keep dreaming.
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@IronKnight55 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948135#Comment_3948135
I'm going to be honest: I dislike the "go next" changes; they were a disaster and backfired. However, I don't think the AFK Crow changes are that bad. Since the update, I haven't encountered a single Crow. I’m aware there are issues with Crows in the endgame, especially with perks like NWO, but in my experience, everything seems fine in normal gameplay. I guess the system may be buggy and giving players crows that don't deserve them.
I'm very active all game and never got crows. Now I'm getting crows while trying to find hex totems. It's super embarrassing showing up to a gen with them. I've also seen numerous people avoiding it by hopping on a gen for a few seconds in between hiding in a locker, so it's mostly useless.
@RunawayMilkyway said:
Honestly I get the changes they've made, but it feels like they're just punishing anyone who isn't letting themselves be easy pickings for the killer with the afk crow changes, while also punishing anyone who is too easy pickings with the go next penalties. Engage in normal game play, where you have to try to hide/outsmart the killer to avoid being detected? Cool, have a crow! Try desperately to gen rush to stave off the crows? Cool, killer kills you and now you get penalties! Also your fellow survivors tried to come get you, but the killer was camping the area and the crows didn't give them a chance to get close before alerting the killer. So now they're also on a hook!
In addition, I've seen killers start slugging with 3 players left in the game now. I've had maybe 4 matches recently where the killer tunneled one player out of the game, and then slugged the last 3, which prevented survivors from using any of the supposed protections or finding hatch. I don't believe I'd ever seen that before. I think that killers slugging, camping, and tunneling is a way bigger issue than anyone abusing go next, and should have been addressed first, especially since at least some of the go next abuses were to avoid tunneling/slugging/camping killers. It feels like the queues are always desperate for survivors to play, and yet this update just did everything in its power to punish survivors for existing
If you haven't seen killers do that than you're lucky. That's like every 5 games for me. The slugging is out of control even with 4 or 5 gens left to do. They have no incentive to not do it aside from being decent, and why would anyone do that?
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I'd take it further. I'd like a completely perk free mode.
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Yeah it's a mess. I often run Small Game and love hunting for hex totems. Now I'm getting crows while marathoning around the map.
I, too, have spectated on people who abuse it by hiding until they get a crow or two, doing a gen just long enough to make it go away‐‐then hiding again. So it's not even helping with the cowards who wait for their teammates to die. I have zero tolerance for those players regardless of what side I'm playing, but this is not the fix.
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@Araphex said:
What if players had walkie talkies with predetermined messages that could be selected and then shown to all survivors? Similar to using emotes, they'd have one where it brings up the walkie talkie and then they can somehow select the message or use an auto talk feature that gets data from the game and converts it into a message? Like saying "The Killer heading towards Shack" or "I'm going for the unhook".
Something like that wouldn't be hard to script and since communication is lacking in solo q, this would be a great way to implement better communication without having to add voice chat where someone could say some offensive things that then the devs would need to figure out how to better monitor (Call of Duty using AI on voice comms for example. It would be costly and take a long time to implement).
The issue for solo q is that even though we have icons next to our names saying what we are currently doing, there isn't a system in place to say what we plan to do next or update what is happening (like killer is chasing me towards shack). A walkie talkie system with one button press that takes in variables from the match, even if it just says "Near Shack" while the player icon shows they are in chase would be enough. I'm sure the devs can figure out something along those lines. Most games have something similar. It's not performance heavy, could take about a month or two to fully implement, then another month or so of testing and refining before adding to the game as a whole.
The game uses Unreal Engine 5 so they can use a combination of blueprint and c++. I don't see why they can't do something like this. No aura reading, no perk, just adding a small message box in the top left or top right corner, press a new emote button and let the script do the calculation and present a message to all teammates. I think it could work.
Though I think this idea is fun, I also think it would clash with the characters themselves. They're from all around the world. I've always assumed they communicate with different language. I actually love that aspect, of thinking that one reason they use gestures is because they are unable to understand each others languages, and walkies would kill that.
There's also already a lot to pay attention to, and you're likely to get crows or have a Michael go tier 3 or something while standing there interacting with your walkie.
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What I really want in this game is someone installing themselves as the leader and constantly telling me, a stranger, what to do. That sounds great. And when I mute them or don't listen, they sandbag me. Also fun.
@Pit_Bull_Love said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949467#Comment_3949467
I have no interest in CoD. I prefer horror/zombie games. But as a female gamer, I have no interest in being insulted every game just because I'm a woman. Same garbage would happen to every other marginalized group. No thanks.
This, big time. I played a lot of deathmatch in the PS3 era when less women were visibly gaming and I'd enter a lobby, talking to my friends, only to get peppered with creepy or nasty remarks. I don't want to go back to having teenage boys telling me to make them a sandwich.
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If they rework the doors so they're not right on top of the gens and so survivors can temporarily lock them, I'd be okay with him.
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I'm similar. Paying both sides allows me to be fair and empathetic towards my opponent. I avoid tunneling and slugging, particularly with people who clearly aren't in a party. I space hookings out. If I see two people, I will pursue the one I haven't hooked yet. I consider it a personal win to get 2k. Four people don't need to lose in order for me to feel like I won. That's kinda miserable. I often end up in matches where there's two people left but only one is still engaging, and I will team up with this last person to find their cowardly teammate. I sometimes message survivors during the game for stuff like that too, if they're on the same platform. I don't know why more killers don't do this. No one has ever done it to me.
However, if you act in a poor way that I would never act like as a survivor, like three poeple clustering around the hook to body block my very first hooking, or taunting me when I'm not doing well, then the gloves are off. I try to be a fair and respectful survivor and I expect other survivors to be the same way.
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Fun and mercy are what I miss. There used to be constant goofing with killers, particularly Ghostfaces. A good 1 out of 5-10 games used to be silly for me. Now I try to bring a meme build and just stand there and throw rocks or play the lute and the killer doesn't hesitate to down me, a person who isn't even engaging with the objectives.
Ever since the introduction of the last-survivor mori, mercy is dead. I often surrender to the killer when the match is lost (Iike 3 gens remaining with me and one other person left and they're just hiding). It used to be I often got mercy. I didn't expect it, but it happened and it was nice. Now they just slug/kill me.
I kept a sort of spreadsheet the last 2 weeks or my escapes, what killers I faced, what build I brought and some other data. Out of 261 games I had only 3 goofing killer and just 4 instances of mercy.
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@dbd900bach said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948758#Comment_3948758
I feel like the two many killers to learn is difficult for survivors is kind of a meh point. Even if you haven't purchased the character or dlc, every killer still has their ability free for reading in game or online. There is also plenty videos online that help people learn how to face these killers or be a better survivor in general. That being said, this information should be much more available in a more advanced tutorial which the game lacks.
People shouldn't have to do independant research to play a game though. No game has ever required me to watch outside videos to learn it. Imagine you're getting on this game for the first time and know nothing. Not only do you need to read sometimes lengthy descriptions of mutiple abilities (and remember all of them) but you also have to read the add-on descriptions because half the killers' powers are in those. And even then, they don't tell you various ways to counter some abilities, like hopping in a locker if a Michael goes tier 3 while chasing you with add-ons.
For the tutorial, they could fake matches where you go against bots with tips throughout, but going against 40 killers for a tutorial would be insanely tedious. I just don't think they really need any more killers.
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Forty killers is a lot and the game is overstuffed. There's only so much you can do. You can also only ask survivors to learn so many different abilities too. If you only play killer, you can learn one character and nothing else, if you want. If you play survivor, you have to learn forty characters' powers. If all of them are drastically different (and all of them have as many abilities as these more recent IP characters), there will be way too much being asked of survivors.
I'm guessing it also comes down to money. You can play some simple killer that throws hatchets or turns invisible for free, or you can pay 5 bucks and have 5 killers rolled into one.
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I think the whole concept of penalizing people is kinda bonkers. It's a pretty good way to make people not play your game at all. This game is free on PS Plus and some people are just casual players hoping on. And the game has become particularly punishing on the survivor side.
I never DC but I'd rather it be common and have the bots. As a survivor, the bots are more useful than half the people in soloq. As killer, I don't mind using them for target practice. I'd be okay with a bot killer too, rather than the ragequits that suddenly end matches.
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@TragicSolitude said:
It's an elimination game. Tunneling is the most intuitive way for killers to complete their objective of killing survivors. Most players who start out playing this way will continue playing this way. There is no in-game tutorial that teaches them otherwise, nothing that teaches them about pressuring gens or spreading hooks. And the game doesn't reward killers for playing nicely, either. Since tunneling is often more efficient, you could even say the game punishes them when they don't tunnel.
I think no matter what BHVR does, though, as long as this is an elimination game, killers will tunnel. That tunneling is the most intuitive way to play (and often the most efficient) and that it's not fun for survivors is a problem with the game design. If BHVR adds more anti-tunnel mechanics, they better at least finally update the in-game tutorial so new players have some idea of what the game wants of them.
This is an important point, that a lot of killers don't even realize it's crappy because the game doesn't tell you. When I started the game I played killer only and didn't understand the survivor end at all. A lot of rude messages made me realize I was acting poorly, and a lot of googling of terms helped, and I changed my ways and will now run right past a recently-unhooked survivor. But you shouldn't have to read up on a game to realize your sportsmanship is bad. The game could easily tell, reward, or punish you for various actions instead.
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I feel like if a certain amount of people have been slugged then at least one should be able to stand up freely. Slugging as a final tactic is one thing, slugging and leaving 3 or 4 people on the ground for long periods while there's still 4 to 5 gens not done is ridiculous. What's the point of even playing a game if you want it over in 30 seconds and give opponents zero chance?
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Even the not new players aren't doing gens. I've regularly been the only one on a gen when the pressure mounts and, of course, I'm the one that gets nabbed by a dead-silent Glitchtrap emerging from a door.
That bring said, I think the killer isn't as OP as some have been with the exception of the door placement. The experienced killers are a menace with him. The mid to low ones aren't using the doors efficiently yet.
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@TragicSolitude said:
It's all going to depend on the player's mindset.
If a killer is having fun matches, they'll take the actions of the survivors in a more positive manner.
If a killer is having a bad match, especially a string of bad matches, survivors celebrating are more likely to seem like they're rubbing salt in the wound. Survivors celebrating a stomp can look like bad winners. The killer player doesn't know that the survivors celebrating may have died 15 matches in a row, same as the survivors don't know the killer is new and hasn't gotten more than a single kill 15 matches in a row.
Some players never take anything personally. Others have more trouble separating games from reality. I know some survivors take being mori'd personally, often because they identify too much with the character they play as.
Whether or not I goof off with survivors depends on the match. Whether or not I goof off with a killer depends on how the killer has acted during the match. If the killer has had a bad match, I'm likely to just leave unless the killer comes to the exit gate and nods, then I'll show some good-natured camaraderie by saying hi, playing the lute, that kind of thing.
As survivor, the only times I've taken a kill personally were when I was specifically targeted and no one else (I brought a meme build with pebble and lute and stuff, and the Ghostface hit me at the beginning of the match to make me the obsession, then he goofed off with other survivors while making sure to never M1 any of them… he relentlessly chased me down at the end, none of my teammates tried to help me, and Ghostface Rancor'd me while letting the other 3 escape. That felt really crappy. Hard not to take it personally in that case.)
One of the reasons I switched from exclusively killer to survivor as well was because I started taking it too seriously. Killer is a much more stressful experience. As surv I pretty much expect to die, and that helpd me be silly. I really think people should absolutely do both to see the different mindsets.
I bring meme builds too, and I often play Scene Partner. As a killer, I took it as a personal attack, that they were mocking me. As a survivor I've realized that it's just funny, even if it regularly gets me killed.
Taking a mori personally is wild. I've been slugged and saved for last with full intent but I can't say I care.
I've had matches like that too, where I've been targeted, but I just remind myself that it's random and these people don't even know me. I only ever really feel some kind of way if I'm a survivor and other survivors target me or align with the killer against me. Thats pretty rare though.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947965#Comment_3947965
I feel ya.
If I come back to the area to check around and you are STILL healing at the hook. 🪝
Welp. I will down you. Not gonna waste time on the healthy person when the injured guy is right there. More pressure for me which means I can breathe a little bit more.
Healing under the hook drives me mad, whether I'm killer or surv. But when I play surv and I try to run somehwere else to heal safely my teammate just leaves me and now I'm injured and will probably immediately get downed again. There's no winning on soloq unless you use all your perk slots trying to counter other teammates bad behavior.
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Yeah same. My rate is 60% and I don't tunnel or camp, and I use real basic perks like Iron Grasp and Lightborn. No hexes. I'm also merciful, and will team up with active survivors whose passive teammates are hiding and waiting for them to die so they can try for hatch. I do a lot of second chances for bad starts too, like if I down everyone super fast because of their bad luck.
I only wish I got the same treatment when I play surv but I just get slugged while standing still and playing the lute lol
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I'm kinda shocked how often I see killer mains defending tunneling. I play both and I never intentionally tunnel. The only way I'll go after my most recently hooked survivor is if they're fully healed and back in the game, and I just happened upon them again. If they're still disorientated and trying to get away to heal I just turn around and go the other way. It's really not that hard to not be cruel. What's the point of winning if there's zero challemge and engagement anyway?
I think a lot of killer mains need to spend time as a soloq survivor and see how crappy it feels to have almost every match involve tunneling and slugging.