fr0sty1223
fr0sty1223
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@Wiitab360 said:
I'm not sure if they buffed chests or anything recently, but the amount of keys / hatch escapes I've had in the last month or so have been outlandish. For context, I took a break from the game shortly after Blight came out and only recently started playing regularly again, which meant that I started at Rank 20. Naturally, I started to make my way back up the ranks (I had been ~Rank 4 before the hiatus) and I noticed that once I got to green ranks, the matchmaking was not being very fair at all. I was getting full red rank sfw at rank 10, but that's a different issue. Many of these games have involved one or more of the survivors bringing keys, or finding them in chests.
Example A:
https://us.v-cdn.net/6030815/uploads/D9Z19UGPY9H6/key1.png
I was trying out the trickster as I had just gotten him with shards and levelled him up a bit. Decided to bring some meta perks because I heard he was, for the most part, a subpar killer. Ultimately, I got a few hooks but no sacrifices, and the survivors finished all the gens. Naturally, I started patrolling the gates, but never saw any scratch marks. So, I start widening my search to see if they're hiding somewhere nearby, healing, etc. when suddenly the hatch icon appears in the corner and all four of them escape at once. How exactly am I supposed to combat this? I can't exactly just leave the gates to search for the hatch, because then they're just going to open the gates and get out anyways, and I shouldn't have to go out of my way to find it when it's not even open in the first place, but fine. Whatever. I should've realized they brought a key when loading in right? Then I would've been able to adjust accordingly? That brings me to...
Example B:
https://us.v-cdn.net/6030815/uploads/4P0VZ29I2NGG/key2.png
I had some Nurse challenges from the archives left over so I decided to work on those, not even three games later. Now, my Nurse is only level 35, so I had to work with what I had, but I made extra sure to notice if any of them brought a key. As you can see, none of them did, and one of them even brought a Hawkins offering. They got the first couple gens done relatively quickly, but I managed to sacrifice one of them, and they also three genned themselves. Luckily, they seemed to be attempting to commit to the three gen instead of hiding, so I stuck to chasing them off the generators (two of which were close to being done) and I failed to notice that one of them wasn't showing up. So there I am, chasing one of the ones trying to work on a gen, when they run up to their two other friends standing around the hatch, and they all leave. They had gotten a key from a chest. Again, what should I have done here instead? Let them finish the generators? Hunted down the third guy? Should I have brought Franklin's Demise regardless of if they brought a key into the match or not?
Now, you might say that finding keys is a rare occurrence, but apparently, this is not even close to the truth. Of the last 30 games I've played (I've slowly climbed to rank 4) I would estimate that that at least one survivor brings in a key a third of the time, and they find a key in a chest another third of the time. Maybe half of these key-based matches involve at least two survivors escaping through the hatch.
In conclusion, keys are severely overpowered items that oftentimes cannot be played around or require an overhaul of your usual strategy to even stand a chance. They're way too commonly found in chests, even without a looting build, and their power only multiplies within a SFW, which is how most people play at purple and red ranks. Keys need a severe nerf, rework, or they should just outright be removed from the game. The hatch is also an outdated mechanic that needs to be reworked. And on a (semi) unrelated note, matchmaking is still broken and SFW makes that problem even worse.
TL;DR: Keys are broken gamechangers and are way too easily found within chests with little to no counters, especially when used within a SFW.
Keys are a double edged sword unfortunately. Yes they are op but at the same time they are the single best counter to tunneling/camping and nurse/spirit whom the devs still refuse to nerf. Keys will remain the same as long as those things do I’m afraid
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@DapperTrapper said:
Why are survivors so scummy and take pleasure on making the killer miserable?
In their pretty little head the killer is this mindless evil NPC to defeat and not another human being playing the game?
Then again lookin at how many times you used "XD" I assume you're underage so that kind of mentality makes sense.
I mean I think it is perfectly reasonable to do this to the killer when almost every killer I run into slugs, tunnels, or face camps.
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@Pulsar said:
It's only going to happen after SWF gets addressed. Either by nerfing them (how) or by buffing Solo's and Killers so that we can have an even playing field.
Also please don't nerf the one competitive Killer on Console. We don't have Blight or Nurse :(
The devs actively admitted that they will not do anything to bridge the gap between swf and solos when they made the changes to small game. A totem counter would be a great way to start to bridge the gap between solos and swf but they put it on a ######### perk and not base kit for some unfathomable reason. The devs legit do not care about bringing solos to swf level and solo players now have to suffer through every match being nothing but spirit, wraith, and nurse now. Also in the recent update they made it so survivors are even louder when slow vaulting now which is a huge buff to spirit.
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@Power_Guy said:
Hear me out!
Killers TACTICALLY camp because of time pressure. This is a fact. If we can remove 1 player, the Survivor's efficiency goes down by 25%. Sometimes MORE, since there's always at least someone going for the unhook.
We just feel that time crunch at the start of the match. And I've seen a gen pop in 20 seconds before. And we all know kicking is absolutely garbage & useless unless you're running Pop; Survivors can tap gens 120 times faster than Killers kick gens.
(My math is probably wrong, but it takes Killers 2 seconds to kick, and Survivors can 1-frame a tap in 1/60th of a second)
But!
If T1 Ruin was basekit, and gens just naturally regressed when not worked on, we would not feel that time crunch as much.
The trade (Because it would not be balance without trade!)
Kicking gens does not add regression over time!
Let me explain: Killers can still kick a gen for the base...what is it? 8 percent? But it will not add any speed to the regression over time itself.
And they can only kick a gen once, until it's been worked on again. Just like now.
I feel like this idea should at least be tried on the PTB. Hex: Ruin would have to be reworked into +25%/+50%/+100% (Thereby giving, when active, 125%/150%/200%, which is only slightly stronger (at Tier 1) than it is now. Tiers 2 & 3 would be the EXACT same bonus it gives now.)
No. As much as I despise camping/tunneling and I know this would help with it the issue is ruin is a perk that punishes survivors for playing as a team just like NOED does. If anything both ruin and NOED should be reworked and then we can look at gen speed and see what we have to do.
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@theplaggg said:
This a obviously a troll but Im bored.
Survivors are not supposed to end chases but just waste buy enough time for their mates to do gens.
Why else do you think the game would have a mechanic like Bloodlust added?
to be fair almost everyone I talk to about this game both killer and survivor mains alike say they want bloodlust removed. It’s honestly a very hated mechanic that both sides want gone. Not saying it should go, I’m just saying a lot of people want it to.
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Who the ######### is sluzzy and why do people keep saying I’m him?
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2175821#Comment_2175821
So you were able to buy your team 3 gens in a single chase and somehow that's not enough for you.
A part of the game is the killer will down and hook you. You seem to want to remove that.
Never said I wanted that either. If I make a mistake or if the killer outplays me I am more then happy to go down and get hooked for it. There is a reason deathslinger is my favorite killer to go against in the game: in 98% of all situations with him weather I go down, get killed, hooked, escape, loop, or run away from him I never feel like I get bullshited for unfairly screwed over because he is a very skill based killer and it almost always comes down to who is the better player. The only time this doesn’t happen against him is when his hitboxes on his gun act a little funky which thankfully doesn’t happen too often at all unlike with some killers ‘cough cough’ huntress ‘cough cough’. My problem is when I go down not because the killer outplayed me or because I made a mistake but just because of the fact that survivors can’t end chases I go down anyway no matter what.
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@Crowman said:
If every survivor could just end chase at will, the killer would never hook anyone.
I get tunneling is not fun to face, but you just want to take away player agency from the killer and make them a bot.
I never said I wanted to end chases at will. When I am being chased by a killer and loop him for 3 gens while also stunning him twice with pallets and I still can’t get away from him at all and then get downed and camped because of it that’s a problem. I want a way to end a chase if I am being chased for like 3 minutes straight.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2175791#Comment_2175791
Why more? What's wrong with the current counters?
They don’t do #########. There is no real counter to camping since even if your team does gens and escapes everyone is till gonna either de pip or only black pip since the killer refuses to interact with anyone. The tunneling counters we have are: ds which only buys you about 5-10 seconds and you go down anyway, bt which does the same thing as ds essentially, and dh which again only buys you a little time but doesnt actually stop the killer from tunneling.
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@Power_Guy said:
So basically, you want Survivors to have more power, in a game where they're supposed to be chased and threatened? You want to take the chase away from the Killer and allow Survivors to get away. Not just delay the chase, which can already happen for 45-80 seconds, but actually cleanly get away.
This would make whatever perk does it OP as hell and meta in the worst way, and basically render playing Killer basically impossible.
No.
What I want is more ways to stop tunneling/camping since it is a toxic unfun strat that ######### over everyone in the game and this is a way to at least counteract it somewhat. The devs have gone radio silent on doing anything to better the current state of the game so I’m throwing out suggestions to at least try something anything to make the game better
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@Ryan489x said:
Just had that happen to me and it wasn't even ebony.
Do some players not realize that Moris are just a fancy way to kill someone now
I mean killers will disconnect if they see toolboxes, keys or somone playing Bill so...
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@Airless said:
https://forum.deadbydaylight.com/en/discussion/comment/2173442#Comment_2173442
So what your saying is Haddonfield, Red Forest, Cow shed, Rotten fields, Hawkins, Grim pantry, Disturbed Ward, etc. aren't survivor sided?
Haddonfield, lerys, and the game are the only 3 truly survivor sided maps. The others are either even for both sides or completely killer sided.
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@Luciferr_2nd said:
This is the most crap designed map i have ever seen in ages.
Just had a match on it as wraith, there was nothing i can do, there were only safe pallets, and there were over 30 of them, all in running distance of each other.
Why haven't you fixed this awful map yet?!
Literally everyone knows this map is garbage design and you still havent changed it, and people have complained about it before.
Don't even get me started on the breakable walls.
Yes nerf one of the only 3 survivors sided maps in the game especially against wraith. No as long as killers like wraith and nurse exist in their current forms we need maps like the game, haddonfield, and lerys to exist in order to have a chance.
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@dspaceman20 said:
I would buff left behind in 1 of 3 ways
1. When your the last survivor alive your gate opening speed is increased by 20% along with the current effect.
2. When your the last survivor alive increase your vaulting speed by 6% along with the current effect.
3. Always shows the aura of hatch regardless of if your the last survivor alive or not.
I like the first idea a lot tbh.
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@Gay_Police_Dept said:
A perk that might encourage to not complete the main objective and hide in a locker waiting for your teammates to die should not be buffed imo.
Only toxic or bad survivors use left behind for that reason. It is one of the worst perks in the game and needs some help.
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@Power_Guy said:
No. NoED can be countered by doing totems. Why should you get to figure out which totem is it before the end game?
Hex perks are already hot garbage with all the detecting perks, bad totem spawns, and SWF having a hive mind once they find a lit totem (and knowing if all totems are cleared).
You should in no way get to figure it out ahead of time, or it would be more trash. Just pick yourself up by your bootstraps and git gud. It's your team's fault if you don't clear all the bones before doing the final gen, so why should the Killer get a nerf for your bad play?
If you read my post you would see that I did 4 totem by myself that game because my teammates were hot garbage and refused to do them. I don’t play in swf very often so I have to hope my teammates know to do bones. The very least the devs could do is give us a totem counter without making us run a perk for it.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2168898#Comment_2168898
I also play Solo; you don't see me making excuses. Not every Solo team you get is full of idiots. I find if I just do my job, many of them do theirs. If you are unhappy with your teammates not pulling their weight, that is also NOT a problem of NOED. That is a problem of the Survivors and they need to change their behavior. They did give you a Totem Counter on a Perk in the most recent update.
I shouldn’t need to run a perk to get a totem counter when swf gets it for free. The devs need to close the gap between solo queue and swf.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2168872#Comment_2168872
It is realistic. I play both Killer and Survivor. I face NOED with the same statistical probability that you do. We get it done. So can you. Quit blaming your personal failures on other people or the game. You either rise to the occasion or you don't. If you can't handle (or don't enjoy) the game, find another. NOED is fine. Thousand and thousands before you have dealt with it. During our exchange here people are dealing with it. Stop making excuses.
I can’t do 5 bones and 5 gens alone. You forget not everyone is playing in a swf. I primarily solo queue and solo queue teammates are god awful. The very very very least bvhr could do is give us a totem counter without having to use a perk and that might encourage people to actually do bones. I agree that it can be possible and likely to get done 5 bones and 5 gens in one game but not as a solo queue player. This is why so many people hate NOED: it punishes solo queue players extremely hard. On the rare occasions where I do play with friend NOED is almost never and issue but as I said that is rare and I mostly solo queue.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/248015/can-noed-please-get-a-nerf
No, it doesn't. Do Bones. :) I know you said not to say it, but clearly nobody brought a map. There are FOUR of you, I'm sure someone could bring a map. Every Survivor I have has at least twenty of them in my loot. There are also Perks that help you find them. It doesn't matter how well it is "hidden" with a map or the right Perk.
NOED is fine as it stands now. The purpose of that Perk is to remind you that there is another objective besides Generators, i.e. Totems. You are supposed to cleanse them. The DEV designed NOED specifically to encourage you to do just that. They believe in Player agency so they allow you to choose not to do it, but make it a gamble.
I want you to think about something. NOED isn't designed wrong. It does exactly what they want it to do. Consider the following:
- NOED is a general Killer Perk, i.e. everyone has access to it.
- NOED is one of the first (if not the first) Perks Killers get offered on the Blood Web.
- NOED functions in identical ways to several Survivor Perks, triggering when the Generators power.
Horror movies have what is called a climax, a high point in tension right before the end. This is the most desperate moment when the Survivors are making their last ditch effort to escape. Things always rev up to an unprecedented level at this point. That is exactly what NOED is designed to do, make sure that the end of the match isn't anti-climactic, punctuated by Generators turned on, doors open, and you walk out. The did this on purpose.
The evidence clearly shows the DEV knows exactly how NOED works, and that it is working as they intended. What do you think the odds are that they are going to change it knowing what you know now? It is more productive to start bringing gear and Perks to help you kill Totems, and practicing the process. I assure you that Survivors manage it every day. In the time I took to write this post I'm sure Survivors have defeated NOED a hundred times.
If you actually read my post I said we did get 4 totems done. It is not realistic to get done every gen and every totem in a match and this is what people fail to understand. NOED needs changes because right now all it does is give bad killers undeserved kills.
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@PigMainBigBrain said:
https://forum.deadbydaylight.com/en/discussion/248015/can-noed-please-get-a-nerf
I would introduce you to the perk Small game, or detectives hunch....but you'd probably find an excuse not to use them for your own benefit.....
First off I shouldn’t need a perk to see how many totem are left, that should just be a counter that is always there. Secondly there is no room for small game or detectives in my build. I have a specific build I go for my specific play style and small game/detectives don’t give me enough to warrant replacing one of my perks. I run perk to change my playstyle to have more fun with the game, I should have to run one specific perk every game because a killer could be running an op unfair perk.
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@Hermit said:
NOED gives the killer one kill.
If they got more, survivors either got extremely unlucky by grouping up for the last gen (which is always a bad idea vs. Bubba) or reckless altruism because “we need to get everyone out because the killer doesn’t deserve one kill.”
I was trying to get out but bubba was camping both exits since they spawned like 5 feet away from each other so there was 0 chance of me escaping.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/2167143#Comment_2167143
Well they would be because every attempt has failed.
It’s not hard to fix the problem. Just replace the emblem that says I have to be chased by the killer and start rewarding stealth more.
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2167150#Comment_2167150
Really? You're going to blame valid actions, like camping and tunneling, for cheating? Wow, the cognitive dissonance behind that is staggering.
That's just a BS excuse to cheat.
I’m not saying it’s right I’m just explaining why it happens.
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Scummy actions breed more scummy actions I’m afraid. As long as killers are going to camp and tunnel then survivors will find more exploits to abuse. It’s a never ending circle of bullshit that is ruining this game.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/2167095#Comment_2167095
True, but unfortunately there really is no way to stop that, you can only encourage more fun playstyles.
You can fix it by reworking the piping/ranking system but the devs seem terrified to do that for some reason.
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@Drixpy_Jayyy said:
I kinda enjoyed facing myers but now hes just dead sadly (outdated in others terms)
He needs a mini rework of sorts. They need to give survivors a way to stop his stalk so he can’t just get tier 3 mid chase with no counterplay but also buff him in other areas as well to make up for it.
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@Yords said:
Without changing the core mechanics of the game, or changing how the game works entirely, you cannot get rid of camping, tunneling, and slugging or punish it. The way the game works just will not allow the outright deletion of any of the three strategies listed above. Punishing these strategies will also not work either, and they shouldn't be.
And no, adding perks that mitigate them will also not help since they can be abused and create imbalances. Perks like BT should honestly not even exist.
- You can't implement a system that punishes killers for camping because they already are the killer is de-ranked the more they do it. Even then, they are few and far in between. It doesn't make sense to nerf it or get rid of it because it is generally a very bad strategy. If you die to a hardcore camping killer, it is safe to say that it was probably your fault.
- You can't implement a system that punishes killers for tunneling because that is just straight up donkey doo doo right there, no offense to your donkey bois Karu. If you punish tunneling, you are literally punishing the killer for doing their job. That is like punishing survivors for constantly focusing on generators ("geN RuShInG"), it is dumb.
- You can't implement a mechanic such as a free unbreakable for survivors to use if they have been slugged for a minute. It is one of the few strategies that a killer can use to their advantage and nerfing this would nerf all killers, and therefore encourage camping and tunneling more. And in the very rare circumstance that you are being slugged to death, you are only going to wait 4 minutes, it is not that big of a deal. Allowing survivors to get up after a minute would also encourage splitting up more since the survivor could get themself up without any help, therefore making survivors less dependent on other survivors.
- Sometimes the killer has to resort to camping, tunneling, or slugging as well in some situations. Nerfing any of these strategies makes the killer helpless which should not be the case when you are playing the power role in this game.
So while I do think that you should never punish hardcore camping or tunneling, I do think that BHVR can encourage strategies that are more fun, as well as a whole bunch of other things.
They could somehow reward killers for 12 hooking survivors, they could (they need to) buff weaker killers to the point of "A" or "B" tier (and be fun to play as and against), they could also reward survivors more for playing better as well. Survivors could be encouraged to go for all kinds of playstyles such as taking aggro, doing gens, or (maybe, if done right) stealthing.
I think that survivors should be rewarded with more points. If survivors were awarded with more points for doing well, it would also make survivors feel much better if they died. If you do well all game and die, you still did very well, you just happened to die because the killer was good (probably).
Thoughts?
The biggest issue with things like camping and tunneling is that it ######### over everyone in the game and no one has fun because of it. The killer just stands afk at the hook and de pips, the person getting camped isn’t allowed to play and also de pips, and the other 3 survivors don’t get to play an actual game and also only black pip at best but more often then not they de pip because the killer refuses to interact with them in any way. By keeping camping in the game it encourages toxicity, hate messaging, and creates and divide in the community.
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@horsegod386 said:
this lucky break change is the worst thing BHVR has dropped recently, im not a killer main but as someone who plays mostly survivor, when I run lucky break with iron will and the killer hits me, then I force a pallet break and then ######### off and the killer cannot find me because I am giving no indicator as to where I am? whats the counter play? the killer loses everytime and they cannot do a single thing about it unless they want to dedicate an entire perk slot to using stridor, seriously BHVR ######### up hard with this one and I know it won't get patched out for at least another 2 weeks at the MINIMUM. I want the devs to know im going to be running lucky break iron will every game and also trying to run SWF where we all run this perk because it is that abusable.
what the ######### BHVR
So survivors now finally have a way to actually end a chase themselves instead of having to pray the killers gives up on them and we already want it gone? Jesus Christ let survivors have something without screaming for nerfs
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@Krunga said:
Camping/tunneling is fine change my mind.
Maybe don't loop the whole match and we wouldn't do it.
We have to loop because the devs refuse to give us ways to actually get away from the killer and end chases.
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@dtavares7 said:
I've been having fun with killer up to now (rank 5) and I think I've hit the wall where it goes from being fun to being too stressful
Solo survivor is the most stressful thing in the game IMO. Killer is fun at all rank as long as you don’t expect a 4K every match.
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The devs don’t want survivors to be stealthy in a HORROR game. Killers get tons of perks to tell where survivors constantly are so stealth just doesn’t matter at all. It’s quite upsetting honestly.
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@Power_Guy said:
So the Killer trying to kill is bad because you want your teamwork.
It's not like they're also a person trying to do their objective, nope. All that matters if you want that unhook, so the Killer is bad.
He's ONE PERSON. If the exit gates are powered, and he has a victim...why would he leave? YOU have to go to HIM to save your friend. He's getting what he wants; a kill. How is that bad?
when I’m talking about camping I’m talking about killers doing it at 5 gens still up not egc. I was only saying that NOED actively promotes playing selfish at the end game collapse because it gives the killer a free insta down that they didn’t have to work for. It’s basically a “your teammate is going to die and there is nothing you can do about it” perk that takes 0 effort or skill to use.
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@Nathan13 said:
how can you miss them they're so big!!!
I DONT KNOW. ITS PISSING ME OFF LOL
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@Ecstasy said:
How?
THEYRE FREAKING GIGANTIC
Still, I wish it was a toggle. I miss the button mash struggle system.... since I long ago set my controller to turbo and only have to hold the button. XD
I don’t know. Every time I hit it when it’s right on it it always misses for some reason
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@swager21 said:
https://forum.deadbydaylight.com/en/discussion/comment/2161581#Comment_2161581
woah woah woah.... im a myers main and do you know just how much this would kill him? play him yourself and youll see that getting stalk is already difficult enough as it is
I don’t think it should be exactly like ghostfaces. My idea would be to decrease the amount of stalk needed over all but make it so he can’t stalk while in a chase.
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@BasementDweller said:
https://forum.deadbydaylight.com/en/discussion/comment/2161581#Comment_2161581
Myers would be fine if he could be revealed like ghostface but he can’t for some reason
Because they're powers aren't the same and work in different ways.
It makes it so he has no counterplay to his stalk which is a problem. He can stalk you in a chase and there is nothing you can do about it. Just make it so if he is in a chase he can’t stalk and as compensation his stalk requires a bit less to get up.
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@NVerde said:
Iri head on Huntress and whatever the add-on is for Trapper that downs you instantly when you free yourself spring to mind immediately, though there are probably others I am forgetting.
Plus obviously chainsaws.
I personally am struggling with them, and I feel like more often than not they result in short, unfun games when everyone gets downed pretty quickly. I had a game yesterday with the Trapper with that trap add-on and honestly I think we were all down within the first couple of minutes (and yes you can say it's our fault but it was still a boring game).
Chainsaws I can understand although can often result in a similar situation in solo Q, but the iri head combined with the extra hatchet add-on (which I think is due to be nerfed anyway?) and the Trapper add-on just seem to be slightly pushing into 'unfair' territory for me. I think with the Trapper in particular, to get caught at full health and then you think you've freed yourself just to be insta-downed feels really cheap. At least give it a hard skill-check requirement or something.
What do others think?
Iri heads are getting nerfed so I don’t have an issue with them anymore. Ghostface’s stalk/insta down I have a huge problem with because his reveal mechanics is way to ######### buggy. Myers would be fine if he could be revealed like ghostface but he can’t for some reason. Billy is fine and is actually quite fun to play against. Bubba is a more boring less counterplay billy that honestly needs a rework to be less boring. Clowns instadown add on and trappers I don’t really have an opinion on as I don’t see them much. ######### NOED. Oni’s is fine there is a lot of counterplay to it.
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Probably not until the solo survivor experience also gets touched up. Keys are the only thing that makes solo survivor any kind of bearable to play and nerfing them without fixing the state of solo survivor would be a huge mistake.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/247135/question-for-killer-mains
Because gens. In fact. Do go by to fast. People don't like slugging and hook camping. But sometimes its neccesary to even slow the game down. And your scenario...? If you even find your first chase and commit for 30 seconds max..That's probably 1 minute in to the game (60 seconds) and a survivor without a tool box or anything can repair a gen in 80..So just at the start you can lose 3 gens before even one hook. That doesn't sound like a problem ?
I don’t know I just don’t encounter that scenario where survivors get 3 gens done that quick even as a red rank survivor. It’s more likely multiple survivors spawn together and work on the same gen then different gens and when multiple gens do pop at the same time it is almost always because the killer chases one dude for like 2-3 minutes for no reason. For gods sake I’m starting to think some killers act like survivors are their ex wives running away with all their ######### or something lol
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2158927#Comment_2158927
The noisy and whiniest of us are not the majority. :) The majority of people who play this game never post here or anywhere else. I hate to break it to you champ but the DEV have validated over and over again (for years now) that Camping and Tunneling are simply tactics and part of Player agency. There are in-game solutions and those are the only ones that matter.
Doesn’t matter if the devs say it’s ok. It won’t stop people from dcing when it happens, it won’t stop people fine complains about it, and it absolutely won’t make the game any less toxic or more fun to play. Hate to say it but the devs are wrong this time.
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@dadadadadada said:
Why is the camper should give a ######### about the survivor fun. Do you think the killer have fun with all the chest key escape and the breakout exploit i dont think they have fun so should he care
killer mains scream at us 24/7 for not letting them have fun so why shouldn’t we get pissed at them for not letting us have fun?
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@Verconissp said:
https://forum.deadbydaylight.com/en/discussion/comment/2158885#Comment_2158885
It doesn't need a Rethought.
It needed this gutting,
it's 100% well Deserved
The fact that you said it needed to be gutted tell me you are probably a killer main that has 0 respect for survivors at all. Did it need a nerf? Yes. Was this the right nerf? Absolutely not or at the very least it needed more of a rework. Does it need to be gutted? Hell no nothing should ever get gutted.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2158870#Comment_2158870
No, the majority of people do not agree on that. Don't pretend to speak for the majority.
I’m not pretending to speak for the majority at all. Go look on Reddit or these forums and even ask people in the game you play like I do what they think about camping and tunneling and a majority of them will say it needs to go. That’s just common knowledge at this point. Also the main point of my comment wasn’t about that either but thanks for focusing in on that one part instead of the bigger picture.
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2158837#Comment_2158837
Oh, so it's only unfair if you don't consider the Killer skilled. So it comes down to what you, personally, approve of.
I'm the Killer, if I kill and hook you and want you dead; that is my goal. I'm in no way obligated to ask you if you've played enough before I kill you. And if the game forced me to give away unhooks simply to make my OPPONENT happy, I'd quit.
Just like I'd expect Survivors to get angry if the game threw them off the generators to give the Killer more time (you know; so he has fun).
You're literally asking that the devs cater to what YOU think is 'fair' instead of accepting the way the game works. I'd get laughed off the forums if I made a post stating I want Survivors to get blocked by generators if they do them too fast, because it's unfair that I lose so quickly.
Because that's the flip side to the 'camping' coin. Both are just complaints of 'I lost too fast/unfairly!'
And yet a vast majority of people all agree that camping and tunneling need to go. No one wants killers to be weak or not be able to do their jobs, we just want to actually have some counterplay to them trying to kill us. Survivors have 0 ways to end chases and the killer has to decide if he wants to keep chasing and down them or give up and find someone else to chase. A survivor has 0 say in that exchange. Camping and tunneling remove the only hope of us surviving at all and make the game boil down to: how long can I loop the killer before I get downed and he camps me, which is fun for no one because killers don’t like getting looped and survivors don’t like getting camped. Every single player loses out when it comes to camping and tunneling and I really don’t understand why you fail to grasp that.
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2158809#Comment_2158809
That's part of the game. Whining that you got knocked out fast is 'unfair' is like whining that you died first in CS:GO; both events knock you out of the game.
Why should the Killer be penalized for DOING HIS GOAL OF KILLING YOU just because you did not like dying first? Or fast? Where's the time limit preventing the Killer from hooking people so they get some sort of 'fun quota' per match?
If you can't hand that sometimes you die first, and/or fast, and get knocked out of the game...then maybe that game ain't for you. Asking for an overhaul of the mechanics to cater to you & let you play longer because 'losing not fun' is insanely entitled.
Moreso when you realize you're asking for ANOTHER PLAYER to have his hands tied just so you can play longer. Because losing is not fun.
I keep telling you and you keep conveniently ignoring the fact that I never said I don’t want killers to kill. Also your csgo analogy make 0 sense because as somone who has played cs for years if I get instantly killed early on in that game I know and understand that they other player in 90% of cases out aimed me and he was the better and more skillful player meanwhile in dbd there is nothing skillful at all about a bubba sitting at your hook staring and you until you die. As I said multiple times: I want there to be more skillful ways of getting players out early that are fair for BOTH sides. There is a reason my favorite matches of this game are when I’m against a deathslinger that is not tunneling or camping: he is a very skill based killer and it flat out comes down to who is the better player in the end
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2158673#Comment_2158673
Genrushing should be removed from the game, though. It's a toxic and unfun strat that should not exist. It ends the match before the Killer gets to play.
See how silly it sounds? You're whining that the Killer should not be able to kill you because it's not fun to lose.
Never said the killer shouldn’t kill. Gen rushing doesn’t force the killer to sit afk for the whole match and makes the unable to play, camping forces the survivor getting camped to sit afk doing nothing the whole match and ######### his rank over for it. Stop trying to twist things to fit your agenda of wanting killers or be op and before you said I want survivors to be op go back and read what I said, I specifically pointed out that buffing killers to compensate should happen.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2158673#Comment_2158673
You can never get rid of camping or tunneling with creating unhealthy situations where survivors are literally invulnerable. You simply cannot control the actions of other player's.
I disagree. There have been plenty of suggestions made to fix these issue that the devs simply refuse to experiment with.
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its a double edged sword because keys are also the best way to have a chance against toxic killers. Killer is going to camp/tunnel to get someone out of the game early to get an advantage? Bring a key so you can hide and escape at the end. Killer is running NOED? Bring and key so you don’t have to risk the exit gates. Killer playing nurse/spirit? Bring a key so you don’t have to get all 5 gens done after one of your teammates inevitably dies.
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@GodLikeTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/2158673#Comment_2158673
Yes, but the current state of the game is 3 optimal survivors on 3 different generators at once means there isn't much you can do, but either slug, camp, tunnel or hope they cause a huge mistake. Now if generators didn't go by quickly then that gameplay more than likely wouldn't exist. The problem is, is that you can literally down someone in 20 seconds, and it still doesn't matter, because gens are going to pop regardless.
Then slow down gens slightly I guess. The bottom line is that camping and tunneling shouldn’t exist and if killers need to be buffed to compensate so be it. Also one big reason survivors stick to gens so hard is that if they get into a chase they will go down no matter what. Survivors have no way on ending chases only killers can do that. So all in all camping and tunneling should be removed, gens should take a bit longer, killers get buffed to compensate, and survivors finally get some tools to actually end chases instead of prolonging them.
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Totem should be well hidden but survivors should just have a totem counter next to the gen counter instead of having to run a damn perk to get one