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illusion

illusion

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  • Face-camping is lame, and I have no respect for it. Any killer that does that is a loser. I also think that the survivor on the hook should get a ton of bloodpoints for hanging on throughout the camp.

    That said, the only reason face-camping is a thing is because some survivors throw themselves at hooks, making it easy for the killer to down you. The best way to combat a face-camper is to ignore him and do gens. Until all survivors start grasping that, certain killers will keep using it. Why go looking for survivors if they are going to come to them?

  • Possibly, if that 3rd survivor is your friend. Not sure how you could know that the survivor is a "hiding rat" or just someone good at avoiding you, without someone telling you.

  • @Ivaldi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1284455#Comment_1284455

    Yeah there are multiple map variants, it just feels like certain maps have higher probabilities than others.

    I know that there are random elements to the maps, but when i heard them talking about it before, it sounded like some maps are in the pool multiple times, while others are only in there once. I can't remember why, exactly. It was during a discussion on reworking maps. It's always possible that i completely misunderstood them. :)

  • Pure rng, modified by offerings. I get strings of the same map over a period of time, but other times it seems fairly varied, or a strings of a different map. I may be wrong, but I think some maps have different variants, so it is technically in the rng more than once.

  • MM has been bad for a long time now. Supposedly they are working on a better system that will match players more inline with their skill. Unfortunately, they plan on hiding that system from us, so we will never know how well it is working. Until then, this is what we are stuck with.

  • Yeah, you might want to take a break until you can come up with a way of playing and having fun. Killer is stressful. Giving up in a game or DCing is not a good way of dealing with it. That just feeds your frustration even more. While it can be a good way to improve your skill (playing against more experienced players), it gets old, especially when certain survivors throw it in your face. Though, I find playing new killers that I am bad at, just to screw around and have fun with, to be quite relaxing.

  • @NaltedPog said:

    For example: if I get blinded at a pallet, I will always tunnel them to death because there's no reason for it in my opinion.

    I may tunnel inadvertently, but I generally do not tunnel intentionally. Btw, imo, blinding at a pallet is not a good reason. It's a tactic that can give the survivor some distance, and confuse the killer about the direction they went in. Perfectly good strategy. I'd more likely tunnel them for teabagging at a pallet. :)

  • I assume you mean actual face-camping. i think it is stupid. It is a poor strategy by the killer, and only bad killers would do it, hoping that other survivors will go for the rescue anyway. Sadly, many survivors do, because altruism trumps everything else. If I am being face camped, I want to hear 3 gens pop as a reward for me hanging on till the end and wasting the killers time. :)

  • Yeah, that is a stupid room. Survivors are only going to fall for it once, and then avoid it in the future. It is certainly no benefit for the killer to break the walls, so what is the point of putting breakable walls there? Breaking the walls would benefit survivors. Not the best implementation of the mechanic. i hope they put more thought into them going forward. ..and just get rid of those.


  • @Ikalx said:

    It's not just survivors. Had a killer the other day camp us and call us toxic because one person had DS and worked on a gen in sight of the killer.

    I dunno about you guys but a survivor working on a gen in front of me is like "oh hey, free candy", not a cause to get salty.

    But it seems like since people have been forced to be home, a loooot more players are salty about everything. To the point of it really being a lot of whining and unsportsmanlike behaviour on both sides, which feels pretty lame.

    Honestly, what does it take to get hooked in peace around here? 🤣

    OP said community, not just survivors. Yes, both sides can be just as bad. Killers, however, do see more of it because they are in the game until the end. If a survivor dies early they just move on to the next match and don't see the chat.


    @LetsPlayTogether said:

    So you couldnt go for the unhooker? Your only choice was to slug the unhooked? I smell some lack of game sense.


    You didn't quote anyone, so I assume you are referring to the OP.

    That's not what he/she said. They got accused of camping when someone was unhooked right in front of him seconds after the hook. They did not say they were accused of tunneling. Even if he did hit the unhooked survivor, it was the unhookers fault for putting the hooked player in that position.

  • Hatch is a good mechanic to have, keys are not. Keys are bad for the killer and bad for fellow survivors who get left behind when they escape early.

  • I have found that most of the camping and tunneling complaints come from survivors that don't understand things from the killer's perspective. Often the "proxy camping", as you refer to it, is because the killer hears or sees something, or doesn't see something that they should, indicating that a survivor is within their terror radius. Tunneling is often just bad luck or due to mistakes made by the survivor, or the person that unhooked them. Face-camping, on the other hand, is stupid.

    Flashlight, i don't care that much about. If multiple people bring them, then i assume that they mean to harass me, and i will usually bring Franklin's, other than that they don't really bother me. Just part of the game.

  • Never experienced that bug, myself. It sucks that some people have that issue, but intentional DC's have been abused far too much for them to let it go on unchecked. Hope they fix that bug for you, soon.

  • No one is going to rank solely based on NOED. If they suck that badly, they aren't going to rank up as killer. Even if you play well it can be tough to rank up as killer. Maybe they were just having a bad game, or trying out a new killer, or using a killer they suck at for a challenge.

    Frankly, it is far easier for bad survivors to hit red ranks, than it is for killers.

  • Pay to win? LOL

    No, he is not better than Huntress. Even if he makes his skill shot, he still has to reel you in to get an actual wound on you. His chain can be broken and then you just have a quick 10 second repair and you are good as new. If he does hit you, reel you in, and hit you, that is still just a single wound. That is a lot of time used to get a single hit. He also has nowhere near the mind game potential at pallets or loops. Everything he does is slow, in a game that requires the killer to be fast.

  • @KrazyAce13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1229345#Comment_1229345

    First off let me say i am on ps4. So unless you know the way the game is on console please refrain from making any comments that only pertain to pc.

    There is no point in having them until the game is balanced and its left to skill not unbalanced mechanics. Im at rank 12 and i am forced to face 3 red ranks and a rank 18, if i dc because its no fiun to me to get annihilated and then be toxically abused the rest of the match, just because they can. I get penalized because I'm fed up with the unfairness of the game, survivors dc and complain the game gets changed around their complaints. Its one thing when a survivor is playing recklessly and gets downedThen dcs, but when a killer goes into a match expecting it to be at their rank and hoping it to be fair and balanced,(and it seldomly ever is.)They get pitted against a scummy team of red ranks with that on rank 18 smurf account Why should i be penalized for them exploiting the swf matchmaking mechanic? Before anyone say it, it is not scaled to highest rank in swf if it was i would never see red ranks. There should at least be a timer to reset Back to 0 i haven’tplayed in 24 hours and im sitting at 30 minute ban period. Considering one of those dcs were from a game bug i have it posted in bug report. Seriously staying at a 30 minute penalty You should have a way to reset it as in amount of completed matches or a time like 24 hours.

    OP, sadly, it's people like this that made the penalty a necessary thing.

    If that was your first DC, you should not have had a 15 minute penalty. You must have DC'd on other occasions too. Unfortunately, there is no way to tell a legit DC from a faked one.

  • @Flawless_ said:

    wait a minute...since when did the text change to "take chance to escape"?? I thought it was "attempt escape"...is this from the new patch?

    Yeah. They wanted it to be more clear that it was a risk. Too many new players were trying to escape not realizing that they were killing themselves.

  • @xGodSendDeath said:

    GeTtInG BuLLiED MaKeS YoU BetTeR (please don't lobby dodge us)

    LOL Yeah, I think playing better ranked players does make you better, it did me, but it was also extremely stressful. Then there is the bullying, which takes away your will to play, completely.

    I really hope whatever they work out for their new MMR system works, because this MM system is horrible.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1242822#Comment_1242822

    No, typing NOED isn't difficult, don't worry. It's a running joke I have going on between me and some friends, and I posted about it earlier on the forums. Calm down. I'll call it NOED for you in this response.

    "There is a solution. Just because you don't like it, doesn't mean that it should be ignored."

    I never ignored it and acknowledged it in my original post. But I said the argument is flawed because of solo queue. Perhaps it wasn't elaborated on enough. In a swf team on comms, NOED activating is entirely on the survivors. They deserve it for not doing the totems when they had the option to. However it's solo survivors who are often affected more by NOED because they have a harder time keeping track of all the totems and who's cleansed what. Hence why I want either solo buffed or NOED reworked. "Just do bones" is flawed because a lot of the playerbase need to use perks to have what others have for free, which shouldn't be the case.

    "NOED activates the same as Adrenaline and Hope. If you haven't played smart and opened the gates, then NOED is a non factor."

    I like when responding to this you ignored my part of reworking both perks, or removing the large complaints with them both.

    So say the killer plays badly and doesn't get many hooks. However, there are also not many pallets remaining. The last gen is done and NOED activates; one survivor goes down. Infection procks and another falls swiftly. The survivors now need to make it to and open a gate, and escape, while the killer is able to move around the map with a speed boost. Again, if this is a swf on comms that's perfectly justified; they didn't do the totems. In a solo team this issue is much more prevelant.

    "I personally don't use NOED, but I don't see how a totem counter would hurt. I definitely wouldn't go any further than that, though."

    That's the first- and what I've said many times the best- solution there is. It wouldn't buff the swf but would be a nice change for the solo players. This is the idea I most want to see implemented, and then leave NOED as is.

    Calm down? LOL Seriously? Do you think anyone would be upset by something like that? Or is it just a passive/aggressive thing you are doing? I just didn't understand why, but if it's a running joke that amuses you, go for it.

    ""Just do bones" is flawed because a lot of the playerbase need to use perks to have what others have for free, which shouldn't be the case."

    But using perks to counter other perks is how the game was designed. Solo players are playing the game the way it was meant to be played. Killer don't have any way to get perks for free. Yes, SWF groups break this, but the killers are more impacted by this than solo survivors. Solo players that get in groups with 3-man swf's are benefiting from the swf even if they don't know it. Since the game was designed and balanced around solo survivors, they aren't at a disadvantage, they just don't have the advantages of swf groups. If you make changes to solo players to bring them in line with SWF groups, then you have to rework killers to make things better for them too.


    "I like when responding to this you ignored my part of reworking both perks, or removing the large complaints with them both."


    I didn't ignore your part of reworking both perks, i don't see them. I see adrenaline mentioned, but no rework details. You mentioned NOED being needed to counter Adrenaline, but not about using adrenaline to counter NOED. I see no reference to Hope, at all, only Devour Hope, which is an entirely different perk. Hope gives a speed boost greater than NOED's. The problem is that some players refuse to give up perk or item slots in order to counter NOED.

    The increased use of NOED came directly from the nerf to Ruin. Most killers would rather not run it, but feel that they don't have a choice. If the devs could fix the underlying issues, the individual perks would be less of an issue. No one, including killers, liked the old Ruin, but the new Ruin sucks, so now we have far more NOED and Moris in killer builds. Guess what, killers would like to have more variety in their builds too. You can't just look at it from a solo survivor vs SWF perspective and ignore how it impacts killers.


    To be clear, I said that I didn't THINK that a totem counter would hurt. My survivor side thinks it's a good idea, but since i don't use NOED as killer, I can't say how it might negatively impact killers that do. I mean, can't you just use a map to check to see that you got all of the totems? I get that players would rather carry med kits, toolboxes, or keys, but shouldn't there be a need for maps, as well?

  • @FFabeq said:

    https://forum.deadbydaylight.com/en/discussion/comment/1242671#Comment_1242671

    there is no need to vault the window, you can hear survivor breath, or injured sounds, or just look through the window

    It looks like you could hide behind the drawers pretty easily, and there is a locker. It's not like you can lean in to look and I think the angle would cut off the corners. Injured sounds, yes, but regular breathing, unlikely....unless, as i mentioned, you already expected them to be there. Plus the OP was running Iron Will, so no sound.

  • The fact that you said in a follow up post that killers can respond (because you can't really stop them), doesn't change the fact that you specifically only asked for the opinions of survivor mains. More importantly, my point was not about killers, but people that play both. You seem to think that there are only killers and survivors, when many people play both sides and have a better grasp on balance and strategies than any main could. Why not just say "survivors" without tacking the title "main" onto it. You may think that it is trivial, but this whole "main" thing is very divisive.

  • @Freudentrauma said:

    https://forum.deadbydaylight.com/en/discussion/comment/1242841#Comment_1242841

    Because it benefits them as well. e.g. it can give the killer more movability on the map in general and the fact, that the killer decides when it's avalaible. But if it stays as it is, that breakable walls either have to be broken or untouched then they kinda play themselfs rather giving the players a choice. You can kinda compare it with some unloopable god pallets on indoor maps. As soon as the survivor runs towards them, they have to throw them and the killer has to destroy them. Only a few killer abilities give some gameplay there and a map which would have only those would be kinda boring.

    Except when a survivor drops a pallet it is to stun or block the killer. There is an immediate benefit to it. The killer then has to stop and break the pallet giving the survivor time to gain some distance. Breaking walls does not give the killer an immediate benefit. You have to stop and break it, giving the survivor time to gain some distance. So all you did was create an opening that wasn't there before.

  • Some people complain because it is easier to ask for nerfs than to adapt and have to change the way they play.

  • Why do these things always have to be a "main" issue? Maybe you should appreciate the insight that players who play both sides can give.

  • Rank has nothing to do with player skill, especially on the survivor side. Survivors rank much faster than killers, so a red rank suirvivor is often not as skilled as a red rank killer, or even a purple ranked killer.

    As far as poor matchmaking goes, that is not even close to a good example. I first noticed the bad MM when I was a rank 18 newbie killer, going up against 4 green ranks, then at 17 against 3 purples and a red. This example is pretty mild, and probably fairly balanced based on the differences in how quickly each side ranks.

    Ranks are completely useless for matchmaking, which is why they are looking to implement something different.

  • @Nurgling7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1242671#Comment_1242671

    Breakable walls were meant to break loops and open the possibility of new routes for both sides.

    However the devs screwed up and only applied the logic of the first half of the reasoning. Breakable walls are not an excuse to make infinites.

    If they were meant to create new routes for both sides, it wouldn't be something that only killers can do. It was designed to do the first, not the second. Why would a killer break a wall that could benefit survivors?

  • You can't have a discussion about NOED (is it really that difficult to type the O), while saying that people can say "Do Bones" There is a solution. Just because you don't like it, doesn't mean that it should be ignored.

    "Some will say that NED is needed because of adrenaline, and they cancel each other out, but really? For a start, adrenaline needs the survivors to play relatively smart to get all 5 gens completed, whilst NED activates regardless."

    NOED activates the same as Adrenaline and Hope. If you haven't played smart and opened the gates, then NOED is a non factor.

    Also, the argument that you may cleanse all the totems and the killer may not even have NOED, is not a valid one. Many perks are gambles, or risk vs reward type perks. Some are completely invalidated based on the map you are on. Some are countered by other perks. Killers have to deal with totems being destroyed early and completely removing their perks from the match. Made especially worse because they often aren't even hidden. They may even spawn right next to a gen.

    Cleansing totems is a risk vs reward action. Is it worth doing on the chance that the killer does have NOED? I imagine that it is, otherwise we wouldn't be having this discussion. At this point you should probably adopt killer tactics to perks like DS...assume that they have it.

    I personally don't use NOED, but I don't see how a totem counter would hurt. I definitely wouldn't go any further than that, though.

  • That reminds me of " I guess I prefer my space stringy not loopy" from TBBT. :)

    I suck at looping, so I prefer to be a bit stealthier, but I don't always run with Urban Evasion, and even when I do, I still tend to run from place to place. I only use it when I would other wise be walking or crouching anyway. I don't mind getting chased and can often get way, but if it comes down to looping, I'm not going to do well. Though, lately, i have been doing a bit better at that.

  • In order to check the room, they would have to vault the window, look around than vault back out. That's a lot of time wasted, unless they knew you were in there. It wouldn't be practical to check it on a regular basis.

    That said, it doesn't make much sense to me either. I thought the breakable walls were to destroy loops. Though, why not just fix the loops rather than making killers break walls. I don't get the idea of that breakable wall, either.

  • I think it's fine, especially since it takes some skill to use it effectively. I think the only reason you see it mentioned negatively is that it is one of the clutch perks that many players always run, to the exclusion of other types of perks like aura perks or ones that can help them find totems, while they call for nerfs to killer perks that could be countered if they used those different perks..

  • It takes about 15 seconds to cleanse a totem. There are 5 totems and 4 survivors. It is hardly an insurmountable problem. Survivors have tools to help them find totems. The problem is that certain players don't want to give up their meta perks to do this.

    They nerfed Ruin to the point where it is nearly useless. Killers said that they would have to resort to using other perks if Ruin was nerfed. It could have been adjusted in a more useful way, but it wasn't. The nerf to Ruin has made the game immensely easier for survivors. It gave survivors a lot more time to work with, so you have more than enough additional time to cleanse some totems. SInce the nerf to ruin was supposed to benefit NEW players, experienced players should not have benefited as much as they did.

    Killers had to adjust without Ruin. Now survivors have to adjust to NOED and Moris. I run small game now, so I cleanse 2-3 totems each game. If other survivors did their part, NOED wouldn't be a problem. Perks shouldn't be nerfed simply because certain players can't be bothered countering them.

  • @NursesBootie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1238987#Comment_1238987

    Franklins doesn't work because they can just pick it back up again.

    Lightborn is okay, but no ensurance against blinds, just requires different timing.

    Keys are a problem too, i agree.

    Franklin's does work. If you hit them, they have dropped the flashlight, AND are wounded. They can stick around and try and pick up the flashlight, and risk getting downed, or they can run away, then come back to get it later, making them waste time. If they run off, then you can just grab the person in the locker. I've got downs because players were so focused on getting their item back that they took bad risks.

  • @SquirrelKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1240722#Comment_1240722

    Because realistically there is no way to buff solos that much and even moreso for killers, the better question is what would you give solos and killers to acocmodate. Cause forcing comms in game would be problematic cause then people just wouldnt use the ingame comms. Itd have to be something tangoble. A flat buff to accomodate

    I can't say. I have no idea what tools or resources the devs have available to them. And, it really doesn't matter until they actually say that they are even considering looking into it.

    Solo survivors, still benefit passively by being in a SWF group. They may not be able to communicate with the other survivors, but the coordinated effort of the SWF to do gens are make rescues, is still going to help them.

  • I'm not sure why you were expecting them too discuss it. I have not seen/heard them say that they had any intention of doing anything about SWF groups, though it would be nice if they did. BTW, it negatively impacts killers far more than it impacts solo survivors.

  • Unfortunately 90% of players use the arm wave as a "hurry up and rescue me" motion, which is ridiculous. People already know to rescue you. It's a pointless and meaningless to wave your arms for that. In fact you may reduce the chances of people rescuing you, as most, correctly, assume that it means you are being camped. Survivors need to universally accept that it means they are being camped. I often run kindred, but stealth killers can get around that, and some of my survivors don't have it. It would be nice to be able to rely on players using the arm waves properly.

  • Seems pretty decent to me. Have not played as him yet, but have played against him and watched streamers play him.

    If you put the portals too near a location, it will likely get removed, but if you put it slightly out of the way and potentially hidden, they will last much longer.

    Huntress' axes are dodgeable. Many attacks are. You just need to time the attack properly. If you are getting looped then it's generally not a good option, unless the player gets out of position. If you know they are going to go for a window or other potentially safe place, time it right and down them.

  • Because nobody likes other people telling them how they should play. Just because you think that a person should be dedicated to finding totems, doesn't mean others agree, I certainly don't. Do them as you come across them. It silly to have one person running around trying to do them all.

    And nobody wants other people telling them what perks they should be running. Showing perks to the team will just lead to people criticizing and berating players who aren't running the perks that they think that person should be running. It would just lead to more toxicity.

  • Gotta say, if you took one day off and lost your motivation to play, maybe you don't "love it" as much as you think. Maybe you love the idea of it, but not the current state of the game. It sounds like it just became a habit, then you took time off and realize that that is all it was.

  • They didn't ask if it was an issue, they asked if it made the game unfair. It was a stupid, and meaningless question when asked that way.

  • Yes, it's just your games. I say this because you don't see killers and face-campers every game, which means that you are likely redefining the term to mean anytime you get downed again after an unhook. There are many legit ways for that to happen.

  • I'm all for punishing killers that face-camp, as long as it doesn't punish killers that are patrolling an area because they have no other choice.

  • @Paiblin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1233199#Comment_1233199

    yeah I get that, I know of the ruin nerf. those reasons are why i'm struggling especially nowadays with how killers are acting on top of how the survivors in yellow are as well as my rustiness. it's just he wasn't doing it for the kills either, he could easily have achieved a 4k with the first slightly dumbish survivor in the first one, but I'm still 99% sure he did it like that only to keep us from getting benevolent and evader points, because no matter what he would not give us a chance to get any points in those specific areas, and those are key areas for survivors, he definitely knew that

    You confuse not piping with can't pip. Your situation went south. If people had played smartly, you could have done well in points. You don't need altruism or chase to keep from depipping. Escaping gives a lot of points. You can't escape if you don't get gens done. Once gens are done, he has no place left to catch anyone, but at the gates.

    We are trying to help you understand the reality. If you want to get through those situations when they happen, don't play the killer's game. I get that it sucks for the person being camped, which is why I think it is a ######### tactic, but you have to adapt to the reality of the situation. Don't get mad, don't get frustrated, don't let him get in your head. Focus on the tasks, and try to get out in one piece.

  • @Paiblin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1233124#Comment_1233124

    Maybe I am, but if so then everyone else I know who plays the game is too. It's a 50/50 or 60/50 considering I do progress, same with my friends

    And yes, I decided to, but I didn't actually do so because I realized I was getting nowhere and decided I should do what I needed to to keep myself from getting screwed over completely by the killer. So I did not get downed trying to save. I let him die while I fixed my own stuff, while being nearby. Maybe I should blame them, they did probably ######### us over considering they only laid there under the hook while we were doing gens, but we wouldn't have survived either way. I went over there to get some evader points by hiding close (he refused to even try to chase when a survivor was hooked) so that I wouldn't depip and then game went on. We were all killed eventually, all suffering the same fate.

    I do get that facecamping doesn't usually get you optimal points and I do guess that can be considered a punishment. I guess that one teammate fed it, but he didn't know what was in store. I should mention, haunted grounds was active, he probably did ######### everything over more than it should, because who would save against a camper when haunted grounds is active?. And it is rather scummy, but the fact that annoys me is he did not try to play the game in any way, which also did not allow us to play the game. He just trolled us and like I said, based on in game interactions, perks and post game messages most likely did all this to have us at minimal game objective progress and bp. I run kindred too, it's great, but I'm practicing a new build on my main and can't fit kindred in. Kindred would probably have been good in that situation. And yeah, especially in the low ranks. I took a 6 month break recently and went all the way to rank 16 again. I was rank 12 before, rusty now, but still, I could rely on teammates doing more smart gameplay back then

    You have been away for 6 months, so let me fill you in. Several months ago, the developers nerfed a key killer perk, because they claimed it was being used too frequently. It was being used frequently to combat an underlying problem with gen times. Killers tried to offer alternative suggestions to the devs, but they were ignored. Killers have since resorted to relying on other perks and strategies, which is why you see a lot more killers running with Mori's and NOED, as well as slugging. Some have resorted to facecamping, as well. As long as people feed into it, there is no reason for them to stop. Fortunately, the facecampers are still only a small percentage of the killer community.


    @LALYTHIA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1233033#Comment_1233033

    This really depends on how quickly the first survivor goes down, whether or not the team is a solo or SWF, and if the hooked person has Kindered.

    Your scenario works if the team is SWF or the hooked person has Kindered and everyone is smart enough to stay on gens. In a solo team, when the hooked person does not run Kindered, there is always at least 1 person who will go and scope out the situation or even try and save, which automatically means 2 people will be facecamped in the match and the killer will probably safety pip and get a decent amount of BP. There is not much to deter them from using this method, since the majority of teams are solo.

    This also fails to recognize the fact that it simply ruins the game. You may be one of the ones to escape the match, but its not fun for anyone to sit there and watch your teammate die on hook, which is even less fun. This shouldn't be a standard. And its rampant.

    Wow. No, you don't need to be in a SWF group. It should be common knowledge, past a certain point, that going after a hooked player that is camped is a bad tactic. Also, the hooked player doesn't need to have kindred. Any player on the team can have it, and you will all see the same thing. That's why I almost always run it. It provides valuable information to the team, and I see planty of other survivors respecting what they see and stay on gens.

    You don't even need kindred if they are just facecamping. Scoping the situation doesn't hurt because the killer isn't going to chase. Once you realize they are camping, just run off and do gens. If everyone is not "smart enough to stay on gens", blame them.

    It's hardly rampant, except maybe at higher ranks with newer players. It is a poor strategy for killers who are trying to progress unless survivors keep falling for it.

  • @Paiblin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1233033#Comment_1233033

    "Almost impossible" dude, maybe me and my friends pips are broken, but I depip just as much as I pip, same with my friend, and I might be a ######### rusty player right now, but my friend sure is not. it goes up and down all the time on both of us all the time. And like I've explained about 5 times, I did do gens until the rest of my team went over there to see what was happening and things just went from there. Only one guy attempted altruism and he got slugged. The other two of us did the best of the situation until it had to end.

    You do know why I said "you don't know", right? The other person claimed to know what was going on in my game. Which they did not. And I'll say it again, you do not know what happened in game because you were not there. Throughout the game he showed clear intentions to discourage getting any kinds of bloodpoints or any actions that would help towards any objective emblem. He also left comments in end game chat further indicating these were his intentions. It was clear that in game, perkwise, and post game chat it was almost definitively his intention to deny certain emblems and objectives even at the cost of him depipping himself

    Yes, almost impossible. If you are depiping as often as you are piping, then you are doing something wrong. Killers depip on a regular basis, but not so much with survivors.

    We do know what happened. You have explained. You did gens until you decided to be altruistic. Your words. Being altruistic against a face camper is folly, as i said before. Especially one that can one hit down you. If you were doing gens and other team member decided to go for altruism, then you should blame them. There are smart ways to play, and not so smart ways to play. Being altruistic against a facecamping Bubba, is not smart. If all 3 of you had stayed on gens and finished them, the game would have had a different ending.

    I don't defend facecamping. I think that it's kind of scummy, but the killer is punished for doing that, provided you don't feed into it. Your team did. Hopefully you learned a lesson. Unfortunately, you can't count on your teammates do what they should in that situation. I run kindred specifically so people can see whether the killer is camping or moving in a specific direction. When I see people feed, it is frustrating.

  • There are offerings that reduce the number of hooks and place them further away. You can also sabotage hooks. Granted, they come back, but they can also be done rather quickly these days. A teammate could sabotage a hook the killer was going for and force them to one further away. Sometimes that is enough to allow their teammate time to wiggle free.

  • BBQ&Chili is not "OP". It only activates when the killer hooks someone. Kindred is probably a better comparison to BBQ.

    I don't use distortion, but it does sound problematic. Instead of gens, or unhooking, maybe get extra tokens from cleansing totems.

  • It's a problem because many intend it to be toxic, so most perceive it as toxic behavior. It is NOT, however, a matter of fairness. That was a stupid question.

  • I don't know. It's just an aura perk. It you run Kindred or other aura perk of your own, you can see where the killer is headed and move. If not, just assume they have it and move.

  • @Paiblin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1232918#Comment_1232918

    no. I did gens. Another guy did gens. But in the end it was decided it was time for some altruism and so we went over there and tried to work around it until we had to leave. and then the process repeated. And you do not know that, you were not there, I did not fully get the point across but the killer was purposefully trying to force a de-pip on all of us. That's what I mean should be punishable. Using facecamping (or anything else a player can do to be an arse for that matter) to try to force a de-pip or derank on the other team by holding certain emblems hostage from them. Because dead or alive most of us would have de-pipped because of the parts of the game that he did not allow us to play. And it was clear he knew he was doing that. I'm not angry because he killed us that way, screw it, kill me however you want, I don't care, but I'm slightly pissed at the fact that he was purposefully keeping us from getting bloodpoints and emblems and purposefully trying to screw us over in the system and that that kind of stuff is probably allowed in the game

    It's almost impossible to depip as a survivor. Giving up on doing gens to be altruistic vs a face-camping Bubba, is pure folly. You need to adapt to the situation. If he is face camping, stay on gens until they are all done. He will depip, you will not.

    And stop saying "You don't know, you weren't there". We know very well what facecamping is and how it is done. If they are facecamping, you know exactly where they are, and can work in peace. I almost always run kindred so everyone on my team can see that he/she is facecamping. If I am on the hook, the rest of my team better be doing gens. I will hold on the entire time, to waste the killers time. If someone else is on the hook and being facecamped, I will stay on gens. I know exactly where the killer is, so I can run from one to another without concern, as long as my hooked teammate understands the situation.

    BTW, you have no idea what his intentions were, so claiming to KNOW that he was trying to depip the team is pure speculation. It's more likely that he was waiting for people to be altruistic and down them too. Or he was just trying to depip himself, which is what would happen if you didn't feed.

  • As survivor, Kindred. I don't see it often if I'm not running it, but it is a great tool.

    As killer, Franklin's Demise. It might seem like a waste to some, but I'd rather take that when going up against item heavy teams rather than lobby dodge. Plus it wastes the survivors time, because 90% of the time, they go back to look for their item. I even got a down and hook at the gate because the player, that could have escaped, stopped to pick up his item.

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