pseudechis
pseudechis
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489294#Comment_3489294
Uh huh. SM can stall out games long enough that it's impossible to hit EVERY Overcharge skill check AND she has add-ons to make it harder.
Are you really going to sit there and accuse the best Survivor team in the world of playing Survivor poorly??
Yeah because it sounds like they played that poorly.
Sure skull merchant needs some tweaks as she does the 3 gen lockdown a lil too well.
But even the best survivors in the world are still human and humans are great at screwing up.
Moreso if under pressure by not performing at peak. If they are missing multiple skill checks, even with the stacked perks and addons then that doesn’t sound like peak performance to me.
Well done to them for breaking the 3 gen but I’ll do the one thing no one here is done yet and say…
Well done to the killer for holding off the supposed “best team in the world” for 50 mins.
Shame the killer couldn’t pull of a win but that demonstrates against high performing teams the SK 3 gen is a delaying tactic not a winning tactic. It’s just in regular games casual players give up quicker making it a winning tactic.
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Overall I’d say probably, I don’t really keep track.
I died the least 3 survivor games but I only played those 3 games so it’s not much of a sample size.
Knowing when to contribute and when to play selfishly plays a big part in survival.
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Good choice Myers is great.
If you like stealthy scratched mirror Myers is one of the most fun killers in the game.
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Weekends in this house are typically for hikes and/or board games but I’m gonna sneak a few jump scare Myers sessions in there somewhere.
Also maybe some Hard West, a great tactical combat game in a gritty western setting with an engaging story about vengeance from beyond the grave.
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I like the concept of bloodlust, the longer you are in chase the more dangerous it becomes.
Its the incentive to escape from the chase rather than prolong it.
Because lets face it chasing a survivor trying to escape from you is infinitely different from chasing one trying to bait you into sinking more time into them.
When I lose a crafty survivor I'm like "whoa what happened", when I chase a survivor around the same pallet loop 3 times till they are hit/down I just yawn.
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@Tsulan said:
The irony of this thread.
dead by daylight is a pvp game and a killer shouldn't cry if he doesn't get a surv, he should accept itI know right, I avoided making mention of that but it did make me smile.
And they call the DBD community entitled but where's the evidence eh?
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@Basti2k said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488614#Comment_3488614
you can make gens slower the killer has perks to prevent the gen ruch from running
no-one said anything about gen rush, but focusing on gens for the maximum duration of the hook timer against a camping killer is a good survivor play. You just need to go for the rescue once you spread a ton of pressure on the gens as a team.
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@Basti2k said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488614#Comment_3488614
every killer has one skill, uses it correctly, that's enough, you don't have to tunnel
I never said you had to tunnel, but its just another tactical tool in the killer arsenal and choosing the advantageous person to chase at a given time can mean the difference between kills or no kills.
So if a player chooses to tunnel they can, if they do it well then good on them for maximizing their play.
If you do get tunneled well then shame on you for failing to avoid the killer is just as legit an argument as your shame on the killer for tunneling one.
Nobody needs to tunnel... but you can if you want and that's ok.
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Well yeah it often makes sense in this scenario especially if your partner is on death hook or injured making the hook save really unsafe.
Shortening time the killer has to find them is a good play if you wan them to get out.
Hence why slugging for the 4 k can be a good choice, you maximize your time as killer and remove the threat of hatch escape.
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@nars said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488386#Comment_3488386
ah yes because dealing with 3 protection hits with 0 risk involved has innumerable counters and in no way is a free escape
But why are you allowing the players to rank up together to get those protection hits.
When playing killer who's in control of the chase? Are you directing survivors by baiting and moving them to where you want them or are or you just following them?
MFT + Hope is a really problem, speed bonuses shouldn't stack, you should just get the greater of the two and let that be the end of it. This includes killer speed boosts too.
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Knowing when and how to use them as a tactic to maximum effect is the skill.
Losing 5 gens while you stand next to a hook... bad, but defending a hook at the right time snowballing into multiple downs... good.
Same goes for tunneling, sinking the whole game into a single bad chase losing a heap of gens... bad, but eliminating a player early to maximize early game advantage... good.
Knowing when to apply these to maximum effect is skill.
"dead by daylight is a pvp game and a killer shouldn't cry if he doesn't get a surv, he should accept it" Just as you shouldn't cry about being unable to participate in the objective as survivor, its a PVP game not everyone is gonna play how you want them too and that's ok you should accept it.
"play in peace" what does that even mean, you do understand the concept of the game right is to escape from the killer, the keyword being killer.
It sounds more like "play my way or I'll quit", the only answer to that is well then you should stop playing this isn't for you.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487337#Comment_3487337
Only a few days ago I was ambushed by a Lethal Pursuer Bubba and downed before I had a chance to do a damn thing. I walked away with around 250 BP.
Even so what happens then is you queue up for the next game and move on.
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From a mechanical standpoint the goal of survivors in chase is to escape the killer, while from a practical standpoint, once you know how to loop, the goal becomes waste the killers time, meaning survivors try to stay in chase for as long as possible.
People view bloodlust as rewarding bad play but it can motivate you as survivor to escape. You could argue that a survivor who can't escape from the killer before bloodlust is playing badly and deserves to be punished by bloodlust, just as you can argue that a killer that gets to blood lust is playing badly.
The longer you stay in chase the more dangerous chase becomes. This is both mechanically and thematically appropriate. So bloodlust makes sense, when the goal is trying to escape.
Comparing MFT to bloodlust is kinda apples and oranges but people do it simply because they are both speed boosts and can't separate them beyond that.
Does MFT do a lil too much, I think in its current form yeah it does. Its representative of the kind of power creep that sells new expansions. People will buy it run it excessively and BHVR will have to nerf it into the ground because it does way too much and is overused.
But those nerfs will be a long time coming, because a powerful new perk that everyone wants will sell a lot of expansions. A combination of people touting it and complaining about it will drive the interest in it.
In the meantime being injured will give survivors a substantial boost to chase extension, resulting in BL being almost necessary to catch them in some circumstances, especially if they are built not to escape chase but rather to sink killer time. But to get blood lust you have to over commit to a bad chase so its a lose-lose for the killer the moment they injure the survivor.
It's mechanically and thematically a rather poor idea and really only works if the survivor is motivated to escape over sinking the killers time, which will not be the case for a lot of games.
So at low MMR you'll get more survivors escaping after the hit, which will suck but not be a disaster, at high MMR you'll get even more time sinking chases where people just run around the same rock pallet saving, rinse and repeat only it'll go on for longer now.
So what will happen, well players who feel they can't catch survivors will try to avoid chases, which means camping lots of camping, stacking yet more gen regression meta to give the slowdown, 3 gens that don't commit to chases. You know all the good stuff that players seem to really love.
So expect MFT to get toned down at some point but saying if they nerf it then they have to remove bloodlust kinda demonstrates a lack of understanding about how these effects get applied and used.
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@jayz666 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486091#Comment_3486091
no i think it’s because nurse negates any survivor resource and the only trick against nurse is breaking like of sight and weird pathing that’s not very good counterplay tbh I think a rework would be great for the games health
That's one of Nurse's strong points. I have to play a different game against a good Nurse.
Thinking outside the box once in a while is a good thing, it staves off the dementia.
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Just like all the players calling to penalize camping and tunneling?
If you want to go down the self righteous killer vs survivor route, you gotta realise its kinda muddy on both ends.
This has nothing to do with what side you play rather, how big of a quitter you are. If a player is calling for no DC penalties I'm banking on them being a big quitter.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485961#Comment_3485961
Killer mains here have always complained about the speed at which gens are completed; even during the Erupt-Over-Brine era.
Yeah but it stands to reason.
Survivors need to escape quickly, the longer they are in game the more likely they will get found and hooked.
Killers need to extend the game in order to maximize opportunities to get down and hooks.
So with such opposed concepts time wise... survivors will complain about things being too slow, killers will complain about things being too fast.
The pendulum of change will swing between these two extremes and people will complain accordingly, hence threads like this.
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Ah yes the good ol days of just hiding for 30+ mins till someone quit.
If people rage at waiting for a 4min bleed timer then they'll really love the endgame standoff.
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@Pink_Ronin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485755#Comment_3485755
I have played Nurse. It's quite easy to get a 4k even without aura-reading perks and not having much experience.
Its easy to do that on a lot of killers.
I think people hyper focus on Nurse because a lot of survivors are one trick ponies and when the one trick fails, to them it's clearly a game problem not a player problem.
Nurse can be oppressive but so can almost any killer in the right hands.
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@Prosecutor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485763#Comment_3485763
madre mia, is this game that toxic?
Like any online world it can be, but 90% of games are perfectly fine and players are just people having fun. This community is not as toxic as people like to make it out to be.
I will say I've never felt genuinely threatened by any of this as lets face it, its largely nothing more than an angry emotional child venting through the safety of their keyboard. That's not to say it isn't unpleasant though and I welcome the options that prevent it from taking place.
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@GannTM said:
A lot of y’all don’t know that you can still play against people that you’ve blocked.
Yeah blocking just stops messages, but I think the op was talking about lobby dodging players they recognize from their profiles.
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Given the mountain of post game abuse, death threats, physical and sexual violence threats that I no longer receive simply because I may have hooked someone twice in a row in an online game, the option to private profile isn't so bad.
Sometimes I have to play with survivors who aren't very good because I can't block them, meh it beats the alternative.
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@Steakdabait said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485739#Comment_3485739
I can guarantee you that looking for the last survivor for 3 minutes is infinitely less efficient than just doing hatch coinflip for bp and hook/kill challenges. For your last point, you won the match if it came to a hatch coinflip. Why waste not only your time but 2 other players time for little gain.
Sure but the 4 min slug comes without the coinflip of the hatch and you can still go back and hook before the bleed timer runs out giving you the same outcome you describe but with up to 5 mins total search time.
You aren't wasting your time, you are extending search/chase time at minimum risk where the only downside is you reset back to the position of advantage you already had. What a bargain.
None which has anything to do with ego.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485320#Comment_3485320
I didn't swarm ace 🤣. Yeah chases were pretty fast mostly. The huntress chased the ace and we all worked on separated gens and got them done while she camped and tried to snipe us and got two of us injured. I did go to try do save so that ace would not get second stage but I got sniped and spend over minute slugged 🙄.
Rebecca did manage to put reassurance on ace and started 4th gen and managed to do save later on ace vut he still got second stage. Meg was chased after that and ace came to heal me. Huntress was coming to us after getting meg quickly. So I showed myself kinda that she would not get ace out and she got me pretty fast. Rebecca managed to fix 4th gen. But unfortunately ace didn't use his time to get away and got almost instantly downed after. The huntress came to tunnel me and camped.
Meg managed to fix last gen and went to open exit. Huntress stopped camping and went to down rebecca other side of the map. Meg just kept opening exit and tried to save me at very end but struggle time just ended and I died before she could get me. After that meg tried to go help rebecca but went down too. So that how the game went so it was not stomp and easily 2-3 man out if opening the exit was not the most important thing for meg instead saving.
Sounds like just another fun game of DBD.
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Don't think they are going to delete a fantastic killer with a unique design.
My advice is if you want to beat nurse then play nurse. You'll soon figure out how to counter her.
Its a good thing that some killers aren't hard countered by the same braindead looping that others are, it's called variety in content and its great.
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@jayz666 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479615#Comment_3479615
I don’t want nothing nerfed but if made for this gets a nerf then bloodlust really should to because it a hard crutch on killer side especially when it goes up to 3
Your ignoring the sunk cost for return here though. If you are bloodlusting out its already taking too long.
No killer wants to get to bloodlust but every survivor can use the MFT speed boost.
Sure you can make the point that blood lust rewards bad killers but isn't the same as MFT just being generally awesome.
Nerfing one isn't exactly equivalent to nerfing the other no matter how you spin it.
And before you crutch out on the tired "you're just a killer main" argument I'm not saying that MFT needs nerfing just that your rationale is flawed.
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No the bots aren't there to replace players just to lessen the impact of DCs.
Its still bad form to be a quitter bots or not.
What happens when you remove the DC penalty is people just quit outright for any reason, map, killer, offerings, downed first etc.
These players should be deterred from this behaviour and the penalty plays the role of that deterrent.
You are probably going to get a lot of quitters trying to justify themselves with "but it spawns a bot so it doesn't matter," well it still does.
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@Steakdabait said:
They're slugging you for ego, if they don't get their 4k someone might look at their match history and see that they 3k. they can't let that happen.
Or they are maximizing their time to find the last survivor, because...
- They want the BP's or pips
- They have a hook/sac X survivors tome or other challenges they want to complete.
- The goal is to kill the survivors and there is nothing wrong with wanting to achieve that goal.
Ego has nothing to do with any of these but its fun to assume opponent motivation, because then the slugged player can justify to themselves why they might be unhappy, toxic or just unpleasant about game outcome and feel vindicated in their negativity.
Really nobody is watching, unless you are streaming it and even then probably nobody is watching.
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Let me pose another question.
What is a way to potentially give yourself the most time to find and kill the last player before the hatch spawns and you risk them escaping on you?
When you answer that you'll also answer your topic.
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No the chase is but one aspect of the game.
Focusing on one aspect is a recipe for not having fun because lets face it some games may be heavy on that aspect some may be light but all a legit games of DBD.
Making every game solely about chases is also a recipe for blandness.
Case in point, the number of players who moan about being chased all game or tunneled. If the chase was the whole purpose of the game and as such the best source of fun then, wouldn't players want to be tunneled and as such chased all game to avoid the less fun aspects? No guess it's not all about the chase eh.
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BOTS don't mean its ok to be a quitter.
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@MDRSan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485086#Comment_3485086
Conversely having a string of games where you spend, percentage-wise, more time on hook or slugged than anything and feel like you can get nothing accomplished isn’t thrilling either.
I think it would be interesting for a holiday or something to introduce cooperative goals in regular matches. You don’t HAVE to play any differently, but you aren’t getting a neat snowman head if you don’t. (Or something like that)
True but if finding yourself hooked for long periods each game then the first place you have to look is your own gameplay before doing any kind of game mechanics changes.
I rarely spend the game hanging on hook but my goal is to never be found first. Found first can mean camped/eliminated first.
When I started upping my sense of caution at game start I found myself living till game end more often. If you're still alive at game end it doesn't really matter what happens mechanics wise as you've played a rich full game of DBD.
When playing killer, I'm amazed how many survivors run everywhere and make their presence very obvious to me, meaning they get found and downed fast. These are the people who get eliminated early and then complain about mechanics post game.
A lot of the issues I originally had with this game have been largely fixed by being mindful of how I play rather than demanding in game changes.
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@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483641#Comment_3483641
Yes, but the point is that everybody had fun in the end. I don't know about the obnoxious stuff either but I wonder what'll happen if the main annoyance of the game are put aside.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484386#Comment_3484386
Chases is always more fun than anything else in the match. Win or lose. This is true for all the killers I play but especially Nurse. I just love being bamboozled by a good survivor. There are magicians out there.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484449#Comment_3484449
Yes, because gens being done and being killed is not fun for most players. Hence the idea.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485086#Comment_3485086
That thrill usually disappears after a few hundred of hours anyway. I've not feared a killer for a very long time and I seldom see a player being afraid of my killer, even as Nurse. (Annoyed, yes)
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485092#Comment_3485092
Good points. This makes me think that a bastard could keep everyone slugged. Maybe a base-kit Unbreakable in that mode? Or a respawn of the survivors far from the killer?
As for a killer too weak for the survivors, that should be the job of the MMR. (Granted, it doesn't always work.)
Maybe this mode should allow both sides to concede. Since time isn't an issue for any side, concession could even be partial.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485104#Comment_3485104
It would only be an alternative game mode. We still need the normal mode for whoever doesn't enjoy a more casual experience.
I think it's still present people tend to quantify it differently.
You often know what to expect which lessens any kind of surprises but the threat of elimination is still very real and the prime motivator for you to escape.
What's happens is the motivation changes players change from "Help I need to escape' to "AH I need the BP's and pips!" Fighting to get the former is thrilling but fighting to get the latter is tedious.
If the focus has shifted to the latter then that's a good time to take a break to get back to focusing on the thrill of escaping not the tedium of grinding. Grinding will be tedious no matter what the game mechanic is so why make the game mechanic tedious also.
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I think the bleed out mechanics is thematically and mechanically fine. What's lacking is player patience.
Also slugging for the 4k is legit, do it if you want to.
@Murgleïs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483156#Comment_3483156
Survivors in game are not hating SM. The forum survivor mains are mostly complaining.
I wouldn't put much stock in it the forums is where people come to complain.
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I used to play her a lot when I started DBD, it just kinda dropped off.
I think in all the time playing survivor there are only 2-3 games against her that I really recall. She is a pretty rare sight.
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I kinda disagree about a game mode without kills.
Its basically respawn farm mode, which is DBD at its dullest.
I don't mind if people want to have a farm but honestly I'd appreciate it more if the Nurse had just brutally crushed us all and we moved on with the game.
DBD shines when the killer is a monster, when you are under no threat its pretty boring to play survivor in those circumstances.
The safer you feel as survivor the less thrilling the game is, a game mode where you are basically completely safe as survivor and just get to farm points is just completely un-thrilling. While the concept might appease those who dislike losing for a while, the replay-ability would eventually nosedive given the complete lack of game intensity.
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Killer is in a pretty good place right now but for me dbd’s high point was during chains of hate.
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gg and move on. That's my motto.
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I play a lot of no addon killer.
Unless I'm building for a specific thing I often don't bother to equip any addons.
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Original Freddy was interesting, but reworked Freddy is a rather generic M1 killer with nothing particularly interesting about him.
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Basically I can ask the game to not match me with anyone who beats me and can circumvent MMR by blocking players of similar skill to only get matched with players who frequently fail to win against me.
This is a great idea!
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I'd just play as I usually do but what you can do is...
This is where you can kind of play the player not the game, a bit like poker, you aren't playing the cards you are playing the player.
Teams like this are often highly motivated to get everyone out, so I'd force a chase to the basement and then defend the hook.
One of two things will happen,
- The team smash through the gens and if they make it before the player dies there'll be some play around the basement that could snowball into multiple downs or all escape.
- They hyper focus on the rescue forgetting to repair the gens and you get multiple hooks and downs with 3-4 gens still up. Balancing out the game and making the endgame much more manageable.
You tend to get a bit of salt from this but while I'm loathe to say it... that's kind of the point.
To take a team that's stacked their advantage and force them to tilt and lose sight of the objective. You'd be amazed how quickly all matching teams tend to tilt or at least lose focus on the objective when you do something that they as a player may consider not allowed.
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@Ariel_Starshine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483928#Comment_3483928
If they find someone, they can hook them and be done, and then commence hatch search. Get it over with already. Expecting survivors who are encouraged to hide by the devs to run up to the killer for free kills is ludacris.
Or even one step further, doing an objective so they find and kill you is suicide as well, which my friend does because they do not care about winning THAT much. I end up kiting the boss so long half the time we finish the match and both escape.
I'm mostly talking about when there is two left, they quickly find someone and slug them, expecting a 4K...nuh uh uh, doesn't work that way. I'm not giving into their ego issues. Don't matter if I win or lose finding the hatch, it's the principle of the matter at that point.
Why do you assume wanting to get a 4K is an ego issue?
There is no principles at play here just your own dislike of the game when it doesn’t play out in manner that you want.
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Its very common for people to not accept things outside of their own narrow scope of experience.
That's where data becomes interesting.
I tip my hat to anyone pulling off an over 1000 win streak games. (Even if I have some doubts to the full validity of such a claim. If its all there on the twitch stream sure but even that can be heavily doctored, I'm loathe to just deny its true but it pays to question the robustness of the measure.)
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478234#Comment_3478234
I also think that'd be interesting.
I think Hens' team still has the longest streak, which I think was over 200 games, but I might be wrong.
I think survivor streaks would be interesting too.
I agree that its likely most feasible as an organized SWF team.
Trying it solo is a greyer area because you are paired with random strangers who's motivation to play may differ wildly and that can directly impact likelihood of escape.
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Trapper and Myers top the list.
Leatherface, Clown, Doc and Spirit, are a close second
Freddy, Wraith, Nurse, Huntress, Deathslinger, Ghostface, Oni and plague all have a once in a while vibe to them maybe 1-2 games now and then.
I used to play a lot of hag but she's kinda dropped off the radar. Probably throw her in with Freddy and crew in the once in a while collection.
Consider all of the above fun to play.
I can't steer Billy to save myself so he's usually out (also the roar is just silly) and find blight kinda dumb to use.
I played around 43 games of AFK pig when it was a thing, as I had about 43 of the required addons. Haven't played her since they patched it out (I'm not a big fan of saw anyway).
I own a smattering collection of the rest but haven't really given them much game time, either their mechanics aren't great or they released at a time when I was playing other things meaning I got them but didn't really invest any time in them, I do like the onryo though haven't played her much at all.
Never bothered to buy trickster, pinhead, mastermind, skull merchant or singularity really no interest in any of them. Maybe pinhead for the 80's horror vibe, but the Hellraiser films are pretty lame even by 80-90's horror standards.
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Why DC just because you aren't winning?
I mean the only way to improve is to lose and learn from it.
Only having fun when you win and quitting when you don't isn't really a game problem.
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@Raptorrotas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481467#Comment_3481467
If i remember correctly, Deathgarden's final nail in the coffin was removing the need for the runners to rescue someone from that bloodpost. With instantkills and respawns, there wasnt any need for runners to do any helping actions but rush gathering blood. It killed the team interaction.
Hope that never happens to DBD.
Exactly.
The less tangible threat that exists in the game the less exciting and playable the game becomes.
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@DavidHypnos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481452#Comment_3481452
I agree with you… I think the risks make everything more fun and exciting. I don’t think hook grabs are part of that fun, risky gameplay. I think they’re just one more mechanic that incentivizes camping. It’s still a risk to go for a survivor when the killer is nearby - it’s just a more fair chance.
I guess, I didn't mind playing hook bait though from either side.
I just hope it doesn't completely undermine endgame hook play when combined with the built in BT. Or does that deactivate in the endgame now, something like that was proposed and I haven't really tested it in game.
Still it just makes 99'ing the gates that much more powerful if you can get a free unhook and combine it with the built in BT body block.
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@DavidHypnos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481467#Comment_3481467
I’ve no issue with the “you’re dead, game over” way that the game works. I just think that it’s a lot easier for killers to take advantage of this. The game is designed for survivors to get caught. If things like tunneling and camping are going to be legitimate strategies then survivors need more resources to be able to elude them. But if you change certain dynamics like movement speed, endurance, etc. people just get all upset. I don’t think the game can ever be completely balanced (nor should it be) but it has to be fair to both sides,.
That's a very good point too.
Its a balance between having to the tools to lessen or avoid the impact without completely neutering them as a strategic option, that's the tricky part.
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@Phantom_ said:
Yes, I keep seeing Thrill, Devour, Penti, and Plaything more and more often.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481449#Comment_3481449
Have you tried pairing it up with Thrill and Face the Darkness, and trapping the totems as well? It's almost impossible to cleanse them. It's very evil 😈
I like the way you think that sounds like all kinds of nasty. 👍️
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@DavidHypnos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480722#Comment_3480722
I mean you have to look at it from both perspectives. I am never that kind of player no matter which side I’m playing. I just do my best and when people are toxic I put it aside. It’s harder for me to deal with toxic killers, personally, because they can rob me of even being able to play the game. Even if survivors get gens done quickly during my killer games I’m still able to do a lot and have a fun time. I never take a “loss” to heart and only get upset if I’m pushed out of a game right away and that includes people disconnecting.
Its been an interesting back and forth to read and you both make good points. I'd like to highlight one element of your point though.
"It’s harder for me to deal with toxic killers, personally, because they can rob me of even being able to play the game."
Non-participation is one of the threats you face as survivor, its a core part of why you are trying to escape the killer. You are still playing the game while hanging on hook, just unable to participate in the objective, but that's the point.
You aren't just playing to escape the trial but to avoid the negative consequences of getting caught, which are non-participation and elimination.
The fact that the consequences of getting caught can be so harsh in game terms, i.e. complete inability to participate or game ending elimination, is one of the reasons DBD is so great.
There are few games that are so visceral in the mechanics and this causes a response in the players, its like a genuine survival horror experience and should be celebrated not denigrated.
The day you get to respawn and retry and we just farm for points every match is the day DBD dies as every game becomes a bland repeat with no real threat. Often what people describe as "toxic" in game are some of the strongest points about DBD's design.
What's toxic is more about how people react to these mechanics rather than the mechanics themselves.