pseudechis
pseudechis
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@SN34KYSQU1D said:
https://forum.deadbydaylight.com/en/discussion/comment/3019221#Comment_3019221
Hmm, interesting, I'll have to look that up. Arguably, you might just be able to give that killer 0 BP as a punishment, but that's a bit of a heavy hammer solution, which I don't love.
Yeah, I think the take home message is to incentivise chasing over camping.
There are times when defending a hook is appropriate and solutions that are punitive undermine legit hook defence.
Also punitive solutions often aren’t very good and tend to be exploitable
A lot of the suggestions to combat camping are punitive not because it makes sense but rather some people get annoyed by camping and want to see players punished for it nothing more.
It becomes an emotional argument not a rational one so typically doesn’t lead to good solutions or suggestions.
What the tests showed was survivors were just as willing to exploit hook state, by not rescuing when there was no need to, as much as killers were trying to exploit it by camping the hook.
The former would lead to protracted games of non participation for hooked survivors as they hung on hook for the duration of the game while their teammates just refused to rescue them because they didn’t need to.
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@SN34KYSQU1D said:
https://forum.deadbydaylight.com/en/discussion/comment/3019179#Comment_3019179
I'd actually love to know more about this, as I've never read anything about them testing this. Do you know where I could find that?
PTB for patch 1.1.2 in 2016 I believe.
After that they implemented infinite first stage but instead of gaming around the hook to buy time for their team mates with a paused timer survivors instead just left the person on hook all game.
The great irony of trying to stop hook camping with increased and infinite timers was survivors “camped” their own team mates by not even trying to rescue them.
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@Walex90 said:
While it's clear that devs want to make it easier for killers (again as always!) when it comes to looping, other than that it is a HUGE nerf. We won't be able to just simply hide when injured and not be found, or sneak into a hooked person without being noticed. Same applies when one wants to go for a pallet/flashlight save while injured.
The killer can find us anywhere 24/7 now. This is bs!
It only deactivates if your are exhausted.
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@SN34KYSQU1D said:
https://forum.deadbydaylight.com/en/discussion/comment/3018624#Comment_3018624
It doesn't have to be if BHVR implements extra mechanics like Prop Night that stops the hook timer under specific conditions (like Camaraderie). Create a radius for all killers that stops the timer if you stay within that radius for too long and create a Line-of-Sight mechanic for killers with range or speed like Huntress or Blight that slows down the timer, the longer you stare, the slower it moves. And if done based on a killer by killer basis, this could make a huge difference. Unless the code is so finicky that they can't mess with the base hook timer (I wouldn't be surprised, coding isn't easy, especially with older codes), there's no reason they haven't implemented things like this yet.
They tried this it didn’t work.
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@_VTK_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3018624#Comment_3018624
Why is there no way to fix it? There are plenty of ways to fix it. But it's not a priority for DEVs, since it was declared a feature, not a "bug".
One of the root causes for tunneling and camping is the 2-stage hook system. After hooking a survivor you have to hook him the second time to get him out of the game, so you chase him again. Less survivors=less gen repairers and healers.
So you want a one stage hook system and then instantly die?
Or no hook system and people just bleed out?
or no hook system and survivors just keep respawning and every game is a boring farm?
I’m not sure what your point is with this.
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@KerJuice said:
https://forum.deadbydaylight.com/en/discussion/comment/3017588#Comment_3017588
Enough with the passive aggressiveness- no need to be a wise guy to get your point across. You’re giving the trolls too much credit. This thread isn’t research material. I’m sure they’re already adept at their “craft.” And as far as any future wannabes are concerned, they won’t get much out of this. Maybe just a smidge, but that’s only if you keep bumping it with pessimism…
Wow got a lil defensive there didn’t you?
no hard feelings it’s only a game forum after all. A little facetiousness never hurt anyone.
There is nothing passive aggressive about those posts, in fact I’m quite direct.
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@KerJuice said:
https://forum.deadbydaylight.com/en/discussion/comment/3014384#Comment_3014384
I seriously doubt any one is taking notes with the intent to make survivors DC purposely. If that was their goal, all they have to do is straight up camp and tunnel. No build or killer will grant you quicker DC’s.
I created this thread out of pure curiosity, because as a survivor main- I see a lot of DC’s against Pinheads & Nurses (especially with certain builds). I was wondering if the killers themselves have the same experience. Players who are playing the game normally, trying to be the most efficient killers with skill & tact. Interesting to see the variety of answers here.
You haven’t spent much time with this community have you?
There are videos dedicated to making people dc.
Im not saying it’s not an interesting topic but it is in the vein of “how do you make people dc?”
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Oh man imagine the Antarctic station as a map and Mac as a survivor. You could have skins for Child’s, Windows, Palmer.
Oh man I want the thing as an expansion now, true survival horror.
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I like the idea of mimicking a survivor, in this form you can’t attack people but you move at an increased rate.
Hit M2 to morph out again for the attack.
probably wouldn’t work well mechanically with the game design I just think it’s a cool idea.
EDIT actually that is basically wraith so it probably would work.
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@Munqaxus said:
I had the most disconnects using Leatherface and face-camping but way less than you would think. I would say when I was face-camping with Leatherface, I had 1 DC out of every 5 to 10 games. (I was testing the hypothesis that you are rewarded for face-camping with Leatherface, which you are).
I’d hate to say it but hunting for confirmation bias is not testing a hypothesis.
To the OP personally I wouldn’t go around announcing what I find makes survivors DC more as it just becomes a “here’s how to make survivors dc” topic.
Which doesn’t really do the game any service.
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This is a joke right?
its dbd not watergate. Lol
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Because players are just people and people can be petty and childish.
This can be especially true when it comes to not getting what they want.
You know that cliché kid who throws themselves on the floor and screams when they don't get what they want or...
The kid who throws a tantrum and leaves "I'm taking my ball home" because they aren't winning.
There's the victim, you know "the world is out to get me and it always someone else's fault oh woe is me"
The ego maniac whom becomes defensive and aggressive if made to feel vulnerable at all.
etc etc...
We are all prone to this negative thinking sometimes, but some never develop emotionally beyond the tantrum throwing kid.
That kid now plays online games.
(and is probably in their 20's-30's so its an emotional development flatline).
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I'd rather see changes that made other builds more viable than just the meta. You can build for a number of play styles but basically the strongest build is chase extending on survivors and slowdown on killers.
If we make aspects of other builds basekit all we get is people doubling down on an already stale meta. I want to bring my chase extending build every game but I also want to be safe when I hook save and be efficient on gens too.
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There is a common misconception that the nurse has no counter play because she isn't countered by the same brain dead looping that most M1 killers are countered by.
There are videos about juking, looping and stunning the nurse but its easier to just complain and scream for nerfs than it is to be observant and switch up your playstyle.
Nurses mechanics are pretty clunky and it takes a bit of effort to master her but I tip my hat to anyone who has because once you do she can be very strong.
But that strength mostly comes from survivors having no clue about how to play around her.
Running loops as survivor is pretty stock standard and the onus is mostly on killers to mind game the survivor if they want a hit.
Nurse largely reverses this thinking, survivors have to mind game the nurse to avoid the hit.
Guess what... mind games can be hard and require a lil luck. There is some guess work involved but that's not a bad thing because it keeps things interesting.
You gotta break line of sight as much as possible, double back and listen for the activation cue for her power.
Juke when you hear the cue not when she pops up in your face, because its usually too late then.
Aim dressing is your friend leverage your smaller hit box around corners and obstacles, the number of times I've hit junk because that tiny piece of collision took the hit for the survivor is not even funny.
If I'm stuck at a loop where I can't break line of site then I'll play around the corners when she blinks juke back around the corner and bam she'll hit the wall and not me.
On short low loops a smart nurse will try and blink you on straight edges this is when timing the juke becomes a lil luck based. If all goes well it'll be blink, juke, blink aim dress at corner because you double backed well, continue looping.
Lastly distance gaining perks are your friend, lithe, sprint burst, dead hard against a good nurse it'll save you when forced into the open and get you to that next structure.
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Its kinda the natural progression of the game.
Players learn to leverage mechanics to maximum effect. Opponents then adjust playstyles to leverage their own mechanics to maximum effect and it escalates back and forth.
Play stagnates a lil and hopefully devs change stuff to switch things up.
There will always be a competitive crowd its just sadly MMR feeds the competitive crowd more so than the casual crowd.
Rather than contribution being a factor that dictates match making, winning/losing (escapes/kills) now dictates match making, which lends itself to a more competitive playerbase.
So is DBD fun when its highly competitive?... not so much because a lot of what makes it competitive is pretty zero sum for your opponent. Survivors smash out gens in record time vs killers eliminating players as early as possible.
Add to this a mindset that competitive play by your opponent is somehow a purposeful attack on your fun, because while you are allowed to play to win, nobody else is, (A very common mindset to see in the DBD playerbase) and you have a great recipe for angry players throwing tantrums at each other over gameplay.
Yeah DBD is a fun game but it generally gets less fun as you increase in competitiveness. That means its often less fun at higher MMR, which inevitably you'll end up in if you do even remotely well.
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I'd say about 50/50 depending on killer and team.
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@Akumakaji said:
Jeez. Actually OPs basic idea is great: lets try to write the wholesome communities rulebook in order to improve the gameplay experience for everyone.
But, alas, it can't be, because this community can't decide on any common ground thats not 100% perfectly balanced, so lets just keep it toxic and fester :)
Thats because what they are complaining about isn’t really toxic it’s just gameplay.
What’s toxic is getting pissy over gameplay and demanding other players play how you want them too purely because you get pissy over gameplay.
While the sentiment of being a better gaming community is fine. The way that happens is people just be good sports no matter what happens in game.
Sadly the OP is just demanding people play how they want them too because there are things in game they don’t find fun so let’s call those things toxic and then shame anyone who does them and call it good manners.
Its just an example of passive aggressive toxicity.
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Or just play the game how you like and don’t get upset when someone else does the same. Because it’s only a game.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3011273#Comment_3011273
The thing is tunneling is also somewhat stressful for killer and if you don't do it fast it's puts more pressure on you. I just try to play for fun and bp so I go for chases but sometimes I have to tunnel to get more bp.
That’s part of deciding when it’s a good idea or not.
If stuck sinking a heap of time into a tunnel then it’s just a bad chase and you should probably drop it and pressure gens instead.
Again deciding when to do it is what counts. But that’s true of any chase whether you’re tunnelling or not.
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I like the game, I do well on it as both killer and survivor.
It could maybe use some tweaking here and there but its by no means bad.
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The dredge's nightfall is fantastic to face and to play.
One of the most interesting and thematic killer powers yet.
The only annoying thing about DBD is the players whom want every game to be the same. The nerf it all into the ground till nothing is different or interesting crowd.
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"Shouldn't killers actually earn their kills by using their skill, I mean I believe a camper/tunneller doesn't deserve 1k"
They caught you and your team failed to save you or saved you and you failed to escape a second time, what part of that kill isn't earned?
Do you 'deserve' to escape after 1-2 failed chases and/or a failed rescue attempt?
"Player skill" as a basis for argument is so fraught with holes its not really one you want at the core of your point.
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@Nameless said:
https://forum.deadbydaylight.com/en/discussion/comment/3009690#Comment_3009690
1st of, not everyone agrees chases are the most fun aspect. Some people prefer hiding.
People enjoy the whole package of the game, and the chase is a part of it. Tunneling changes that completely as only one guy gets chased all the time and is hella stressed out because this killer has decided to tunnel them out of the game. Meanwhile everyone else is forced to hold m1 on gens. Tunneling straight up breaks this core dynamic of the game...
Also, what are you trying to say? That people secretly enjoy being tunneled? Whut?! Are you playing the same game as the rest of us? People can still believe that the chase is the most fun sequence of the game but also dislike the fact that the killer has decided that the survivors game will end in 3 minutes, 1 of which they had to spend on the hook.
No, I'm saying that tunneling is just part of the game and there is no reason to get pissy over gameplay.
I'll give that it was a poor choice of words to say people agree, but generally people enjoy chasing as it's part of the game yet if they are chased continually its now somehow super stressful and game ruining.
DBD is an elimination game, sometimes you will get targeted and eliminated early because the payoff for spreading pressure by chasing multiple survivors is often less than eliminating one.
Why do survivors split up on gens? It maximizes pressure and once a gen is done its permanent pressure, so 4x gens near done at game start is a good strategy. Is it necessary to win? no... its more than possible to win games without splitting up on gens but it's harder to do.
What's the best pressure a killer can apply? remove survivors from the game. The permanent way to do that is to eliminate them. Taking the game down to 3v1 provides permanent pressure that can be leveraged even if only 1-2 gens remain, so tunneling has it merits over spreading damage. Again is it necessary? No... but not doing it often makes the endgame harder so at some point if you want kills you are probably going to focus down a player and get them out of the game.
BOTH of these scenarios are fine as they are players leveraging tactics for maximum pressure, its all legit gameplay.
Doesn't matter if there is an event, or who brought what cake or whatever... these are legit game tactics you can expect in game. How effective either is will be based how the game is playing out.
Sometimes it pays to tunnel sometimes not. Making the right call about when to do it can win you the game.
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Honestly I'm happy for any person who can get to end game and just be a good sport no matter what happens in game.
That's how I roll and I hope many other players do to.
I get why people might find some gameplay annoying or tedious but really its all just gameplay.
Event or no event its nothing worth getting worked up over because its only a game.
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@Superyoshiegg said:
No one complains that tunnelling is too effective as a strategy, they complain that it's unfun to go against and essentially ruins the game for the unfortunately targeted player.
How does tunnelling ruin a game for someone.
people agree that chases are the most fun but get pissy when they are in chases for the whole game.
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Rule 1. Have fun not matter what happens in game, because its only a game and nobody likes a giant tantrum baby so don’t be one.
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Whispers has it uses but I often don’t need it to find survivors unless they are being very immersive.
The current in game culture though is to play very bold.
Most games survivors just run everywhere and do very little to hide their presence so they give themselves away making whispers unnecessary.
I don’t know when bold play overtook cautious play but it rendered a number of perks not really needed.
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@ArchAbhor said:
https://forum.deadbydaylight.com/en/discussion/comment/3008642#Comment_3008642
Thats because its a game. It is essentially just tag with gen defense tossed in. It themes dont excuse people playing like pricks lol
Theme is what defines games and makes them interesting.
let’s say the killer was a big white box with one swinging arm and the survivors just circles. No atmosphere maps are just 2D line drawn environments. Mechanics are identical.
Sure it’s the exact same thing but it loses something.
Theme builds in game expectations.
Falls guys is funny and stupid it has a funny and stupid theme.
Among us is cartoony and the deaths over the top it’s a parody of horror making it light hearted and funny.
Fortnight is a crap shoot money grab mishmash designed for brand lovers. The gameplay is basically secondary to selling the variety of in game cosmetics.
Theme defines games, DBD is a gritty survival horror. You’d expect the killer to be threatening, vicious and nasty but that’s not fair and not nice. Well are you sure you’re ready for something like DBD?
It’s like going to watch Friday the 13th and being upset that people died during the film.
A lot of what people call playing like dicks is just thematic gameplay but its kinda nasty and people can’t handle that even though it’s the very theme of the game.
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Always kinda makes me wonder when people get angry over someone not playing ‘nice’.
This game is about brutally murdering people in a nightmare realm.
“I hate it when I get brutally murdered in an impolite way.”
I’m starting to think some people just can’t handle the violence that this game involves. Something happens in game that they don’t like and bam they immediately take it personally as if it had happened in the real world.
It is possible to walk away from every game of DBD and not be pissy about it.
All it takes is being an adult who understands it’s only a game, one that can be played viciously due to its theme and the person on the other side probably isn’t a monster purely out to ruin your fun.
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It’s the noed makes you a trash killer discussion in reverse.
DH is strong so people use it that’s all.
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People can’t separate the fantasy world from the real world basically.
You get angry when you lose so you get extra angry if you think someone is taunting you over loss.
Just people upsetting themselves over nothing.
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@Pulsar said:
Anyone who can't recognize that Nurse is bonkers busted OP has no right to complain about SWF. Both are extremes and should be adjusted to better fit the current state of the game.
@MommyHunktress said:
https://forum.deadbydaylight.com/en/discussion/comment/3005737#Comment_3005737
i mean true in a way. but i still think nurse is fine being strong, you cant really compare her to anything and even swf arent all that until the highest level. i do think everything should be adjusted i just dont know how much.
Not true at all. Nurse powers and swf are completely different topics it’s just irrelevant what-about-ism.
Players fail to outplay nurse because she can circumvent a number of the tools players use to outplay other killers. That doesn’t make her uncounterable though.
She’s only OP to the crowd who think there is one way to play the game and just can’t or won’t switch it up.
For anyone who struggles to play against a certain killer they should try playing that killer.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3006749#Comment_3006749
I mean, my subtle joke there was that either way, playing survivor sucks. But I don't disagree.
But often playing killer sucks too so the joke can be lost as its a lil one sided.
I see what you were getting at though.
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How about just play how you want and let others do the same.
Some games you’ll get what you want and some games you won’t, and that’s ok.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3003593#Comment_3003593
There are two types of dbd player:
1. "Playing survivor sucks because I get camped and tunneled. I'll play killer and I won't camp and tunnel."
2. "Playing survivor sucks because I get camped and tunneled. I'll play killer so I get my turn to camp and tunnel."
So far this event I've had a great time playing Dredge. Getting everyone hooked twice, then letting everyone escape once I've maxed out Destruction and Deviousness. Generally everyone inuding me gets 30k+ base BP, and everyone gets to keep their invites and win a mask.
I say generally because this involves sweating for the first half of the game to ensure I have control over the game and I telegraph my intentions (by chasing and obviously not downing survivors on death hook when I have ample opportunity). Sometimes that early game sweat causes survivors to have a tantrum and kill themselves on first hook.
- In game events make me angry because I’m a giant child that takes it to seriously.
- In game events don’t make me angry because it’s only a game and I’m an adult.
Here’s your two types of gamers doesn’t matter what side you play.
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Yeah I reckon we could all use more BP’s and game state is sometimes a crap shoot and the player base can be a steaming pile of manure but seriously.
This is in jest right you’re really comparing playing killer in dbd to exploitative employment tactics?
Won’t somebody please think of the poor killers! Top marks for melodrama.
Seriously though take a step back it’s only a game and it doesn’t matter.
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@Jaxton2000 said:
https://forum.deadbydaylight.com/en/discussion/comment/3006645#Comment_3006645
But I can't!!! It's the Anniversary event, i'll miss out on so many good things :(
I also do enjoy the game a lot, it's not burnout... it's just very frustrating during this event and I think other people feel similar too.
Honestly it’s just digital crap designed to play on your FOMO to maximise your gaming time.
Don't get me wrong free stuff, cosmetics, BPs etc is all good I like it too, events are great for that, but really DBD would be the same if you have that stuff or if you don’t.
Your discussion threads are making it sound like you are not having fun. If you are feeling trapped and ‘have’ to play or you’ll miss out then that doesn’t sound like much fun.
The best thing is to walk away and just miss out.
You’ll quickly realise it doesn’t matter.
I haven’t logged on so far this event I’ve been busy doing other stuff I guess I’ll probably miss this run of digital crap. I’ll get the next run maybe.
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@Dr_Loomis said:
In many ways I can relate.
I was off for a few days, logged on to do the dailies, had one match, switched off.
It has slight highs and heavy slumps. The Hellraiser dlc was something I enjoyed, but after the novelty faded, it was back to the old grind. The new "boon" totems sound like something that could be a serious pain in the backside.
I would be far more happier with DBD if it just added bot matches.
It may actually be games in general, I think I might be just plain bored.
They announced custom game bots in the last dev stream.
Probably a year out and no further details about the level of functionality they’ll have but at least it’s something to look forward to.
I’m reservedly excited at the prospect of playing DBD offline.
It won’t replace the pvp experience but it will make an option to keep playing when you tire of the pvp experience after 2 games.
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Its only a game, honestly I think you need to take a break.
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Are people really stressing out over not obtaining digital crap?
seriously.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3005163#Comment_3005163
I mean. Am I allowed to feel that if me feeling that is disingenuous?
And if that was the only death option, I and the vast majority of the playerbase wouldn't be playing the game.
But yes, it has strayed.
Just to highlight its not feeling that way about bleeding out that's disingenuous but rather wanting to be afraid of strong killers rather than them wasting your time.
A lot of what makes killers strong is going to feel like its wasting your time because its designed to take you out of the game via non-participation and elimination.
So do you really want strong killers or protections from the things that make killers strong?
Now, from the discussion I'm willing to admit that I might have got it wrong because if you are cool with getting wiped out at game start because the killer crushed you with a strong power, then kudos that's some strong killer action there.
But many of the things that make killers strong can also be leveraged in ways that may waste your time. Its kinda taking the good with the bad and I'd rather make that compromise than have weaker killers overall. Is kinda my point.
Its very common to see comments that qualify a statement i.e. "I don't just want easy wins" but then use it to frame a point/argument that would result in just that, easy wins. Nothing wrong with saying hey I want this but don't try and frame it as something its not, I'd happily admit in this case you didn't do that.
This discussion has been fun. 👍️
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Its as simple as this...
Bringing an offering does not obligate your opponents or teammates to play in any particular manner.
Repeat this as many times as you need to so that it sinks in.
Is it nice to go easy and even 'farm' a few points if there are offerings sure, but bringing them is a gamble and you may not get what you want.
Luckily BP's are infinite and you earn them simply for playing. Meaning the genuine cost of offerings is basically nothing.
If your reply to that statement is "the cost is not nothing you have to earn them in game" then I say the value of DBD is the fun you have while playing it.
If you are not having fun but just playing to get BP's and being miserable when you don't, I suggest you take a break or find another game.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3004783#Comment_3004783
Oh, i'm not a liar, i'm just willfully deceptive. The distinction is appreciated.
I mean, we can both apparently agree that slugging to win and slugging to bleed people out are different scenarios. And I said a couple times that I don't like the latter scenario. Because it's a completely unnecessary timewaster, you could just end the game right there, but you won't out of spite.
But that apparently means I can't be okay with the former scenario.
No, dude. If a blight slugs us to clean out the game at 5 gens and hooks us? That's fine. At least the game's, you know, over. Quick and efficient. Slugging's fine. I don't know why I can't be okay with slugging if I don't smile and say "aw, shucks!" when someone has a power trip and bleeds me out. I have a problem with people in Hearthstone waiting 74 seconds of their 75 second turn timer before hitting the "end turn" button every turn so their timer never gets reduced. Do I have a subliminal problem with people having turns?
I don't know what a perfect, non-exploitable solution to bleeding out would be (my solution is, if everyone is on the ground with no possibility of being picked up, reveal all survivor's auras and let them bleed out 10 times faster after a minute), but I would dare to say the current system is pretty damn exploitable already. Because people are merrily doing it.
You don't like bleeding out because you feel its a waste of time, you are allowed to feel like that, but its part of the game so you should expect it to happen from time to time.
Personally it doesn't bother me one way or the other because its just part of the game it happens. If my time is going to be 'wasted' as you put it I'd rather it be thematically wasted which bleeding out is.
Would you try your hardest to avoid being slugged and bled out if it was the only death option?
Would the insidious threat of the game ending like that make it more or less thrilling to play?
Just something to think about.
EDIT: I think we have strayed far enough from the OP's topic.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3004611#Comment_3004611
I mean 'not getting caught' as in 'not being found'. Which isn't feasible in the game, most of the time.
And no, it's not a matchmaking/server population issue. Or rather, it's not just down to that. It is absolutely a gameplay issue that camping, tunnelling and slugging exist -at all-, all of those being able to cut gameplay time down tremendously. In my view, camping in particular is a lynch pin for a ton of very egregious balancing issues, and a lot of the game's more glaring problems can't be solved as long as camping exists.
So its a misunderstanding of meaning it happens. consider it resolved.
You make a fair point, I guess where we differ is I don't really see camping as that problematic sometimes its even necessary.
Chasing while the most interactive part of the game is not the be all and end all of DBD gameplay. Sometimes an intense fight around the basement is fine too.
In many games the incentive to chase just isn't there because it often doesn't pay off that's when camping becomes viable.
The devs seem to have this view of the game making hook defense a legit strategy and I kinda agree with them that front. I hope they don't change it. You're welcome to disagree.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3003635#Comment_3003635
Okay, then why does "I don't want to be afraid of the killer because he might waste my damn time for no reason" become a lie to cover up the fact that I want weak killers?
I didn't say it was a lie to cover up you wanting weak killers, that implies intent to deceive which is not the goal...
What I mean by "I don't believe you" is you say you want to be afraid of strong killers but I think that's a disingenuous sentiment.
Because you, and many players, seem to be very anti the tools strong killers have, simply because those tools can be used for tactics that players might find annoying but overall are just gameplay, often very thematic gameplay.
Obnoxious play is often frowned upon and there is a lot of it I'm not a fan of either, but its still just gameplay and while its within the bounds of the rules people are free to do it if they wish.
The big problem with online gaming is people let events in the game upset them and that spills out into the real world with people abusing each other over something as silly as a game mechanic.
The bleed out timer is the solution to lying on the ground a player is under no obligation to hook you. I mean lets try and cook up a solution that isn't just an exploitable mess.
You get to stand up for free if slugged for too long?
Shorten the bleed out time so its really quick?
Maybe for each slugged survivor the bleed out timer shortens that way if you are all 4 slugged out then it ends quicker?
Let people suicide on the ground? (maybe after 1 min of bleed out? if all 4 are slugged?)
None of these options are very good.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3003867#Comment_3003867
Usernames are, no offence, a terrible analogy.
But generally semantics don't make great arguments either.
The name is arbitrary the point is how people define the in game behaviour.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3001704#Comment_3001704
The game isn't built around 'not being caught'.
The problem is that the game doesn't know what it's supposed to be about. If it's about not getting caught, why do killers get aura reading perks and abilities? Those fully negate the idea of hiding from killers. Generators also can't get done if all everyone does is just hide.
So then it becomes about running the killer. But then there's killers that specifically try to counter that by making loops harder or impossible to do.
Additionally, the game was built from the ground up to give every survivor THREE chances. Slugging, camping, tunnelling all break that core concept down. It's fine if a killer can put you on the hook, but it's not fine if you then stay on that hook until you die. It's also not fine if you get off the hook and immediately get downed again and go back on it. It's also not fine if you get slugged and spend the next two minutes lying on the floor, unable to act.
It's fine if there's consequences to being caught. It's not fine if the consequence is that queue + load time < actually playable time.
So what you are saying is not being caught doesn't help you complete your objective as survivor?
What are you doing in chases if you aren't avoiding being caught?
Even if your goal is to waste the killers time by distracting them so your team can get gens done that involves not getting caught.
The whole premise of survivors is to escape by completing gens and opening gates, participating in this means not being slugged or hooked which means not being caught by the killer.
Its pretty clear what the game is about in fact I'd say its blaringly obvious.
The only part of that makes any sense is "It's fine if there's consequences to being caught. It's not fine if the consequence is that queue + load time < actually playable time." That is a player population/match making issue not a gameplay issue.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3003411#Comment_3003411
Okay, yeah, we both agree on that. Survivors surviving and killers killing is well and good.
But can/will you not draw any distinction between hooking all your slugs and finishing the game, and having the full ability to do so, but refusing to and letting them bleed out because you want to waste their time and they can't stop you?
Yeah I’d agree there is a distinction to those two scenarios. One is definitely less player friendly.
That said while I’d rather hook everyone because it’s more points, I’d never be annoyed if someone else chose not to and let folks bleed out because hey it’s thematic.
When that happens I try to crawl away and hide as best I can. If I’m the last one to bleed out I may get a lucky hatch spawn. It has happened before which was really gratifying.
I’m still in play so I’m gonna play the best I can with what I have.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3002851#Comment_3002851
People play it like a horror movie for the first two digit hours of playtime, since they don't understand everything and the exposure hasn't worn down their fear.
After that, it's just a multiplayer game. And that's what almost everyone plays it as. I don't know how you play it like a horror movie without either throwing or playing with new players.
To each their own. You get the horror experience by playing viciously as killer and to avoid the killer as best as you can as survivor.
Both play styles lend themselves to victory.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3001704#Comment_3001704
I feel like you'd get more out of a movie, dude.
I often stream a movie while playing DBD.
I enjoy DBD but I play it like its a horror movie, that's when the game really shines.