pseudechis
pseudechis
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It’s been said but the main way is to slug.
Its not malicious it’s just how you counter a boil over sabo play.
spread injuries get multiple downs and then only hook once you’ve secured enough pressure to make it worthwhile.
Sabo squads are usually hanging around the downed survivor so you often don’t have to go far to get the hits.
Also lastly don’t let it tilt you it’s just gameplay. If you keep a cool head and prepare for a long haul you’ll probably get enough hits in that any sabo/locker stun/flashy group will screw up and you’ll get the kills.
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Everytime I play jumpscare Myers without and offering. Open outdoor map.
Then I switch up to something else and boom Lerys x2. 😮💨
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Oh man NOED on dredge I can’t wait to face Insta down horror in the dark. Hasn’t happened yet so far only faced one dredge.
That’s gonna be really scary to get away from. I wish ever killer caused a nightfall like event.
I like dredge but I think it’s mostly due to nightfall effect.
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@JUMPSCAREKILLER said:
https://forum.deadbydaylight.com/en/discussion/comment/2993967#Comment_2993967
or maybe they should make the game in such way that people dont rage quit :O nobody likes being facecamped or facing op ######### that should not be in game. and i dont ragequit i just leave to go next cos i know i will not enjoy this match :) so its more like quiting to not waste time :)
part of survivor play is inability to participate. It’s one of the threats you face.
Dress it up how you like it’s still rage quitting and leaving the rest of the players in the lurch, “I’m taking my ball and going home because I’m not getting my way waah” Don’t be that kid nobody likes that kid.
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@JUMPSCAREKILLER said:
https://forum.deadbydaylight.com/en/discussion/comment/2991091#Comment_2991091
thats what facecamping bubba player would say :DDDDD nah only the matches that are obviously meant to be anoying to me like facecampers and afk pigs as example. nobody likes them but devs still dont fix them so atleast i want option to leave :)
Your response just reinforces my point.
Rather than reflect on what I’ve said and maybe change your attitude you just accuse me of being the thing you want to complain about because that’s easier than having to admit to yourself that you might need to change your attitude.
Fragile egos go hand in hand with entitlement. Deflection is a defence mechanism because personal growth is hard.
I don’t have to be a face camping bubba to point out that rage quitting is childish.
What you are asking for is permission to rage quit when you don’t get what you want, doesn’t that seem childish to you?
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“Why did you kill me”
I thought the role title of killer may have given them a hint.
I come across this kind of comment post game all the time.
You should having given me hatch
you didn’t deserve to kill me
you’re trash because you didn’t let me go
I’m starting to think people don’t actually understand what this game is about.
Dead by daylight it’s a game where four friends go camping then help a local stranger fix their generators. I liken it to if Friday the 13th instead of killing anyone Jason just goes camping with the camp counsellors and then they all have marshmallows.
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@Salacia said:
https://forum.deadbydaylight.com/en/discussion/comment/2993031#Comment_2993031
if it takes temporary bans for the noob to finally learn to play, I am for this sanction.
How many players definitely stop the game because of camp killers? a lot.
You even have some who disconnect when they are a killer camp opposite, normal that they are the ones who have the temporary disconnection ban? The answer is no.
I think you take this stuff to seriously.
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@Salacia said:
Stop discuss, camping or tunnel > anti game, anti game is sanctioned so banish.
Because of the camp killers, a lot of people stop playing, it's a problem that needs to be stopped.
so your idea is to ban every player that camps and tunnels which is basically every killer player in the game at some point.
It’s also the go to excuse of every salty survivor, so every killer who ever upset a survivor regardless of play will also get banned.
Here I was thinking you hadn’t thought this through.
Does banning every killer player mean survivors win by default without having to even play? 🤔
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2992888#Comment_2992888
I suggest playing with or against these perks to get a better understanding of how they interact. Deadlock freezes the gen with the most progress whenever a gen is completed. Survivors can either hover around that gen for 30s doing nothing (which is gen delay), or they move off to find another gen and stick to it, whereupon the first gen regresses (which is gen delay), or someone goes and looks for Ruin (which is gen delay.) SWFs can counter it to an extent by calling and delegating, solos can't. It's a really powerful combo on a camper Bubba and extends the game significantly.
I don't see your point in bringing up strong chained tiles and optimized survivor gameplay versus M1 killers because I also think those are bad for the game and should be addressed? I'm not a survivor main. Yeah, people are happier with uninteractive games when it involves them winning - that's why anyone defends basement Bubba. People like coming out on top. It doesn't mean every way of doing it is healthy.
There's loss of agency, sure. It's periodic within survivor gameplay and that's an understood part of the game. But Bubba has the completely unique ability to kill agency for the entire team. When he hooks someone and camps them, you have to slam gens. It's not even about what's the best thing to do versus what's a risky proposition; your choices are narrowed down to M1 simulator or lose, with the caveat that if you're confident in chase, you should be the one to get his attention once his current victim dies. Even in that hypothetical game you brought up where someone else has been looping the game for 5 gens, you have all the freedom in the world to go to the killer and interrupt the chase to get your own in, or mess around with chests and totems or whatever in order to extend the game, allow things to happen, and add more fun to your experience. If people don't do this, it's either because they don't want to jeopardize their teammates, or because they'd rather win than have unnecessary but engaging interactions that could end in them losing.
And you can do costly hook trades against a Myers with 99'd T3 or an Oni holding Blood Rage. You can wait out a Plague with Corrupt so that she only has the tail end of her power when you rush the hook. They're dangerous and often bad moves, but they're possible. Unless the Bubba screws up, you can't save against him. There's no option to make plays with the default survivor tools. You can't group up, you can't bodyblock, you can't even use BT. Flashbang and Head On can sometimes work if you get your team on board, if you were lucky enough to bring a meme perk before the match. Other than those, your only hope is that the Bubba is bad.
Like, you can't say "that's why you have teammates" when talking about a situation where your teammates can't do anything to help you. Situations where there is nothing you can possibly do are bad for the game and bad for general enjoyment. Infinites were bad. Boil Over was bad. AFK Pig was bad. Keys were bad. I think you understand this concept, you're just being really reserved about applying it here.
I do play with those perks and they don't make bubba unbeatable.
Why is focusing on gens and not choosing to go seek out the killer any different from the killer focusing on defending a hook and not seeking out another player to chase? Its not its just gameplay.
Like I said play some basement bubba and maybe some survivors will suprise you with what they come up with to work around it. Team mates can help you in that scenario just most people ar elazy and don't bother playing around it to find out how.
You already said you don't need to play it to know how to counter it but if that were true you wouldn't say it was uncounterable, I say get over yourself and give it a go.
Maybe its just easier to whine on the forums then play the game.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2992842#Comment_2992842
Ruin and Deadlock. No Way Out also works as game delay and 'check here' even if Bubba's only hooked one or two different people.
And I don't need to play boring games in order to learn how to counter basement Bubba. His counter is obvious. I know what I'm supposed to do, even if I think it's about as fun as watching paint dry and Dead By Daylight should not make uninteractive playstyles viable or rewarding just for the sake of game health. The problem is that unless my three teammates all have the same idea, I'm liable to die anyway, or scrape out hatch if I'm lucky. Someone goes for the save when the first teammate gets caught? RIP. Caught teammate gets mad or just wants to move onto the next game? RIP. Everyone individually heads over to check out what's happening at the hook, realizes it's a camper Bubba, and goes back to their gens? Depending on how fast the first guy got caught, RIP.
Considering the number of people who ragequit when faced with a basement Bubba, yeah; I dread those games for a reason.
If bubba ain't chasing you off gens then ruin ain't doing anything. Deadlock switches out a 3 gen for one chase to be a 2 gen for one chase. It can have an impact but only if Bubba is switching targets.
There is plenty of un-interactive gameplay, just not all of it involves a loss of license. How many games have just been gen simulator runs caused by strong 1v1 builds extending the first chase endlessly? Its un-interactive game play but doesn't involve a loss of player license so people are ok with it.
Part of survivor play is loss of license, its one of the threats you face in game. That you will be rendered unable to participate, its why you have team mates.
Yeah DBD has a rage quit problem, but that's a player problem not a basement bubba problem.
If the rage quitters had their way every game would just be the same loopy chase, no killer powers, no variety just the same thing that works the same way every game over and over.
That's more broadly boring and uneventful than the occasional face camp game.
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So you clutter up the report system with worthless reports because you get angry that your opponent doesn't put your fun ahead of theirs 100% of the time.
Your solution, rather than report people who DC and ruin games, is to force everyone in that situation to farm solely because its what you want.
The hot topic of discussion lately has been player entitlement and there really have been some great examples to draw from.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2992113#Comment_2992113
You can’t do that against basement Bubbas and BT is not even gonna save you. It’s more broken when they use gen slowdown I mean sure sometimes you can crank out the gens but that’s not gonna work most of the time.
There is very little passive gen slowdown that doesn't require active participation by the killer. Face camping and stacking slowdown really don't go hand in hand.
The majority of effective slow down require you to pressure gens or hit/down/hook survivors for one off effects.
To the people who complain about basement and face camp bubba, I say play as facecamp and basement bubba. You'll learn what works against it and then you can apply that to your survivor games when you face it.
This goes doubly so for the quasi self righteous types who say "I'll never play face camp bubba" *shakes fist*, well you'll probably never learn how to counter it either then.
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@Veinslay said:
Can't wait until they remove his facecamping to make the game more fun for survivors! The really good Bubbas will be just fine and won't even notice the nerfs whereas the camping Bubbas will have to switch over to Trickster
What people seem to forget is they already removed facecamping.
It’s no longer possible to block the hook and prevent people from unhooking, that was true face camping.
You gotta learn to play around the saw. It’s hard but not impossible.
Half the time I get accused of camping because I turn my back and some survivor is rushing in for the unhook after I’ve only taken 2 steps away.
I remember a time when survivors would wait and/or hook exchange and not make stupidly bold plays that get themselves killed but those days are over it seems.
If bubba is camping smash out gens and then go for a hook exchange.
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@Audiophile said:
The point of the post is that the OP wants to feel superior. I find that most killers need validation.
Its just childish players from both sides that need the external validation.
Fragile egos are just that no matter which side of the coin they fall on.
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I agree, in that he brings a bit of everything.
Killers need a combo of chase potential, map pressure/mobility , anti loop, slowdown and unique power, he's got most of it to some effect.
Nightfall is just a great overall power with a really thematic and creepy design. I like the map wide darkness horror aspect.
I've wanted to like the more recent releases but something has always been making them kinda meh, I'd say dredge is the best release since chains of hate dropped.
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Its one of the easier maps to patrol as killer.
If you can push a chase into the outer corners its all dead zone out there.
Yeah the saloon can be a lost cause if people know how to run it and you have to basically bust those two offending doors to minimize this, but overall it isn't a bad map.
There is only 1-2 good loops in the saloon, all the other rooms are dead space.
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"No counter" to mean not countered by the same braindead mechanics as other M1 killers.
You notice how when you can't run 6 times around the same rock, drop the pallet and then rinse repeat against a killer, then its suddenly un-counter-able.
"I just want to loop in the same way and have that work effectively against everyone in the roster please."
Followed by...
"Why is DBD getting so boring?"
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Hawkins would have been a mad map for the Dredge.
@SMitchell8 said:
They really should reskin Hawkins into a club, shopping centre or make there own Lab for Blight or something.
Blight is more inspired from gothic Victorian Frankenstein/Dr Jekyll type, his lab would probably be more akin to copper vessels in a crumbling castle.
I'd still like to see hawkins lab reskinned and re-released under a new name though.
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@JUMPSCAREKILLER said:
https://forum.deadbydaylight.com/en/discussion/comment/2985296#Comment_2985296
Yeah ofc i want free dc it would be best cos there are facecamping bubbas and starstruck nurses and other bs like that. i que in hopes of finding normal match and if i dont get one i want out of it.
@JUMPSCAREKILLER said:
https://forum.deadbydaylight.com/en/discussion/comment/2990882#Comment_2990882
if i wanted to ruin other peoples matches i put on bond and go sandbag or som ######### like that. i just want out of bad match. Examples facecamping bubba nurse whit starstruck + afk pig
So to sum up your point.
You want to be able to quit for free anytime you don't get exactly what you want from a match or a "Normal match" as you put it.
When people talk about entitled players who want everything their way all the time and quit when they don't get it, they are referring to players like this.
Its an "I'm taking my ball and going home" kind of mentality.
This is what children do, now if you were up to and including 14-15 years old sure, but beyond that it gets a little iffy on the emotional development front.
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/2985592#Comment_2985592
It was also precise.
I'd hate to say it but it really wasn't. In fact it was remarkably broad and generic.
"(Human-) Toxicity has from what ive read no clear definition. If i would have to come up with a definition based on my perception i would say its negative behaviour that goes beyond whats social acceptable for a community. In connection to social interactive behaviour between humans i would say vaguely, its basically everything a person does out of the intent or apathic ignorance to cast negativity upon someone as main reason with no defendable second objective in the view of a community, or in short terms anti-social behaviour."
This section is a very good example, basically it says that any behaviour that could be viewed negatively or negatively impacting another is toxicity unless you can find a socially acceptable secondary objective beyond giving offense.
Lets apply this to DBD... the intent of the game is for your opponent to eliminate you from it, by the example definition, the game's core mechanic is already toxic as its targeted and its negative. At a social level just playing the game should be offensive.
I have more but I couldn't be bothered dissecting it any further for obvious reasons. (Its only DBD, its social importance can't be understated as it not important at all in the broad scheme of things).
This is the problem with long winded "academic" speak, while it sounds great its often so unspecific that its application is just vague enough to be applied anywhere. Horoscopes work on the same premise. So does pseudo profundity to a large extent. I review so many papers that are made up of this kind of waffle that it gets tiresome.
There are one or two good points buried in it but it's definitely not precise.
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Played one match as dredge tonight first and only so far.
Walked away with a 3k which feels good as only using two perks against the stacked meta.
spent most of the game porting around lockers. It’s great to cut people off after dropping chase then popping out next to them.
feel like you don’t have to really commit to the mindless looping was a fun match.
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It involves 4x7 sided dice, prayer beads, dartboard, blindfold and some kind of clairvoyant cephalopod picking different coloured marbles from a bucket.
I haven’t figured out all the steps yet but the last one is, spin around 5 times…
and there are your opponents… have fun!
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@Alphasoul05 said:
I think running in circles from a big, scary killer and all the ways immersive gameplay is counter-intuitive to current game design kind of makes the horror element of the game irrelevant past 50-100 hours of gameplay, or when you've seen ever killer.
Do you feel like a horror mans when that survivor across the small wooden pallet is giving you the ole baggerinos?
It would feel like horror if wasting valuable time doing the old poop dance meant imminent death, but there's often enough time to bag a couple BM's out and still make it to the next loop so yeah that ain't scary.
Survivor game play has been too bold and too cocky for too long, to the point people now expect to escape and have tantrums when they don't.
(People always did have tantrums but I feel like there is a greater expectation for escape these days from players conditioned to it via constant bold gameplay with little downside).
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I think its a step in the right direction.
DBD has lost something a lil, yes you desensitize to it with exposure but its more than that.
Killers just feel less threatening/scary than they once did. You can play pretty bold as survivor and get away with it most games.
In the name of player participation the threat of elimination has been kinda watered down. That doesn't tend to help the horror element.
It definitely loses its scare factor over time so the goal then is to ramp up tension making the game feel scary because you feel under threat.
I'm looking forward to playing against the Dredge simply because of all the posts people have made about how triggered/uncomfortable/scary the nightfall effect is. I'm hoping its jumpscare Myers on an indoor map quality of spooky.
I hope they keep making oppressive effects that really mix up game play because that's good survival horror.
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The problem of entitlement is its not self reflective.
People don't even realize they are entitled and if you point it out to them they get defensive or deflective.
Like overconfidence in ones abilities, its often the bastion of the unintelligent. Typically the less intelligent people are the more confident they are in their lack of ability and the more they feel they deserve success as a result.
Even if they do demonstrate some proficiency they are still not accepting of any outcome other than the one they feel they deserve.
Input random chance and competition into that scenario and you have the basis for a lot of the whining on the forums.
You often see highly entitled posts i.e. "I deserved to escape because of X". These posters often get defensive fast and can rarely conjure a competent reply if someone doesn't agree.
They are usually the first to melt down at you during endgame chat too and there is typically no point in engaging because the really entitled ones are too dumb to understand their own point let alone yours. Because you can't expect coherency from a toddler tantrum and that's what a lot of entitlement is, "I want this... I didn't get it... waah its all everyone else's fault!"
Random PVP with strangers is so much fun.
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Is it really an issue though?
I mean why do so many survivors run DH, because its strong and pretty straight forward to use and can bail you out of a jam when needed.
I'm surprised I don't see NOED more often than I currently do.
I should really run it more often myself, but I find against players that are even remotely aware of their surroundings it often doesn't last long enough to make a big difference or the game is over before it procs making it a dead perk.
Like a lot of killer perks, it really only swings an entire game when survivors screw up.
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Its a lil incomprehensible yeah but to counter just body block back for 12s and then put that sucker back on the ground and back on a hook if you're so inclined.
It only becomes a no brainer play when combined with DH for distance to secure a pallet/window and initiate a full looping chase before the 12s are up. Even then they burn their DH for it so you'll get em down again eventually.
Then you just have to watch for DS, so really you can get yourself 5 quasi hits/health states if done right.
Maybe BT base kit isn't a great idea.
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He has a name the dredge. or just dredge.
I'm reminded of that old Jimeoin quote "My buddy once asked me hey Jimeoin can I call you Jimmy for short?"
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I'd say its still good just not as good as it was two years ago.
Definitely feels more unfun/unfriendly competitive than it did, probably due to how the MMR works now.
The thing I miss about the old rank system is you could play a full game, even get some kills, and still hold your rank around a comfortable green/purp casual fun spot. You'd always get a few mismatches but for the most part it worked.
Now if you die as survivor you downward spiral into selfish teammate MMR hell where you just keep dying and everyone is out for number one because escape means consistently better team mates at higher MMR so you go for it and damn everyone else.
This higher MMR usually comes with mismatched killers who are bumped up in MMR due to queue times making for a lot of steamroll games with good teammates if you can get there. Till you peak into the Nurse/Blight sweats (now with excessive cheating yay).
While killer MMR feels like, 4k new players at 5 gens for 2 games, then lose 10 games straight so you can get back to 4k'ing new players. Very few "balanced" feeling games in between. It really hasn't improved even with all the testing.
"doing gens and escaping is getting boring" That's what players wanted. Powerful 1v1 game minimising team interaction and hence player interaction. Hell is sometimes getting what you asked for.
The player base is just as unpleasant as its always been so no change there really.
I miss old ebony moris, yeah I get why they were changed, being eliminated in 2mins isn't great for a PVP game, but they made the game scary and I miss them.
The original killers are pretty fun and free with shards so you should try em, Trapper is basically Jason. I get it though I play DBD because of the Halloween chapter mostly.
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@Nun_So_Vile said:
https://forum.deadbydaylight.com/en/discussion/comment/2988679#Comment_2988679
Loud on the survivor side. I get it being part of his whole schtick, just I'm using headphones with almost max game volume and the loudness & repetitiveness of the voices over the ~60 seconds started to get kinda irritating after the 4th dredge of the night. The voices are almost as loud as gen repair sounds, so by that time for me, the novelty wore off.
I get it, but it is pretty cool to see in game effects that drown out sensory perception as part of their power. I still like the idea because at least it has thematic application.
I'm no stranger to pulling the headphones off but mostly when the horns go off on midwich or some jerk is doing the egc noise spam play.
Some survivors are a bit screechy when they scream on hook but you can shut that down with a quick smack so It doesn't bother me unless I'm playing said survivor.
That said, noise is usually not as important for the survivor role because killer powers tend to have clear tells that let you know what's happening at all times so I generally have a volume lower (or even music/movie streaming) when playing survivor.
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Personally I wish there was less telegraphing of killer powers and effects.
Imagine a horror film where every jumpscare or surprise had a lil warning window come up to announce it before it happened.
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@Nun_So_Vile said:
My only gripe is that the voices get to be a bit annoying after a while and they are so damn loud for some reason compared to all the other in-game sounds going on.
Loud for killer or survivor?
killer kinda need to be able to hear to effectively hunt, but sensory deprivation makes survivor exciting and scary.
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Nightfall sounds amazing I can’t wait to face it.
I didn’t participate in this round of PTB, so I’m going in blind. Haven’t watched any vids either.
With the posts people are making about being creeped out and triggered by it, it must be good.
Please tell me that there is something genuinely scary and unnerving about it. This game needs some serious horror injected into it lately.
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Forget church buy a lottery ticket.
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@Hex_Ignored said:
https://forum.deadbydaylight.com/en/discussion/comment/2987535#Comment_2987535
Future patch notes be like:
Removed screams and other killer sounds because they were unsettling for some people. All survivors and killers will now laugh in a friendly way instead.
Removed blood because some people couldn't see blood. When a survivor is hit, a cloud of confetti will appear instead.
Removed sharp objects from the game because they made some people uncomfortable. All killers will now carry a squeaky toy hammer instead. Hooks have been changed to time-out chairs.
Reworked map aesthetics because they made some people feel uneasy. All maps are now colored in warm and bright colors and feature nice flower decorations.
The game would be accessible to everyone and they could even lower the age rating. It's a win-win for everyone.
Can we change the name killer while where at it, it promotes a negative image. I for one don’t want be killed so if we could remove killer then I could play and not worry about being killed.
As comically snide as it may be, I gotta agree with this comment.
If DBD is triggering anxiety you gotta ask is it really the game for you?
I play fall guys for the family friendly silly, I play dbd for the horror.
FYI, I’d love there to be a spider killer, good horror plays on people’s fears that’s why it’s horror.
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Yeah will it be auto ban or sore loser ban.
I’ve seen people report others for all kinds of crap mostly because they have the emotional maturity of a 5 year old and are angry about losing.
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@_AdamFrancis_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2986152#Comment_2986152
OMG I PREDICTED IT
Maybe if you stopped making silly contradictory posts people would have something else to say.
Its hardly clairvoyant to say hey if “I post something dumb I’ll probably get called dumb” you nailed it Nostradamus. LOL.
Edit: It is a little weird that you are thinking of me before you post something though. Creepy.
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I love the "play how you want" statement followed by the but I'm going to denigrate you and believe you deserve to be denigrated by others if you do play how you want.
If you're gonna pan people for how they play you can't qualify that statement with a "play how you want" its obvious you don't believe that so why say it?
Are strong builds necessary? no, are they fun though? yeah they can be... so play them if you want.
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Alturism comes with risks in this setting.
You'd expect the more selfish player to be more likely to escape at the end.
You only need a team so far as the gens are complete, once the gate is open then its every man for himself mentality often pays off better than the try to get everyone else out mentality.
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We'll see, scary in this game means threatening, which also means OP/unbalanced in a PVP sense.
Jumpscares sure, but without the threat of elimination its just more scooby doo loopy chase.
I hope the darkness stay stifling and they dump the glow effect.
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@Kalinikta said:
You started off so well with the premise that they should Motivate killers to not camp... yet then your solution falls flat and relies on punishing killers once again which is not a motivator.
This is always the way it goes.
Camping/Tunneling topics are typically about punishing the killer player for doing it or buffing the survivor through the roof giving virtual in game immunity to them.
Usually because the posts are highly emotional "I hate camping waah!" rather than rational objective suggestions about gameplay.
Yeah I don't have a solution to it either because everything I can think of is easily exploitable by the other side. I also think it doesn't really need a solution because its not really a problem.
People could make the argument that camping is unbalanced, but if there is an unbalanced game element then I'd rather it fell in the killer's favour than the survivors because at least that's thematically appropriate for the game.
Big bad killer monster doesn't play fair, that sounds like Michael Myers, Jason Voorhees, Leatherface, Freddy Kruger ect ect.
(before any dumblocks chime in with the typical "you're just a biased killer main" BS, I ask you... would you watch a scary movie where the big bad monster wasn't even threatening or scary and was fair and thoughtful?
Incompetent villains and incorruptible heroes whom always win dull zero stakes adventures are the realm of marvel movies, plenty of superhero games out there leave DBD for the horror fans.
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@Impalpable said:
https://forum.deadbydaylight.com/en/discussion/comment/2985609#Comment_2985609
"The whole point of fiction is escapism and entertainment, if you let your escapism bleed into your real life where you can no longer discern the fictional inconsequential disappointment over a game/story, from real life disappointment and distress then you've taken it to far and need to step back and stop."
You overstimate the mental conciousness of the average gamer and humans, people fall in all sorts of unhealthy addictions, very few show a good enough awareness about their life choices to adjust it regulary for the positive. There are people with multiple thousands of gameplay hours as well as multiple thousand comments on these forums which is already questionable as a life choice and time investment either.
When it goes after this logic we would as well need no text chat filter. We should just expect that people are mentally experienced enough to not get annoyed by anything stated in the post game chat. Yet developer and community agree that its currently positive for the game to keep it. As an individual gamer you can argue that this isnt your responsibility, but as a developer which view-perspective we discuss you could consider it from an ethical/social and/or as well as an marketing standpoint.
And if you like it or not thats what BHVR deemed already as professional in the past with addressing issues like the triggering of the mori animation.
https://us.v-cdn.net/6030815/uploads/B0P6IEI62DAL/image.png
"Many of the elements that people complain about in DBD are the things that make the game interesting. The threat of elimination is your motivation for wanting to escape. Eliminate that threat and you have a very bland generic gameplay experience."
Again, we dont talk about base game mechanics like hooking and killing which are neccessary for the game, we talk about unneccessary exploits that do nothing for the gameplay or horror experience. You are currently defending stuff like macro flashlights that doesnt influence the gameplay beside playing an annoying to unbearable sound.
ok lets bring it back out of existential perception and back to gameplay
"tbagging, flashlight macroing, rage quitting when a bully failed, slurs in chat." The OP list of unacceptable in game behaviour, yeah I mostly agree as most of these things a pointless and the last two are genuine toxicity.
"Nurses mains using range add-ons, or Blights, tunneling, eating DS and then hitting you on hook" Here is where it gets iffy, Range addons are just strong addons not toxic attacks on people's fun, same for blights addons using them is not sadistic its just strong. Hitting on hook I can forgive because hey its thematically appropriate for a horror setting.
Whether or not they are too strong isn't the topic... the topic is people being intentionally sadistic through their gameplay.
You aren't playing 'fair' by not tunneling camping or using DS these are just playstyles and game mechanics. Again are they too strong... not the discussion, the discussion is why are sadists using them more.
Calling people who play legit in game mechanics sadists is BS. Its another "I don't find this fun so therefore nobody should find this fun" argument, which again is BS.
We got off on a tangent in response to a thesis written about the cultural perceptions of acceptable group behaviour in social circles which was just a complete load of garbage really. A bunch of broad generic statements detailing the obvious nature of social expectations didn't really add anything to the discussion other than a lot of text.
Your mori example is what I'm talking about, changing mechanics of something that was busted, its the first example you've really given that required a change as it existed only to stall the game. Its a completely legit argument to say anyone doing that was stalling the game purely with the intent of being a jerk.
I agree with you on flashlight macros too they seem to exist only to annoy people but they can't stall the game so mechanically they have less influence, while annoying you can't hold the game hostage with them is the point. (This isn't a defense of them its just a pragmatic assessment).
However much of what you list is just gameplay, engaging in gameplay doesn't make people sadists, scumbags or any of the other words people like to throw at each other purely because they didn't get the match they wanted. That is my point.
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Sometimes it pays to be selfish. That's all.
They created a system where individual escapes play a bigger role than teamwork.
I takes a team to keep everyone alive and power the gens but only I have to escape at the end.
The gains/losses ratio skews from one direction to the other as the game progresses and it often pays more to be selfish in the endgame. Especially with the current MMR system.
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@Crowman said:
Camping isn't something that needs to be nerfed.
There are many situations where camping just make sense. I've had a game where the survivors left a 3 gen around the shack in a corner of the map so when I hooked the survivor at shack I stayed on the hill next to the shack watching the gens and hooked survivor.
Part of playing survivor is that sometimes you are unable to do anything.
I think this is something people don't realize about the survivor role that loss of license is part of survivor game play, its why you have a team.
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2983569#Comment_2983569
The issue is fun is highly subjective. So you make a change because you think it’s “not fun” what about the people who enjoyed it the way it was? I’m not saying you can’t look at something that is causing grief to some but you can’t just have a blanket “this isn’t fun for me so it needs to go”.
This is another thing people don't realize about the game, their version of fun isn't the universal definition of fun. "I personally don't find it fun" isn't enough of a reason to change something for everyone.
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Maybe in a week/month or so if I have the shards.
Rarely makes sense to grab it straight away as typically any major update comes with a plethora of bugs.
Killers are often hyped up then changed in short order to something less fun to play. I'll wait and see what happens.
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I think replies so far have missed the point you were making.
In that you value game quality over wait time and if you had the option to wait longer for quality matches you'd take it.
I think its a pretty good idea, set your preference for match wait time by custom setting the range of MMR you'd like it to draw from.
How functionally well it could be implemented is another story. The custom nature of it likely requires a huge player base to draw from to make it work and not result stupidly long wait times.
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Look as the killer player you don't have to justify being nasty in game. The whole premise of the game as killer is to kill these people before they escape. "Boy I hate it when I get brutally murdered in an impolite way"
While obnoxious survivor play is immersion breaking due to how silly it is, getting triggered by obnoxious survivor play is just as silly.
Just play how you want and expect others to do the same, sometimes those goals won't align and the game won't be what you expected or wanted but that's nothing to be triggered over, that's just the nature of PVP.
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@catnipthegreat said:
https://forum.deadbydaylight.com/en/discussion/comment/2985482#Comment_2985482
it is totally holding someone hostage if you slug them and make them wait out the entire bleed time. absolutely no question about it.
I have had killers do this to entire teams, all 4 people. everybody just lies there until they finally die. it's terrible, it feels terrible, and it's 100% mega toxic behavior.
What triggers you about this though?
Is it the wait?... Because they could shorten the timer but then you'd just die quicker.
The loss?.. You are going to lose some games, sometimes brutally, but dealing well with loss is part of being emotionally mature.
A sense of unfairness?.. Well the killer did have to catch and down you so its well within the game rules and mechanics, the other player is under no obligation to hook you and to ensure you aren't held hostage there is a timer than will end it if they don't hook you...
So we wind up back at is the wait too long? do you just want to die quicker or get free heals, neither of which are very good game wise.
Think about it this way, it's kinda thematic to bleed out slowly in a horror setting.
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/2984539#Comment_2984539
It is deep, it's not "just a computer game". Dbd is a very deep game in its apparent simplicity.
No its really not. Its the same as being upset when a favorite character dies in a fiction, yeah you enjoyed that character but the story has removed them, engage with the story itself not just the character. When all's said and done it doesn't matter because its fictional.
The whole point of fiction is escapism and entertainment, if you let your escapism bleed into your real life where you can no longer discern the fictional inconsequential disappointment over a game/story, from real life disappointment and distress then you've taken it to far and need to step back and stop.
Many of the elements that people complain about in DBD are the things that make the game interesting. The threat of elimination is your motivation for wanting to escape. Eliminate that threat and you have a very bland generic gameplay experience.
Part of the gameplay experience will be antagonistic and zero sum but its only a game nothing tangible is lost or gained.
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/2984264#Comment_2984264
Pretty damn detailed
There is a difference between writing well and writing a lot. It actually says very little.