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pseudechis

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  • @Valik said:

    https://forum.deadbydaylight.com/en/discussion/comment/2892693#Comment_2892693

    Okay, so you have said that the following things are NOT toxic:

    ~

    Killer tunneling, killer face-camping, killer kebabbing, Killer 4 slugging, Killer disconnecting after the first couple of chases.

    Survivor leading chase to unsuspecting allies, survivor hook bombs, survivors that hostage the game to taunt, survivor assisting the killer, survivor disconnecting after first chase.

    Players that accrue several complaints over a long period of time.

    ~

    You are saying that these things are NOT toxic.

    To be clear.

    You do NOT think that the ABOVE things qualify as TOXIC behavior?

    That's a very cherry picked list from your first one.

    Your original list includes things that frankly aren't toxic. Tunneling, camping, even if the killer hits you on hook are just parts of the game, not toxic. Bleeding out isn't toxic either its just a game mechanic, if you are down you may not get picked up and may bleed out. There is a threshold to the obnoxiousness of it but is it really toxicity no.

    There is a lot of obnoxious gameplay sure but really it can't hurt you.

    Don't want to waste time waiting for the EGC then chase survivors out who cares if they are BM'ing you chase em out move on. It can't hurt you nor should it because it doesn't matter its only a game.

    240 seconds of bleed out timer its obnoxious but there is a timer you won't have to lie there till you DC because again there is a timer, that's why its there. Is it obnoxious to utilize the whole timer? sure but that's why there is a timer to prevent it being a toxic hostage scenario.

    Rage quitting, post game abuse, griefing as defined by the TOS, collaborating with the killer and cheating. That's your toxic list. Flashlight macros could be construed as such due to potential to induce sensory effects on people who may suffer from them i.e. epilepsy, sensory induced migraine and seizures, I'd like to see something done mechanically about it.

    I don't enjoy a lot of obnoxious play myself but just because I don't like it or do it, doesn't make it inherently toxic. Thinking you have the right to dictate how others play is a pretty toxic mindset to have though because it induces people to be vindictive and abuse others over how they play a game.

    The term toxic is so misused by this community that it basically means "anything that I don't like must be toxic." Which frankly is bullshit.

  • @[Deleted User] said:

    I don't remember that question. What did it exactly ask?

    Around Q 14-17, there were asking about curbing toxicity.

    One set of suggestions were about removing endgame chat, stickers etc

    Then next was about rewarding post game props good sports with bonuses

    Then check boxes about if post game props should be included in match making with MMR or just MMR alone.

  • @MilManson said:

    I've started doing a "SWF killer" build on Nemesis, NOED, Blood Warden, Knockout and Corrupt with the addons where zombies move at 150% speed when generators are done and 50% faster passively + respawn in the exit gates.

    I've had the gate open in my face with two zombies inside it and they went to town on the survivors and then while knockout is still active you get blood warden up and quickly hook the downed survivors in the exit gate.

    Really fun.

    I've been playing around with those perks too, rather than stacking the slowdown you stack the endgame. The more efficient the swf the more value you tend to get.

    Usually they smash out gens too quick to find or cleanse all totems and you get good NOED value topping off the rancor mori for a late game 2-3K. after 1 hook.

  • @Heartbound said:

    I'm pretty sure Streamer Mode in options hides names and a lot of things you want hidden.

    As far as first person survivor, it's cool until you start repairing a generator. Not every killer has a terror radius.

    Think how terrifying repairing a gen would become though, you'd have to pause to look around.

    I kinda like this idea. But I play a lot of Myers and the stalk value alone would be nuts.

    Jumpscare would be terrifying.

  • You bring strong builds, stacked slowdown coupled with NOED to counter coordinated gen focus and make for a strong endgame.

    Eliminate someone quickly, just get it down to 3v1 ASAP and then spread pressure as needed.

    Coordinated SWF are often far more alturistic than solo players and you can play on that to get them to make bad plays and feed you hits and downs.

    Know when to hook and when to slug for the pressure and when to drop chase.

    "Proxy" camping can be valuable and tunneling can be efficient when it works, so use these tools if you need em.

    All this may really upset people because to them its unfair but its no more unfair than stacked meta survivors on comms, its not purposeful or vindictive its just these teams tend to be the most competitive, which often makes them the most prone to sore loserism too.

    So no matter what you do be ready for salt. The more efficiently you play the more salt you'll probably get.

    So just do what you need to do if you want to get the kills. Its not personal its just business and remember you aren't responsible for anyone else's fun, just play the game.

    Oh remember to keep a cool head too even in the face of really obnoxious play.

    Lastly not all SWF are there to vindictively ruin your fun, some are just good and that's not a bad thing. I appreciate a well timed DH or a great save even when used against me.

    If you ever meet me and the friends I play with online I'll guarentee you a match where no matter what happens in game we'll all be good sports about it, because anything goes really so tunnel the ######### outa us if you have to and we'll try and give you a run for your money. (We'll probably fail but we'll try).

  • @Mr_Madness said:

    https://forum.deadbydaylight.com/en/discussion/comment/2892372#Comment_2892372

    Exactly, I play with controller and its almost near impossible to do it.

    Irony is I know I suck at Blight but I can't help playing him due to being Mr Hyde. I even payed the 15 bucks for the Top hat outfit lol.

    Yeah the gothic horror theme of him is a real draw, but the ping pong playstyle I just can't get into it.

    I'd love to have more Victorian/Edwardian gothic horror type characters.

    I have the doc cosmetic with the jacket tails and cane, I wish it had a top hat.

  • @Valik said:

    Make a toxicity value. When players accrue these points, they lose BP and give the points to those who are negatively effected by this choice. Victims receive a small bonus at the end of the match, and the 'toxic points' go into a little bank that MMR takes into account when matchmaking the player.

    -100 BP for every 10 seconds the killer stands within 8 meters of the hook after being within that radius for 15 seconds total. (CAMPER)

    -100 BP for every time the killer hits a hooked survivor past 2. (KABAB)

    -100 BP for Hitting a survivor within 15 seconds of them being unhooked. (TUNNEL VISION)

    -Hooking a survivor within 15 seconds of their unhook is -500 BP score. (BLIND FOCUS)

    -100 BP for every 15 consecutive seconds a survivor lays bleeding on the ground. (GRIEFER)

    -100 BP per second in chase if the killer hits a survivor working on a generator while in chase with you. (RAT)

    -100 BP for each second lingering in an exit area or next to a hatch after 5 seconds while being the only survivor remaining in the match (HOSTAGE)

    -100 BP for each second T-bagging in an exit area while the killer is within 16 meters. (TAUNTING)

    -250 BP for a toxicity report. (DISPLEASURE)

    -1,000 BP if a survivor dies within 5 seconds of you unhooking them if the killer is within 8 meters. (BOMBING RUN)

    -1,000 BP if an allied survivor is hit within 8 meters and 5 seconds of pointing or opening an occupied locker (TATTLE)

    -1,000 BP if player disconnects within 60 seconds of their first chase (COWARD)

    -1,000 BP if the killer disconnects within the first 120 seconds of the match (WASTED)

    If they walk away from the lobby, the BP are deducted from their account, unless they already have none.

    The MMR system looks at the negative points accrued by this score and creates a Toxicity value that is biased in matchmaking. Meaning toxic survivors (Hook bombing, leading killers to teammates, taunting, and Disconnecting early) and toxic killers (Face-camping, tunneling, slugging, disconnecting after a moment making everyone re-que) will suffer longer cue times, and will often get a taste of their own toxic medicine with who they get matched with - both survivor and killer.

    Every day, this value is reduced by 1,000 + (100/day of not accruing>1,000 points), but is paused every day it is accrued. So if a survivor has a bad night, Hook bombs their friend, sells out another, and taunts at the exit gate - they can rack up -5,000 points pretty easily. It would take 6 days of not being toxic (or not playing at all) to reset this value to 0.

    Many people may have a little toxicity on their accounts. A little taunting, or selling out a bad teammate THAT ONE TIME, but it will regress so long as you don't continue to accrue too many.

    This way - people who refuse to stop camping and grieving will quickly outpace their scores. Several toxic sessions back-to-back can riddle them with thousands and thousands of toxicity points. They get to play in the special Toxic hell of MMR that puts high value toxic players with high value toxic players regardless of rank.

    Its a thought but a lot of what you describe as toxic is only subjectively so.

    Sadly it can't play a role in MMR or any real impact on your opponent as much of what gets called toxic really isn't. It can be obnoxious but that doesn't make it inherently toxic.

    Without a clearly defined idea of what's toxic people will keep reporting others purely because they are unhappy, and a lot of that unhapiness stems from loss, or worse a pre-conceived idea of how someone should play the game.

    Unfortunately its vindictive sore losers that are usually calling each other toxic and they will be abusing the system. Objective outcome based MMR is the only thing that works everything else is marred by emotion.

    @Stroggz said:

    Reputation\karma system should not interfere with the match making system. But it can exist, why not, it is fun to read comments about yourself. I remember a couple of profiles on steam swarming with hate in the comment section. Marvelous. :)

    You could definitely reward people with a rep systrem for props, but yeah it has no place dictating MMR or punitively stripping BP's/shard from people.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2892256#Comment_2892256

    Here's why everyone is wrong about CoH tho:

    Lets compare it to a PERKLESS swf on comms. What does CoH do that SWF on comms cannot? Or even better, what can SWF on comms do better WITH CoH than without?

    Because CoH cannot meet up with you next to an important gen, CoH cannot guarantee you being healed up. In fact, CoH gets in the way because a survivor cannot bring the killer too close to you.

    So, if CoH is barely usable for SWF on comms to the point where Botany Knowledge or even Empathic Connection gains 10x the amount of value, then how is it busted?

    CoH is only very powerfull when comms arent involved. It basically buffs solo queue closer to SWF. And this change is needed. The gap between solo queue deaths and SWF deaths is incredibly large. And you cant really nerf SWF. Boons reduce that gap significantly.

    This is exactly why I get hung up with the analogy, because people are like "its a 5th perk". Like, is each totem of Pentimento an individual hexperk? With your logic it must be. Because 1 totem is slowing down gens as if you have 6 stacks of Thana. 2 totems is slowing down healing as if you have global Sloppyx2, 3 totems is also reducing self-recovery, 4 totems is slowing down exit gates as if you had 7 stacks of Remember Me. Or Devour Hope, 3 stacks give you an instadown as if you have NOED on and the 5th stack is as if you had the 0.9 version of Ebony Mori. All while gaining movementspeed whenever you hook someone.

    Boons are much, much weaker than the effects of those hexes, especially since you need to spend a significant amount of blessing a totem uninterrupted, unsnuffed for long enough to lower the average timesink you spend on blessing and preferably used enough to gain time. You want the average blessing time per heal to be about 4 seconds pre-nerf, which means you need to heal at least 4 times.

    Now, when do boons break the game? On indoor maps and when 3 people heal. Neither of those issues are fixed.

    The whataboutism is strong with this one.

    Everything in game is weak compared to the advantage swf on comms.

    At no point in your rambling diatribe did you address the point I made that COH does a lot compared to its cost and toning it down is not a terrible thing. "Its a problem when 3 people heal" well yeah for very little cost so toning it down isn't a terrible thing. If you are using COH for single self heals then of course that's stupid but that's not what its for.

    "Here's why everyone is wrong" That's my fav part. I feel dumber having read it. lol.

  • @Mr_Madness said:

    https://forum.deadbydaylight.com/en/discussion/comment/2892348#Comment_2892348

    "Before you make yourself look like an idiot"

    Sorry, you already beat me to it

    lol there is a definite air of takes this ######### to seriously isn't there.

    I don't see the issue you can dodge it and anticipate it and heck half the blight users can't do it.

    I can't, I suck at blight and oni and billy, just can't drive those guys as well as some people can dang it.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2892078#Comment_2892078

    Since when do people complain about self-care? Self-care has been pretty much declared to be a killer perk since the start of DBD. Its too easy to heal up wrong.

    CoH literally has all the bad things that makes self-care users lose games:

    1. you have to go to a specific spot of the map to heal up, which wastes a lot of time, time that could have been spend doing gens.
    2. sloppy butcher exists and instantly counters it quite hard, other mangled addons and perks have been added for quite some time.

    Self-care was quite ######### unless paired with Botany Knowledge, at which point it was still mediocre. And self-care gives infinite heals WITHOUT needing to place a boon.

    So, how is CoH an issue when Self-Care has been proven, over, and over, and over, and over, and over, and over, and over again to very easily be a waste of time to use? Every single time I see someone complain about CoH, its about how it's "infinite", but ignoring the amount of time survivors have wasted on simply placing one and healing up. In a lot of cases, especially with a perk or addon that inflicts mangled(and soon haemorrhage too), CoH is going to buy you more time than it will from survivors.

    There is a reason why tournament squads rather run Botany Knowledge over CoH unless they send you to very specific maps, because simply put, Botany Knowledge is objectively better as a perk slot.

    Don't get hung up on the self care analogy.

    COH provides the ability to heal yourself without assistance, the whole point of survivor is cooperation if everyone can just heal up for free without needing an item or a team mate, and still bring 4x chase perks and a tool box with a BNP all because 1 guy has COH its a lil unbalanced.

    Botany knowledge still requires a team mate or a medkit, if you want to pair it with selfcare for team wide healing then you gotta eat up half the available perk slots for it.

    Team wide self heal without needing an item for 1 of 16 perks is a really good general trade. Because most killers aren't applying "tournament" level pressure. Toning down COH in a general game sense is not an unhealthy change given what it can do for what it costs.

  • @senki527 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2891851#Comment_2891851

    He is clearly not a good player, when he is exploiting mechanics

    You never ran around obstacle in a tighter circle exploiting smaller survivor hit box?

    I realize you are probably just grumpy about losing, but utilizing mechanics to their fullest doesn't make someone bad, quite the opposite typically.

  • As a player you really aren't obligated to do anything for your opponent for any reason. That is all.

  • I think solo queue is this game as it should be.

    It can be a lil random in survivor ability but that often results in desperate matches that mimic a genuine horror film experience.

    SWF is fun but its mainly fun because its strong and sometimes its fun to just stomp killers and do well. But unless you are against a really good killer its so unbalanced that it's a really dull game.

    I play survivor for a horror survival experience, I want to flee from the killer because they are threatening not run the killer to waste their time. This game is often the latter, which kinda sucks.

    I can't help but think that people lament solo queue purely because its more variable and what they want is to consistently win rather than play a varied and exciting game.

    I say embrace the chaotic nature of solo queue, don't take this stuff to seriously and you'll probably have more fun. Its far from unplayable.

  • The free self healing is the main prob of COH. Basically group wide self care for the cost of 1 perk slot.

    It undermines the team work required by survivors, which invalidates hit and run play styles and reduces the threat of being injured all for one perk, and that's why its so unbalanced.

    Boons themselves aren't a real problem its just all that COH can do on its own is th eproblem.

  • To the OP

    Tunneling is the deluded belief that you are somehow immune to being targeted by the killer if you have just been unhooked. If the killer doesn't respect that even to their own detriment then they are tunneling you.

    This applies no matter how long ago you were unhooked or how many people have been hooked since you were unhooked.

    Yes this is facetious but not without merit, because lets be real this is how the term gets applied in 90% of my games.

  • @Tsulan said:

    Tunneling: going for the same objective again and again until its finished. Ignoring other objectives.

    Sorta, like when there is a gen at 90% and regressing and another one at 0% nearby. You go for that 90% gen, no matter what.

    Worse are the gen campers who just stay on one gen till its complete.

    They don't even leave that gen to find the killer or start another gen they just stay there. Very low level of game interactivity.

    I can accept tunneling the gen by coming back to it if pushed off by the killer, but to just sit on the same gen for the first part of the game is just scummy.

  • Look at it this way if that’s the worst thing that happens to you today you are one of the luckiest people on the planet. 🍀

  • Nurse is fine. Nothing in this game is a guaranteed loss except for sore loserism quitters.

    The problem isn’t strong killers it’s sore loser survivors who want Scooby doo instead of Halloween.

    people whine about facing nurse and blight all the time, but nerfing them isn’t a solution. Buffing up other killers to nurse and blight level is.

    Make this game scary like it should be.

    I like facing nurse she is one of the few killers left who can consistently threaten your chances of escape when played well. When played poorly she’s often a joke sadly because of her tricky mechanics.

    The only thing that ruins a nurse game are the rage quitters.

  • @Plsfix369 said:

    With the amount of sweaty tryhard in my server who mains nurse, you'll get use to it.

    Sadly Nurse mains in my server lacks creativity and enthusiasm to even play the game, like "You're using busted perks and add-ons but still won't stop proxy camping the hook for 5 seconds!?" that's my expression whenever I see a nurse mains who uses Make your choice and Floods of rage right now.

    Someone nerf Nurse so I won't have to face the onslaught of lazy tryhard Nurse mains in my SBMM.

    What are you running and doing in game to make it a different non sweaty experience for others?

    My guess is nothing, other people have to accomodate you not the other way around right?

  • Its an interesting idea,

    Sadly a system like that requires honesty to work and even I would probably say easy every game just to make the game easier. Even though I might plan to sweat and go for the kills/escapes.

    Think of the lobby dodging until you get all the flags you want.

    Sadly the solution to a lot of what people call toxic or problematic in game is the removal of pre-conceived notions about how it should be played.

    Its random pug, you are going to get people whom play to win at all costs, whom don't care, take it to seriously, want to be immersive, want to vent their frustration, are happy with 4 BBQ staks, want to farm, value your fun too, don't value your fun, will game every mechanic they can, will be lazy about how they play etc etc.

    We either have to have a system that forces one style of play only with rigid structure so everyone can predict what will happen, or a system that has a lot of free form variability with the acceptance that some people may not play it the way you want them to.

    The other solution is an alternative game format, unranked casual or competitive mode, or custom game bots.

    Getting upset about the game but still want to play some DBD? then custom game bots will give you a blander more consistent game experience with no suprises.

    Even I get fed up with the online PVP environment, custom game bots keeps me coming back to games I've long gotten sick of online.

  • @Marc_123 said:

    You are correct in your assumption. People are ... strange.

    This system would most likely fail completely.

    It was such an odd series of questions those ones about toxicity. The solutions proposed where insane.

    They proposed pre set chat responses or stickers.

    "you get a smiley face and you get a smiley face but you sir, you get a frowny rain cloud"

    Then they proposed the idea that props/reports could influence match making

    So the community isn't mature enough to handle a post game chat but is mature enough to self regulate the behaviour of others impacting their future matches?... Its a dichotomy in of itself to suggest these fixes together.

    Are they using the company dart board for decision making over there again?


    Yes there is a ######### ton of toxicity in this game. There are mechanisms to reduce its impact though, you can close post game chat you don't have to delete it for everyone just have the option to close it... done.

    The chat censorship needs a black list of offensive words and common methods used to circumvent the censor. Not what appears to be some crazed AI that ends up censoring half the human language, even some of the character names.

    You need a robust report system that actually reviews legitimate complaints about repeat offenders and takes action on them. Not some half arsed let MMR just match people who get props and those who don't together proposal.

    Because as I said this community is full of sore losers who will abuse that system, just as the current report system gets abused, how often does someone say they reported you after a game when all you did was eliminate them or blind them a few times. Fortunately the report system doesn't seem to do anything unless you can provide video evidence, proof of residency, mothers maiden name, blood type and six references that have known you for at least 5 years.

    The thing that prevents abuse of the report system shouldn't be the ineptitude of the report system itself. It doesn't seem like its doing a very good job at curbing the things its meant to curb.

    I realise it was just a survey not some update roadmap but still... what was proposed was comical.

  • @R1ch4rd_N1x0n said:

    https://forum.deadbydaylight.com/en/discussion/comment/2887544#Comment_2887544

    Okay but what I can't understand is how police is relevant.


    verb: police; 3rd person present: polices; past tense: policed; past participle: policed; gerund or present participle: policing

    Enforce regulations or an agreement in (a particular area or domain).

    Different from

    plural noun: police

    The civil force of a national or local government, responsible for the prevention and detection of crime and the maintenance of public order.

  • @Tiufal said:

    So just because one streamer doesnt get a decent enough winstreak Sadako is a bad killer? Iam always amazed on how naive some people are.

    Yeah this also works for win streaks too.

    Just because one guy can get 100 4k win streaks doesn't mean the game is biased toward killer, it just means otz is good enough to do that of his own accord.

    Yet people take these to mean that things are OP.

    People read way to much into this stuff.

  • @R1ch4rd_N1x0n said:

    Ah yes that's very correct, I can't trust the player base to police itself. I would expect the police to police them.

    Wait what?

    To clarify for this guy because I don't think he gets it.

    Questions on the recent survey alluded to post game props/reports being linked to future match making.

    This really won't work as people have pre-defined expectations about how others should play and get so angry when they don't get what they want, that the system is rife for abuse by sore losers.

    As a hypothetical every killer will just have a constant down vote because every second game someone accuses you of tunneling or camping for no reason other than they lost and are angry about it.

    Rewarding people post game for being a good sport and getting props I can understand, but if post game props factor into MMR its a poor design because this community can't be honest with itself about game outcome and gameplay.

    A results based MMR alone is still a better match maker over a subjective assessment of fun.

  • Basically people will just be giving props to their friends to get the extra bonus and still making all the same unnecessary reports and complaints about their opponents.

    I think its fine to reward props if given but it shouldn't have any effect on match making.

    A system that pairs players based on post game reports relies on those reports being credible. You can't trust that they are because people will report you for anything even imagined slights they themselves cook up in their head.

  • @CluelessWanderer said:

    I only play DBD on weekends with booze. When you're tipsy you don't care as much lol.

    helps on the forums too 🥃 *cheers*

  • @FilthyLegionMain said:

    https://forum.deadbydaylight.com/en/discussion/317521/how-do-you-guys-feel-about-bots-being-added-in-public-matches

    I'd cry tears of joy if they added them as an option in custom and as a form of having someone play when someone dcs.

    A custom game against bots, I'd love that too.

    Sure it'd be no comparison to a online game but bots won't tantrum, give up and DC, etc etc.

    I'd love to play DBD wihout having to play with the DBD community once in a while.

  • @EngineerDispenser said:

    Against a Nurse? I can kinda understand why they disconnecting (besides outside of their control).

    Given the experiences I've been dealing with Nurses since their return, roughly 75% of them have been somewhat or absolutely sweaty.

    In a lot of cases, it's Nurses running heavily oppressive builds (ex. 4 slowdowns) and tunnels and/or camps on top of it.

    I don't mind going against one or two nurses, but there have been times where I've went 5 nurses in a row with very similar builds. (It's the same shtick with Blights as well.) At that point, I rather take the 5-minute penalty, take a small break, and come back when I'm in a better mood.

    its almost as bad as going against survivors who run all the same builds all the time... er wait.

    Sack up and play it out.

  • Nurse is a great killer to play against.

    She is one of the few really scary threatening killers in the right hands.

    Sadly the player base is made up of big cry baby sore losers who want every game to be an endless loop fest that they always win or they'll quit.

  • "I should be able to get up for free if the killer decides to try for maximum objective"

    How about if you can't be knocked down at all?

    Or maybe the killer could just have a wiffle bat and it takes 10 hits to knock you down?

    I know all survivors are invisible until the 5th gen is done

    all equally ridiculous suggestions.

  • @jaawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2883394#Comment_2883394

    That is a "counter" in a team sense, like if you are assuming a 4-person SWF who thinks of themselves as a team, but "smashing out gens" does nothing to help the one person being camped to death on first hook. They lose pips, lose out on bloodpoints, can't complete challenges, and ultimately just can't play the game. That is the problem. It's not about what "wins" or not, it is about one person being prematurely forced out of the game. It would reduce the harm somewhat to give camped survivors more points, but that ultimately doesn't solve the issue of them not being able to play.

    "Rotational" unhooks don't stop the killer from picking up the survivor during the unhook animation, nor do they stop the killer from tunneling the person who was on the hook and hooking them again (something these killers often do, even when someone used BT). That is the kind of behavior I think should be reportable. There are plenty of scenarios when a killer might stay near a hook for a bit to bait people out or determine where other survivors are, and that's fine because...they are going to be chasing other survivors when they get the chance. That's not what I'm talking about. I only mean persistent, stubborn camping of one specific survivor until they die, thus removing all ability for them to really play the game.

    You are still playing the game you just lost the first chase. You can be rescued and there are perks to help you escape if targeted again.

    Your team mates should be taking threat from you and body blocking. The killer may continue to target you as burning out a survivor early is typically the best way to apply continuous pressure, also not a breach of the TOS.

    If you don't want to be the person potentially camped, then play smart not bold at the beginning. Because you may get camped if caught first. There are some great builds for escaping chases, try them out.

    Hook rescues don't assume a SWF they are just easier with one. Survivor is a team game you won't expect a PUG to do as well as a team, try the group finder on the forums.

    Ultimately though its an elimination game and sometimes you will be eliminated early, its the nature of the game.

    The caveat of online PVP is sometimes it won't play out exactly as you want it to, you may spawn in a pvp battle royal and be shot straight away, it happens its not a breach of the TOS its the nature of online gaming. I've never seen anyone on the MWO forums have a meltdown about being shot up in the first 2 mins, it happens sometimes.

    If you want the same experience consistently then there are plenty of single player games that you can guarantee a consistent game experience. I wish DBD had a solo play mode against bots too because online PVP can be exhausting sometimes. More so with the DBD community and how full of ######### it is about expected gameplay.

    I'm starting to wonder if a childhood of "everyone gets a trophy day" doesn't produce a lot of entitled little snots, whom now all play DBD.

  • @jaawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2882269#Comment_2882269

    This is...completely unfounded. Unhooks are rotational? What are you talking about. Multiple games this week, someone in my game has been hooked, then the killer stands there and waits for them to die. If someone tries to unhook, the killer can pull them off.

    There was a time long ago when if you stood right in front of someone on hook you basically blocked them from being unhooked. True face camping.

    They fixed this by making unhooks possbile from all angles. (rotational unhooks).

    The counter to modern face camping is smashing out gens and coordinated saves. Its not easy but its possible. If you are getting grabbed during the unhook you aren't baiting the hit.

    New players get caught by this, its why it works well at low mmr, veteran players get really tilted by this and make bad plays as a result, its why it works at high mmr.

    Its not the most interactive play but when you aren't getting good return from commiting to chases switching up to hook defence often pays off.

    You've grossly misinterpreted the meaning of this line... "Rules of Conduct", it says it is a violation of the Terms of Use to "Interfere with the ability of others to enjoy playing a BHVR Service or take actions that interfere with or materially increase the cost to provide a BHVR Service for the enjoyment of all its users."

    It does not mean "I didn't have fun, so it's my opponents fault ban them" that's idiotic.

  • @jaawn said:

    I recently learned from the "Game Rules & Report System" section of the forum, that camping is listed under actions which are "not considered bannable offenses" and thus should not be reported. This is a problem.

    Camping goes against BHVR's own Terms of Use (viewable here: https://www.bhvr.com/terms-of-use/) Under Section E. "Rules of Conduct", it says it is a violation of the Terms of Use to "Interfere with the ability of others to enjoy playing a BHVR Service or take actions that interfere with or materially increase the cost to provide a BHVR Service for the enjoyment of all its users."

    Singling out an individual player, hooking them, and then standing there until they die on first hook is absolutely interfering with others' ability to enjoy playing the game. This should be reportable, bannable, and BHVR should take steps to steer players away from this behavior through gameplay design. It is toxic, bad for the game, and feels an awful lot like harassment (often offending killers will even stand there and taunt you/swipe at you with attacks while you can do nothing. Mocking your inability to play and enjoy the game until you die with no recourse.)

    Under that same "Game Rules & Report System" post, the stated goal is "to find the players who are creating a bad game experience and punish them appropriately, making the game a better place." Camping absolutely creates a bad game experience. I see it way, way more often recently than I have before and it needs to be addressed.

    Your complaint has already been addressed and fixed by making unhooks rotational so that you can't just block a hook and prevent unhooks. True face camping from back in the day.

    If your team fails to rescue you in a coordinated manner that's on them.

  • You have a solution to counter gen rush. There are a myriad of slowdown perks take your pick. Google some good combos and builds.

    That's not to say there isn't an early game issue with survivor objective. The average game is 2-3 gens done for 1 hook, a lot of killers can come back from that, but a lot can't, the latter feels more common.

    Makes every game feel like a time pressure cooker on the killer end, which is wrong given the theme of the game survivors should feel pressured to escape rather than killers pressured to catch them before they do.

    Its almost like the entity isn't there to torture the survivors but rather test the killers, which feels kinda off theme wise.

    Blocking gens for 3 mins for no reason though is not a solution.

    I'd like to see mechanics that force more survivor cooperation, requiring two people to start repairing a gen etc, there is to much 1 man army, super hero, solo player can do it all lately. Survivor is meant to be a team game.

  • That's why you make the RNG work for you, have a few chases spread some damage then go block a box, you may get 1-2 kills for free and then close out the game as normal.

    Play smart not hard.

  • You know what nobody should care even if it is.

    Play and hook any person you want in game, all's fair.

    Its an elimination game sometimes you will get eliminated early, sometimes you will be the only one eliminated.

    If you are trying to get the killers attention then don't be surprised if they focus on you and eliminate you, its clearly what you wanted.

  • @MissBehavingX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2880218#Comment_2880218

    what are u on about? lol Being efficient with gens has NOTHING to do with boring games, just cause someone is mindful of gen placement doesnt mean they dont move their butts off the gens, they still go rescue, get chased, get hooked and killed like any other player, the only difference is that they know which gens are being done and which should be pop in order to try and prevent a 3gen that is all.

    Even if I try to do middle gens, that same strategy always puts me in higher risk, because the killer can have more visibility of me and the gen can be heard and I get chased quite often. I try to rescue teammates and heal them and if it was me just being immersive rotating gens i would have a wayyyy higher escape ratio lol

    I'm on about how games play out.

    Its not that hard to be really efficient as survivor. Its not a terrbile thing if some pug group 3 gen themselve as its often a more interactive game than the typical highly efficient one.

    You're bemoaning that survivors still don't know how to efficiently finish gens without 3 genning themselves and yeah its true, but its not necessarily a bad thing overall.

    A game where some of my teamates or myself drop the ball, is often the most interactive and exciting to play as there is typically more interaction with the killer and a higher threat off death. All the things that make DBD exciting.

    A well played efficient survivor team game often plays out the same way, smash out the gens and leave killer get 2-3 hooks max.

    Every now and then you'll get an experienced killer who can spread pressure well and direct a chase rather than just chasing you but they are few and far between. Interactive games often involve survivors making mistakes otherwise it business as usual smash out gen, rinse and repeat.

  • It would definitely make facing her more interesting.

  • Super efficient survivor play is kinda dull too though.

    It usually results in little to no interaction with the killer at all.

    I'd rather lose 10 exciting games than win 10 boring gen simulator ones.

    But it's getting formulaic, split up on gens, finish middle and 3 opposite corners. Smash out last one and leave, rinse repeat. Get 1 hook save and maybe a totem, no healing points because of super self healing. Now do it 50 times. ugh.

    The random nature of solo queue is the only thing adding variety to the game anymore yet people hate on it and it baffles me.

  • @DriplordDrew said:

    https://forum.deadbydaylight.com/en/discussion/comment/2878250#Comment_2878250

    I did read what you wrote hence I laughed hard at it. Sorry but if you only want to get potatoes then make new accounts if you keep going up in MMR to harder survivors either learn and adapt or again make a new account if you really want to play 🤷. It is not the job of the devs to go oh you can get 4ks with these Potatoes but against survivors who run you can't get anyone we will give them a Potato farm. I do not expect to be given a baby wraith who can't fully uncloak and get an easy win. My point about making survivors unable to run from you was to point out how riduculus it is to expect to always be able to win on an online game. Skill does not equal kill truly. Nor does skill equal escape. If you want to win more then learn and get better. The match making isn't going to make it so you always get easy survivors and for survivors you wont always get easy loopable killers.

    I think what roadrunner means is a perceived chance of winning over a sense of no hope of winning, rather than an auto win which is how you appear to have interpreted the comment.

    I agree the only way to get out of the "hopeless match" sense is to play out the hard games and get better. I think a lot of players hit a wall though and the mmr does very little to walk you back from that wall once you've hit it.

    I mean everyone says lose games and your mmr will go down and you'll get better matches... but lets be real what happens is you curb stomp 2 games, you get 1-2 matches that feel "balanced" then you get stomped for 10 games straight (sometimes more) and think to yourself hey isn't my MMR meant to go down? Why am I still getting endlessly curb stomped?

    Now this isn't everyone's game experience but it appears to be enough people's game experience that they are asking "does MMR actually work?"

    The fact that its hidden I think further escalates that sensation because everyone assumes they are at high mmr and being mismatched rather than just needing to get better within their current mmr bracket.

    Under the old system I could get to the reds if I wanted, but I often found them unenjoyable, highly competitive, full of childish sore losers etc etc, so I could hold my rank around the high greens/low purples and generally have good enjoyable matches. This doesn't mean wins it just means games where I enjoyed the play experience win or loss.

    You'd still get bad match ups where you would stomp or get stomped but they were definitely fewer and farther between than under the current mmr system.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2868080#Comment_2868080

    Dr, Professor Fun here to remind you it should be ‘whose’ and ‘it’s’ in this sentence! 🤓

    Grammar granpa too, you're just all kinds of fun :)

    Oh well auto correct will make fools of us all sometimes and Its not my dissertation so I don't really care in this setting.

    Also you can call me Dr. too, I have the degree to go with the title ;)

  • @BuffTrickster said:

    https://forum.deadbydaylight.com/en/discussion/comment/2868080#Comment_2868080

    This is a stage costume. For a Valentine’s themed concert event.

    The K-Pop industry is known for flashy, flamboyant, exotic outfits. For Trickster, this fits him, and his career.

    I get the idea it doesn't make it any less tacky.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2868077#Comment_2868077

    That’s Dr. Professor Fun to you!

    They are two totally different things. If the man wants to discuss tombstone add-ons, then that’s what the thread should have been titled.

    Its clearly Mr.

  • image.png

    I mean who's idea was this, I just can't its so bad.

  • @GoshJosh said:

    Bad bait. Tombstone add-ons are not a mori.

    Here comes Mr Fun to tell us all what terms to use when talking about the game.

  • @OpenX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2868042#Comment_2868042

    I mean we got Oni, Onryo, Spirit already. I think a super villain is fine. People complaining about immersion clearly must forget about all the dwelfs and other meme costumes the survivors have. It's not any worse than those, and it's not like anyone is immersed who has played the game a long time.

    I guess he is the Draven of DBD? Though Executioner makes a better glorious executioner than him, lol.

    True.

    My general dislike of the character doesn't invalidate anyone else's like of him.

    I just like the gritty 80's horror feel of DBD. The survivors can be bright and sparkly because they represent the hopeful victims but the killers are dark and gritty and I like that.

    Ol mr sparkles is kinda jarring to an aesthetic I appreciate about the game.

  • The mounted aspect could be problematic maybe he can summon up his horse for mobility, but can;t attack while mounted.

    Then give him a short range attack hurling a flaming pumpkin head.

    The mori is he decapatates you and collects your head.

    I like it.

  • I somewhat agree.

    I thought he was a bit cliche personally and with all the cool cultural monsters they can draw inspiration from throughout asia, they went with hey K-pop is popular this could be an in to a very large gaming market.

    It is a little bit ergh.

    But he's here to stay with his lil glow bat and sparkle knives, so you just play it out and move on to the next game like anything else, it doesn't really matter in the long run.

  • Its not bad to run mori Myers at all.

    Mori Myers is great fun, he's fun to play and threatening to face so go for it.

    Basically people hate on anything that they can't loop easily or might eliminate them because there are heaps of overly competitive players who don't appreciate the theme and take the game way too seriously. i.e. they actively think rank matters etc.

    That's fine they don't have to appreciate the theme if they don't want to and can take the game as seriously as they like, but it often makes them really angry sore losers and bad winners if the game doesn't play out exactly as they want it to, win or loss.

    It makes them misreable people to play with and you'll come across a lot of them in this game so turning off messages and making your profile private isn't a bad idea. Its a shame but its the state of things.

    On infinite T3 tombstone Myers I often run the ruin undying combo, tinkerer for the stealth approach, you want the slowdown to give you time to get enough stalk, corrupt is good too.

    Usually I'll pair the slowdown with a final chase boosting perk play with your food is good, or sometimes just lightborn if there are lots of flashlights in the lobby. Because you can get a lot of stalk off people trying to blind you at pallets etc, especially if they don't realise what's going on. NOED can be good for the speed boost but isn't really necessary.

    On jumpscare scratched mirror Myers, I'll usually run BBQ and NOED and then whatever you like its the addons not the perks that really make that build. Again some gen slowdown isn't bad. I've heard good things about coup de grace on jumpscare Myers but I haven't unlocked it myself as I haven't leveled twins.

  • @Sakurra said:

    https://forum.deadbydaylight.com/en/discussion/comment/2867219#Comment_2867219

    I agree with you. People don't need to justify how they play. If someone is camping, tunneling etc I just move on to next match. Still, someone told me he tunneled me because I used syringe when I didn't even said something or complain about him tunneling me. It was funny tho

    Yeah its pretty silly to arbitrarily target someone because they brought a legit addon.

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