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pseudechis

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  • @Sakurra said:

    I see a lot of people here saying "I start to tunnel" because of boons, meta perks. No. You are doing this because you want to, not because boons are op or I don't know what. Tunnelers will always find an excuse to tunnel no matter what. Before, their big excuse was a key. Now that keys are useless their reason are "syringe" and another things.

    Funny thing is that meta perks are made to be used against this kind of playstyle. DS against tunneling, unbreakable against slugging, BT against camping. So why to play like this against these perks? I see no good point.

    I think the point is that people don't need to justify how they play.

    A player has no authority whatsoever on how another player chooses to play the game.

    There is nothing wrong with saying "I don't like X," but saying "you are trash because you do X" is a problem.

  • @GuyFawx said:

    Tunneling really just shows how unskilled a killer you are because your not multitasking and instead going for the ez downs. Especially when the killer has a 1 shot ability its like why tunnel that person out of the match your only hurting your own blood point gain. The only time I understand it is when ive looped them far too long and i messed up and got hit.

    Splitting up on gens just shows how unskilled you are as survivors because you are just making it easier to finish them quickly rather than prolonging the game for more blood points.

    It’s a really silly thing to say from either perspective.

    Eliminating someone early is often the best play you can make to apply pressure as killer.

    “You need to multitask rather than go for easy downs.” That’s probably one of the stupidest things I’ve read on these forums. Sorry if that’s antagonising but seriously stop belittling your opponent just because they eliminate someone early rather than play the game your way, often to their own detriment.

  • I've burned all the offerings I have, the fun is over for now.

    Never got more than 1 head pop from blocking alone in all attempts, (even the 4 pop game was 1 from blocking, 3x endgame they never took em off even after I started chasing, I'm not sure why).

    Never got more than 1 head pop from blocking that is except for the very last game.

    2 pops for one box at 4 gens, I promised myself I wouldn't cry hrrrmmm.

    I'm glad I brought the build too because the last two survivors were epic good, I tip my hat to them they got from 4 gens to 1 gen before I got one to second hook state.

    Awesome chases, these guys were way better than me, if I hadn't got the two head pops then there is no way I'd probably get any kills that game. Fortunately it was down to one after last gen and I got the 4th EGC down.

    I really wanted to let him go but I also kinda wanted the second BBQ stack after getting the double pop. Its not a great strat for making BP's nor should it be really, its kinda lazy.

    After 17 games I think I've got my fill. The best part about all this was the, good sport to salt ratio Most people could laugh it off and move on only 3 of 17 games had angry bad sports, 6 games had no chat at all so we can't count em.

    It makes me happy to see people not have a meltdown about a game and take it as just the silly bit of fun that it is. Props to all of them.


  • @Dwight_Fairfield said:

    I love facing Mikey in all forms. The mirror builds are fun because of the jump scares. The tombstone ones put the fear of god into me.

    Can I get an AMEN!

    exactly Myers comes in a few forms and you never know what one it is.

    Standard Myers,

    Jumpscare Myers,

    Mori Myers,

    Infinite Myers,

    Infinite MORI Myers,

    Love em all playing and facing them.

    He's a killer that's varied and threatening.

    Indoor map against jumpscare and you never know where he is and he can see you through walls with the right build terrifying.

    First person gets mori'd all of a sudden you aint playing so bold anymore you don't wanna get found because the threat is real.

    Its DBD as it should be.

  • There's nothing wrong with using dead hard it's legit.

    Its not some weapon that you justify using because you have a couple of games where your opponent played in a way you may not have liked, that's just silly.

  • @Xperian said:

    https://forum.deadbydaylight.com/en/discussion/comment/2865422#Comment_2865422

    On the other side of this, a Claudette ran a doctor straight to me, he then went for me instead of her. He then facecamped me, not even bothering to move. Team came and rescued me with BT, but he ignored all of them and went for me again. I get downed a 2nd time, this time with NOED which didn't matter anyways because I couldn't heal mid chase. 2nd hook it is. Get facecamped again. Team gets NOED, gets me off the hook without BT, I immediately go down. He then lets me sit on the ground for a minute while staring at me waiting for DS to run out, which I didn't have anyways. Once everyone realized it was futile, they just left and I got the the final hook. He got 3 hooks that game, all from me, and there was no reason for it. He literally just felt like facecamping.

    So tell me how much fun you think I had in that match. How I wasn't skillful because I couldn't run a doc for all gens and still escape, I went down after a quick chase and got essentially blocked from the game for the rest of the match. What survivors are out there that can prevent the killer from playing the game completely?

    Why does BHVR continue to just let this ######### by? Why are people getting tunneled and camped in 50% of matches? Why is that totally ok?

    All of that is assumed hyperbole.

    see my previous comment.

  • One very specific scenario that creates a hopeless situation is not a disaster.

    A base game element that created that scenario across multiple games or every game would be bad design, hence rotational unhooks because everyone could genuinely facecamp and deny gameplay by making it impossible to unhook.

    Having a hopeless game once in a while isn't a terrible thing, as I said its a high stakes game of chance and you may lose out. When that happens the goal is to farm up what you can before you die. You aren't denied game experience only the chance of escape. The narrow view comes from the expectation that every game should be chase - hook - chase - hook - chase - hook, that just one way to play the game.

    There is a work around to it, you have to apply teamwork and 99 the gens then pop them in quick succession so the trapped person can hatch out. Its very high stakes we managed it once and it was a lot of fun to try and do. I got so close to the hatch on my last attempt, so close.

    I'm sorry but a sense of loss of agency or inability to make meaningful choices is way to melodramatic for what we are describing.

    Lamenting the loss of license over meaningful gameplay rather than trying to make the most of it is really just taking this stuff too seriously.

    You're describing this like you've been made stateless or something. Its a video game not an existential reason to exist.

  • It can’t be done without a substantial buff to killer mechanics somehow.

    Everyone hates on camping but half the time if camping as killer it’s because there’s idiot survivors hanging around the hook. I love being accused of camping when I can see you hiding behind that tree waiting for the immediate unsafe unhook.

    Base kit BT makes every unsafe unhook a safer play. It’s not really a fix and will require a killer buff to counter. Maybe basekit corrupt or pop?

    Every suggestion about camping is punitive we have to punish people for doing it, it’s never let’s see why killers really camp in the first place.

    Chasing is becoming stupidly extended, it’s not uncommon to lose half the gens by first hook. Target switching is really not ideal as it’s very fast to reset pressure from wounds. Mindgames are pretty useless as most of them are countered not by playing around the structure but just holding W and pre dropping. Hit validation at pallets now favours survivor so even swinging through them has very low success.

    Im not saying the game is survivor sided or it’s impossible to play killer but with every reduction in return from chasing, camping becomes more viable.

    Add in a chase extending, fast healing meta and tunneling people out early becomes the smartest play.

    Everyone hates on antiloop, mobility and unpredictable mindgames but those are the counters to a strong chase game.

    Im starting to realise people just want long drawn out chases because they see that as fun, but long drawn out chases is the bane of playing killer.

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2864996#Comment_2864996

    Your opponent is not an employee; They do not exist to make you happy nor give you fun. They should not be expected to put your fun above their attempts to win in a PvP game.

    This is still the ONLY game I've ever played where I've seen people upset their opponent is not thinking about their fun.

    Exactly this, imagine spawning into a game of battle royal like unreal, you get a strong weapon your opponent doesn’t, now you’re not allowed to shoot at them till they get a gun too because it’s not fair and will ruin their fun.

    This is what you do when you play games against your 3 year old nephew so they can play too.

    It’s pvp sometimes you are gonna get the short end of the stick and that’s fine it’s part of the game.

    If people want a game that follows a set play and you always get your way, then demand custom game bots you can play against solo that way the game will always play out how you want.

  • @Maxitolliony said:

    https://forum.deadbydaylight.com/en/discussion/comment/2864967#Comment_2864967

    it was early game and think we had 3 gens done or something but ether or i only camp like last gen or end game but like it was way too early for him to face camp when there is 2 gens left.

    now i think about it more unhooking is kind of pointless in face camps since your just gonna get insta downed anyways unless you want to ######### and go next only thing i see.

    You don’t get to decide when they are allowed to hook defend or not.

    what you do in your games as killer is irrelevant.

    You had a great chase but then got caught and your team failed to rescue you and so were eliminated. That’s all that happened here. It’s part of the game and it’s gonna happen sometimes.

    If I’ve run the killer for over half the objective it really doesn’t surprise me if they try and make sure I’m eliminated because they probably don’t want to chase me for two health states again.

    It’s nothing personal so don’t assume it’s some attack on your fun because the opponent is mad at you. That’s a recipe for making yourself upset over a game.

    You can say I don’t find it fun to be camped that’s legit, but to say that it’s unjustified or the killer is angry at you, or you don’t do it so why should anyone else is really just BS I’m afraid.

  • @Grandpa_Crack_Pipe said:

    It's just a game, none of it matters bro, stop being such a whiner! Why should it be fun or engaging or have my input matter at all when I draw the short straw?

    Doesn't matter to me "bro."

    You make your own fun.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2863700#Comment_2863700

    Things most survivor players don’t say?

    just because there are some toxic ones doesn’t mean it’s actually a general thing.

    I think you're on the recieving end of it so often when you play a lot of killer, no matter how you play, that you can't help get a little jaded about the community in general.

    I've seen plenty of salty killers but usually when they lose, but a lot of survivors get salty and abusive win or lose.

    That said though I've plenty of positive interactions with good gamers on both sides, even ones that started a lil salty and ended up being a laugh.


  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2864644#Comment_2864644

    You are completely right in saying it's not a very common thing. Or it wasn't, until content creators started popularising it - that's another problem on its own.

    Calling AFK pig a specific set up is a bit of an overstatement if you ask me though, you slap on an ultra-rare addon then stand still infront of something, it's not exactly asking much of the player.

    I don't mean its effort to set up, rather you bring the specific addons and pair them with specific perks to maximise downs once you get the head pop. Its like insidious bubba there is a specific set up for it and its kinda obvious once you see it, its very low effort though.

    I'm sure there are people who would sit there all game and not even bother chasing in the endgame or even moving, genuine afk pig, but so far most of what I've seen is get one head pop then play out an endgame build for the 3-4k.

    This is a very shallow pool to draw from there's about 10 vids, a few comments sections in places and my own game against it to build off which is really not a great representation.

    I'm sure there are some bot farmer types out there who would just repeatedly afk and farm points doing nothing for 12 hours a day, but you'd run out of addons before you got any real gains because unless you play out the endgame and get the extra kills you are spending 9000 BP's in addons to get barely 4000 points back. So it aint great farming if genuinely afk.

    Given that I don't think it'l catch on as some exploitable afk point farm, what you'll get is someone builds for it, its kinda obvious when they do and you just do what you can in game banking on it not being you who can't get the trap off.

    Or if playing in a team then switch it up, 99 the gens and see if you can finish all the gens and hatch out before the trap goes off or the pig wakes up and gets you. Some highstakes endgame fun.

    If your head pops then laugh it off because sometimes it aint fair and that's not so terrible.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2864615#Comment_2864615

    I get what you're saying but BHVR clearly wants people to take the game seriously when they add in things such as SBMM, a system that is being used to predict the outcomes of matches and measure people's 'skill'. Whether the system works well or not is beside the point

    A game doesn't implement an MMR system because it wants players to not take their games seriously, which is why I think if that's direction BHVR wants to take the game then stuff like AFK pig doesn't have a place because like I said before it removes player agency and there's no 'skill' involved with it.

    And I know the whole "kills = skill" argument will likely crop up and I don't agree with how the system works, but rather the intention behind adding SBMM/MMR in the first place is to in theory keep matches fairer or balanced which I don't think anyone would say AFK pig is.

    Player agency also does matter in the long run because it's one of the things that keeps people playing. They feel like what they do/how they play has a tangible impact on a match.

    Look at the complaints around DH and NOED, people clearly care when they feel like their agency is taken from them by these perks.

    It's just DH and NOED are more widespread, popular and effective overall. I guarantee if AFK pig was a massively widespread thing, I'm talking seeing one every 5 games or something like that it wouldn't seem like this small niche thing that it's made out to be.

    I'll concede that player agency matters in the long run from an overall game perspective.

    But if there are a few specific scenarios that remove it, that require a specific set up that aren't a core game mechanics overall, then its hardly game breaking.

    If suffering that once in a while is too much for people then that's an over the top level of seriousness.

  • @Mr_K said:

    Your teammates could of given you a chance by 99% gens and have you try finding the hatch at endgame. Shame that some people don't think though.

    Yeah but I don't hold it against them not everyone knows.

    Some friends of mine were chatting about it and we tried a few cutom games eventually we got to the 99 the gens and try for hatch, you gotta get it in time though.

    Its intense running for the hatch while your head beeps faster and faster. Got so close twice.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2864451#Comment_2864451

    I think it should be patched out not because it's 'unfun/boring' but because it's a strat that actively takes any form of agency a player has away. Pig's RNG on a base level might be unfair at times but at least you know what to do better next time, don't get caught and don't get a trap on your head.

    There's no such lesson with this. Your point about "skill = luck" might very well be true, but to me it doesn't change the fact that at least as a player you have agency. There are things you can do about it or things you can learn for next time.

    I don't want to get into like the maths or stats of the strat, I just want to use an example to show what I mean

    You spawn in with a headtrap and you as the killer just so happen to block the box for me and another survivor. There is no scenario where we can do anything about this, one of us has to die with no input from the killer.

    I take your point but what I'm saying is it doesn't matter if you lose that agency because it doesn't really matter in the first place. Its only a game afterall.

    One very niche scenario that has a gurenteed death isn't game breaking and to feel cheated by that rare scenario by a loss of agency is just taking this stuff to seriously.

    Play it out your head goes pop have a laugh and queue up again maybe if you get it a second time your head won't pop again it doesn't matter.

    You'd swear losing in DBD meant you died in real life the way people act over it sometimes.

  • @BubbaDredge said:

    That's not a Head-popper Pig, that's AFK Pig. Head-popper Pig is when your goal is getting all your kills with hats.

    Its been colectively decided to call it "all in pig" Because you put all your play into one thing which is the box you choose.

    AFK pig is just diminuatively dismissive as most people doing it aint AFK.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2864399#Comment_2864399

    I would argue that it is really bad design because there isn't any skill involved. The killer doesn't have to do anything and survivors can't do anything. People have made the comparison with Bubba facecamping which is true to a point but at least in that scenario, there has to be a chase first.

    If you find it enjoyable and such that's all well and good, more power to ya.

    I just don't think this 'strat' is one that is healthy for the game and subjectively I personally don't find it particularly fun to both use or go against.

    That’s fine if you don’t like it, I just think it’s a shame that people will complain and it will probably be patched out on the basis of those complaints and those of us that do enjoy it from time to time will have to go back to every game being the same chase loop hook repeat.

    It is a pretty lazy way to play but that’s kinda nice because usually if you want lazy you play survivor.

    I think people get to hung up on skill in this game. Most of what people would call skill is often just luck.

    There is a point in most chases where a 50/50 mind game gamble takes place, people usually chalk it up to skill but it’s really just luck.

    It’s a very human condition to attribute our success to our own skill but most of life is made up of favourable random chance. You can make good decisions and leverage good luck, that’s skill but it often takes that lil bit of favourable random chance too.

    All in pig is an example of unfavourable random chance which we often get very upset about because we feel cheated by it. Still it doesn’t matter because it’s only a game, so the goal is not to take it too seriously and see what you can do before your head pops.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2864001#Comment_2864001

    "The point is it really bad game design?"

    Absolutely. Creating a scenario where, from the very beginning of the game, one or more players are guaranteed to die with literally zero way to change that or zero control over it is the pinnacle of bad game design.

    You aren’t guaranteed to die. There is just a very high chance one of you will.

    There are all the same elements of the game present with the high stakes gamble that one or more of you may be screwed.

    It’s a high stakes game of chance of which many exist and is not directly representative of bad game design.

    It could only be considered bad design within the very narrow confines of what people expect from a game of DBD, which is an equal chance to escape or die. It’s far from the “pinnacle of bad design.”

    I like the fact that some scenarios make it hopeless zero sum as it’s threatening and very on theme.

  • @Pepsidot said:

    You're trying to turn it around and say that it is the survivors that are just bad sports if they don't enjoy going against an AFK killer and dying to RNG. Even if I don't die in this scenario, it's a boring game of repairing all gens with no chases.

    There are still chases they are just part of the endgame.

    Finding it dull is different from getting pissy about dying.

    You can say I didn't think that was much fun because I prefer chases that's fine.

    I don't always prefer chases as many chases involve just running around the same rock 6 times, its just as dull and mindless in my opinion but another player isn't trash or scum or toxic just because they do that.

    There is a culture of "I didn't think this was fun = opponent is scumbag trying to ruin my game" that persists in this community, that's being a bad sport, and yeah if people get pissy about all in pig and want to insult others about it then that's what people are being.

    Folks are welcome to say I don't think its fun and that's fair. Given the RNG nature of it and the potential to guarantee 1 kill they will probably patch it out or make access to the box rotational like they did with hooks and these will be good changes from a game health perspective.

    In the meantime you are probably gonna face people giving it a go and its best to just be a good sport about it like anything in this game. I personally found it fun to face because I couldn't get the trap off and that made me desperate to find a box, when I realized I couldn't I just tried to finish a gen ASAP before I went pop for the points, as I said first time I ever felt the trap was a threat to me. I hope if they patch this out they buff pigs traps because really they are just a gimmick that give very little game value.

    I'd recommend giving it a go yourself while its still a thing.

  • @Majin151 said:

    Honestly I like this name for the meme playstyle instead of "afk" pig from now on I'm calling the "afk" pig playstyle the all in pig

    I'll second that because I've never gone afk playing this way.


    @TAG said:

    "I already know people are gonna hate on this post but to them I say stop being a bad sport."

    I don't see the point. The occasional person trying to stand up for a bad game design choice doesn't change the fact that it's a bad game design choice. You're still allowed to enjoy what you like, as long as it's within the rules.

    The point is it really bad game design? Over reliance on random outcome often isn't a strong design but games play out pretty much the same. Also makes a poorly designed slowdown the head traps into an actual threatening thing, which I found enjoyable.

    People only think its poor design within the expectation that the game should be played one way, looping and chasing. People also get very emotional when something other than that gets played. This was me preempting that emotion. Your head can pop due to RNG and you can still laugh it off and be a good sport about it, that's the great thing about games.

    @[Deleted User] said:

    I've only faced AFK Pig once. Luckily had a team that knew to 99 the gens. Only one poor sucker couldn't get the trap off and he couldn't find the hatch. Unlike you, they were fuming in end game chat. One unhappy camper.

    Yeah this is what I'm talking about, it can be played around, sad thing is in this example Mr head pop wasn't a good sport. Played some kill your friends the other day and we tried to play around head pop pig. 99 the gens then try the cages one with a trap still on tries for the hatch but usually doesn't make it. Still fun though.

  • @Voodoo_Thirsty said:

    https://forum.deadbydaylight.com/en/discussion/comment/2863569#Comment_2863569

    Out of 4 games I did bones, 2 of them blamed me for wasting time and 1 told me I was trash.

    I don't want to hear those things for doing smth others advised me to do.

    Objectively its best to take note of totems and maybe cleanse only one or two at most, then if NOEd procs you go back to the remaining totems that you know the location of to check for it and cleanse it.

    So its "do bones" but in an indirect and intelligent way.

    That being said... if you want to cleanse every totem you find then go for it. You aren't in the wrong here, the people having a meltdown at you for how you play are.

    I clear totems all the time its worth BP's I'll do it if I want to. I really don't care if Salty McTantrum takes the game too seriously that any deviation from a very specific script of play is somehow an affront to their fun.

    That's because, and I say this without a hint of malice, to hell with their version of fun or playstyle, you're not responsible for it.

    The major problem with this game's player base is people have a very single minded way in which they expect it to be played and get really pissy when that doesn't happen.

  • @BubbaDredge said:

    You answered your own complaint, bro. CoH makes killer way harder. Wounding doesn't slowdown anymore. 12 hooking takes longer than trials last.

    So when a killer gets you, they have to make it count and they have to do it efficiently. Going for the healthy survivor used to be a strategy, get everyone wounded so they're busy and off gens. Now going for the healthy survivor is the wrong play, the killer is wasting his time.

    Survivors benefit from CoH, massively. You don't get that for free, it's not like killers are just going to keep playing without ever trying to counter it. The counters for CoH are tunneling, camping and NOED. If you have a better idea for killers, say so. Snuffing boon totems over and over isn't something I'd consider.

    Also just accept that if you're near death or about to enter struggle phase, you're getting camped sometimes. Killers that play smart exist. Tunneling is the most efficient strategy and it's not the killer's job to protect you from it.

    spot on.

  • @FlameGNG said:

    ow is it even possible to get 6 hook campers in a row???

    i've played 4 matches today 3 of them has been against a nemesis 2 of them has been hookcamping. the game before that was against a pyramid head hookcamping...

    around a week ago i got hook camped 6 games in a row??

    4 weeks ago i hadnt faced a hook camper in like a month or 2 but now its like 6 out of 7 matches just pure hook camping and yet the killers that doesnt hook camp complain "yOu RuN mEtA pErKs" which ive stopped doing but honestly DS is a must at this point

    its so boring because i find killer overwhelming due to ######### perks like CoH making it 3 time harder to perform well one some killers and then im like ooh fine i will play some survivor... and the killer is just an hook camper that says GGEZ NOOBS from russia playing nemesis :p

    Something as simple as removing the skillchecks or bringing back the old stuggle would help 200x more it would make it so you can sit on your phone or something instead of sitting and doing skillchecks for 60 seconds...(i dont want to suicide so the killer gets even more value from it)

    I don't want to play killer as its overwhelmingly too hard.

    I play survivor but I want the killer to play the way I want.

    Hook camping killer complained that I have meta perks and used it as a justification for camping, but I can't play killer because of survivor meta perks making it 3 times harder to play.

    Never come to the forums grumpy you'll rant like a nutter and be all over the place.

    Sounds to me like you have a very narrow view of how the game should be played and are very quick to call even slight deviations from that camping and tunneling.

  • I got 4x head pops I'm so happy :)

    On the game map too, it was just meant to be.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2862541#Comment_2862541

    Keep in mind that the devs have made it crystal clear that they consider 'smack talk' to be an essential part of online gaming. Why...I have no idea.

    Unless it's rising to the level of racial slurs or actual threats, I wouldn't bother reporting.

    Yeah that's what I mean by abuse.

    I'd prefer if people didn't get the egos involved in games too but it seems inevitable.

  • There is already plenty of good advice here I won't repeat it.

    I just wanted to restate to remember that its only a game and while some people take it way to seriously, the goal is not to get tilted even in the face of really obnoxious play.

    Obnoxious play, while not the most fun, is not always malicious and feeling attacked because of it is a recipe for getting angry at the game. Don't do it to yourself or let anyone else do that to you.

    Abuse post game really is a problem though and should be reported every time. Its sad that people feel the need to do this over a game. Toxicity goes both ways but I do find you get a 10 fold increase of it on the killer end so there is gonna be more of it.

    Take measures to keep yourself safe online and report what you can, hopefully we can one day have a better gaming community who can act like adults no matter what happens to them in a video game.

  • If folks are grouped up you can apply rapid pressure to multiple survivors with successive downs.

    It works well on insta-down killers and can snowball quickly if you catch all survivors with it, without any means to pick themselves up.

    Knowing when to slug and when to hook can make up a big part of your game as killer.

  • Jokes aside, I've recently torn the tendons in both thumbs, its been 5 months of rehab and I'd love to be able to just tie my shoes, do a button, pull my pants up or wipe my arse without pain.

    Button mashing controler users you have been warned.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2860313#Comment_2860313

    No, it wouldn't remove strategy. If you're hooking someone on an edge hook on swamp, you're probably gonna make it, whereas if you go for a central further hook but get body blocked once, you lose the hook. And this is without any hooks being destroyed yet. Imagine when they are.

    https://forum.deadbydaylight.com/en/discussion/comment/2860331#Comment_2860331

    "Getting a down doesn't mean you deserve a hook." WHAT?!

    Exactly what it says, just because you downed someone doesn't mean you will get to hook them, there are a bunch of mechanics that help survivors escape your grasp. All of it is legit play.

    People act like not being able to hook someone after downing them or having to plan how you chase or where you hook is fun killing game breaking RNG.

    Yeah there are some exploitable spots that will hopefully get patched out but hooks breaking and creating a dead space is just part of the game.

  • I can’t win against this killer it should be nerfed.

    but only on PC. #########.

  • @NAERUUU said:

    https://forum.deadbydaylight.com/en/discussion/315099/idea-to-stop-tbagging

    WHAT ?

    Let’s add an knee problem for each survivor ;)

    Think of it as a digital representation of the thumb problems they’ll develop in really life.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2860313#Comment_2860313

    Ah yes, arbitrary punishment for winning a game based on RNG is not "game breaking" or "the issue".

    You’re not punished for winning.

    Getting a down doesn’t mean you deserve a hook.

    make better decisions when choosing where to hook someone, be mindful of where chases are heading and herd survivors the other way.

    It’s all part of the game.

    Yes there are areas where hook spawns could be revisited but that doesn’t invalidate my point.

    Also random variance and chance make up a large part of the games replay ability. Without it the game becomes a generic predictable experience.

    Games that are the same every time have very little staying power because they get dull quick.

    RNG isn’t the enemy and if you think it is then my advice is never play games involving dice, you’ll spit the dummy every time a roll doesn’t go your way. We all know that guy and nobody wants to play with them, don’t be that guy.

  • Expecting a PUG to perform as consistently as an SWF boggles my mind. You are gonna get a mix of players in a pug and it’s always gonna be less effective than an organised group.

    If the team is made up of people with wildly varied experience then that is a failure of match making.

  • Hey they were looking for an easy measure and they got a nice binary metric die/escape.

    Is it representative of skill though? Probably not as players define it because the emblem system took into account contribution which is probably a better descriptor of skill overall than just die/escape.

    The great irony is the old rank system was probably a better measure of ‘skill’ than the new SBMM.

  • I really don’t see the issue.

    Part of the gameplay involves hooking strategically and denying hooks by making smart plays in chase.

    Some hook spawns need to be looked at but it’s not really game breaking.

    The random element of games is a healthy thing. If it was always the same all the time it would get bland very quickly.

    Some hooks are very conveniently placed being able to rely on those central hooks anytime would remove a lot of the strategic decision making of where to hook.

  • No, nor does it deserve anything as compensation because it’s not a real achievement.

    You haven’t performed a service by playing and unlocking these things and to think it’s a feat worthy of compensation because you “worked” for it is just nuts.

    Playing a video game isn’t work, having to play that game slightly longer than someone else because they changed how you unlock things after several years is not something in need of compensation.

    If behaviour want to hand out some bonuses for sticking with the game then great but to view it as compensation for invested work is so silly.

  • @firedaflareforhelp said:

    bro you pip like that all the time what you mean its not hard to pip as bubba facecamping with insidious hell there are even ways to make it impossible to do gens quickly deadman switch and scourge hook so you can kill them faster and slow the gens down without even having to go to them its ridiculous what is going on in this game in 2021-2022

    What happened was people got what they asked for.

    1v1 viability for solo queue survivor players.

    You can now stand almost toe to toe with killers 1v1 making multiple chases the least viable play style.

    just as survivors figured out splitting up on gens is most viable, killers have figured out tunnelling one player out is most viable.

    Easiest way to do it is make sure first player dies on first hook or immediately after then mop up remaining 3 over last one to two gens.

    It works well except for those few games where survivors focus on gens and leave, but they are few and far between compared to people trying to hook save and giving you the early tunnel death. Even when survivors do focus on gens and leave you may still have enough time for a second endgame kill making a 2D/2E game which we all know is the epitome of balance.

    It’s not a malicious attack on peoples fun, nor is it killer players fault for gaming in a very efficient way, just as it’s not survivors fault for splitting up on gens. It’s what works and works consistently well so people are going to do it.

  • @FrostyEyesSusie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2858320#Comment_2858320

    The obvious solution is to make it so that NOED has a built-in undying to it. It should keep jumping from null totem to null totem until all 5 are broken. I'd even go as far as to make this new NOED basekit.

    That way tunneling gens will definitely be a thing of the past.

    You are basically creating NOED auto boon which really would just be OP.

    NOED is strong but its an all in play, if it gets cleansed its gone but while you have it, its really powerful.

    Its pretty well designed and relies on survivors to be concious of its potential every game.

    Part of the problem with boons as a mechanic is they can just be constantly reset, no cooldown, no tokens just the time it takes to bless the totem. If they were weak and situational effects then sure no worries but COH is free boosted healing for everyone which really is just nuts. Doing the same thing to NOED with auto totem switching built in is just as nuts.

    As a predominately killer player it would be great but from a game mechanics perspective it would just be broken and unfair.

  • I realise this is just a snide post but the reality is that it really is sub optimal.

    I get that its designed to try and tilt your opponent and is completely valid if you want to try that, but against an adult with a sound head it won't work and you'll lose precious distance engaging in it.

    This makes it a very sub optimal thing to do that only works if you opponent is taking things to seriously.

    Although given the state of the player base its probably more optimal than I'm giving it credit for, its kind of anti-cry baby tech.

    It is unnecessarily obnoxious though and I don't really enjoy playing with people whom engage in it all game because I like a thematic horror game and what you often get is a childish pvp sweat fest.

    It doesn't tilt me or upset me but I just feel a genral lessened level of game satisfaction as a result. I just don't like playing with obnoxious people.

    I really want a solo mode with bots. I'm tired of all the negativity interacting with people online brings and DBD is rife with it.

  • Complaining about tunneling and camping doesn't invalidate peoples complaints about other effects.

    Ruin and undying doesn't prevent tunneling and camping. In fact if they are still up after you burn one player out you get even more value out of them.

    COH limits hit and run playstyles which means commiting to chases is ideal but that doesn't mean you have to commit to just one person, its possible to play around them and still focus on different survivors its just not as optimal.

    Yes players who smash out gens get caught harder by NOED but that has nothing to do with camping and tunneling.

    Discussions about mechanics are different from "I don't like this" because one is usually constructive and the other is just whiny BS. Whiny BS people are gonna whine about everything its what they do.

    Just don't let whiny BS be the basis for changes to game mechanics because that isn't good game design wise.

    Just because tunneling someone out is the best pressure you can apply as killer doesn't mean we need to punish tunneling, rather we need to make sure other strategies are just as or more optimal. In many cases they are not.

  • @FrostyEyesSusie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2858306#Comment_2858306

    You usually spot 3 totems just moving around the map, without looking for them.To cleanse all the totems, each survivor only needs to cleanse 1, and someone needs to cleanse an extra. Assuming you're an average player, that means each survivor has the chance of cleansing 3 totems, or 3x their quota. It's not at all unreasonable to expect them to cleanse all 5 of them through the course of the match if everyone helps.

    I agree I was just pointing out that the do bones argument is stupid and unhelpful because you are more likely to find noed on one of the 3 totems you spotted throughout the game than you are trying to search for the 1 totem you never saw while clearing others making that one the only option.

    "Take note of bones" would be better advice than "do bones."

  • @DoritoHead said:

    https://forum.deadbydaylight.com/en/discussion/comment/2858151#Comment_2858151

    But that's in an ideal situation.

    Let's say that the killer wins a chase, hooks a survivor, then finds another one using a tracking perk or just by chance.

    Ideally, for the survivors:

    -One is on hook

    -At least one is coming for the rescue

    -One is being chased by you

    -One is on a generator.

    To do bones, one survivor has to get off of their gen, which effectively grinds the game to a halt until they get back on it. For just one hex, this isn't a problem, especially because this won't always be how the game plays out. However, when you need to find and cleanse 5 totems for a perk you don't even know if the killer has or not, it becomes a problem. Not so much for an SWF, but almost impossible for a solo Q player to handle.

    I personally don't think NOED is overpowered, however I still think that "do bones lol" is a weak argument to defend it.

    Do bones is a weak argument mainly because the best counter to NOED is not to clense totems but rather note their location and return to them if NOED procs.

    Maybe clear the last one you find at most to cut down on number. Its rare I don't spot at least 3 a game while just moving around the map.

    I'm starting to think people play like they drive, looking at the dashboard only, oblivious to what's around them.

  • @PeaceNGrease said:

    Is anyone getting a lot of DC's when playing The Onryo? I just had a full lobby dc against me almost immediately as I found them on Badham of all maps. The funny thing was they weren't all in a group, one was on PS4, do people hate going against her?

    Not yet, I still get the most DC's with mori Mikey, nurse and bubba. I'm only about 10 games in with Sadako though so plenty of time to rack up the salt shaker as it were.

    Not that I'm mining for salt but if you play enough of this game you get your fair sprinkle of it even without trying.


  • @Irisora said:

    I'm glad I didn't buy the chapter without seeing how she performs. For what i have seen, i don't think shes fun or at least useful in chases and what makes a killer fun at least for me, is having a power that can cut chases. She may have map presence but feels like another M1 killer, unless they change something significative (which i doubt at this point) i don't think i'll get her.

    The map pressure can be lost quickly too if TV's are off, so yeah there are some hard counters that result in her just being looped or hold W, without much to answer it.

    Definitely sounds like she's not your cup of tea and if you want the perks I'd wait for a shrine or a heavy discount before grabbing her. Real money for liscenced DLC is the barrier.

    I've struggled to get into Artist and Twins, but I got em with shards so who cares right.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2857118#Comment_2857118

    https://us.v-cdn.net/6030815/uploads/F8ZXZWZCS4IE/image.png

    ive had quite a few sadly, screenshot from yesterday, they decided to dc literally mid sacrifice animation i guess to send a message?

    I'll never understand it you play a whiole game but DC during a mori/sacrifice and lose all your BP's and get a dc penalty simply because you don't want to watch it.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2857021#Comment_2857021

    I honestly kinda wish he had something similar to Sadako, in terms of survivors not being able to immediately spot him from a mile away. At the very least in T1.

    Could be reduced in T2, and not available in T3. It would have to be something different since he isn’t really like a ghost. I just don’t know what type of VFX would be fitting for him.

    I do like his aura reading add ons tho.

    Not to get too off topic I think Myers is in a pretty good place as is.

    He's definitely not the strongest but depending on set up he has heavy snowball potential and can bring the game to a close very quickly if survivors play poorly or don't know how to counter him.

    I'd say he's one of the last few killers where, depending on addons, his playtsyle can shift dramitcally and he can be really threatening with the right set up. He also fits well with the character he's based on subdued creepy stalking that builds to a last minute bloodbath.

    He does jumpscares better than sadako too, even though it seems like they were going for a jumpscare type theme with her.

    I'd say the biggest base mechanic buff he needs is for stalk to slowly recoup on maxed out survivors so he doesn't end up with no power just because someone died. To mitigate the power of his iri addons they could reset it back to the original maxed out stalk status when you use them.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/314850/im-glad-i-got-sadako

    She's...ugh.

    I saw everyone and their mum playing her on launch day, because she's so damned iconic.

    Now...I haven't seen a single one since Tuesday.

    She has amazing visual and audio design, but mechanically - she's just sort of crap.

    • Her stealth and phasing are almost completely useless without addons. Played a few games as her today and even with me actively trying to time mindgames with the phase 'pulses', I didn't see anyone do anything different or make any more mistakes. I know that as a survivor, I never had trouble keeping track of her.
    • Condemn is mostly negligible unless you get sent to Midwich or The Game, and even then you won't get a mori unless someone makes a huge mistake.
    • Her teleports are about all she has going for her, and the cooldown timer + ridiculous RNG on TV spawns (far too many tend to spawn in totally useless configurations) + the ease of negating any dangerous TVs near you means that it's an okay tool, but not enough to salvage her.

    Onryo is a cute killer, but she brings nothing to the table that other killers don't bring better. Wraith has more consistently useful stealth (hell, several killers do), Demo and Hag have more reliable mobility and ambush potential.

    If we don't see some pretty major love given to her, she's going to be Twins V2.

    @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2857010#Comment_2857010

    But the point of this post was never to debate on if she was good or not, if she needed changes or not. It was about how fun she is, and like I pointed out a character can be fun without being good. You can still enjoy playing as someone whilst recognising there are flaws in the kit.

    "she's fun" / "really enjoyable" / "really captured the theme well" are quotes from the op, and absolutely nowhere is the topic of balance brought up.

    Yeah mechanically she really isn't the strongest, it feels like there is no real advantage of the manifestation as people just move as usual.

    Porting around to catch people in chase has been fun but most good teams will just switch off relevant TV's and I haven't really found a way to play around it yet.

    I have a paltry collection of perks on her so playing with build is not much of an option yet either.

    I'm happy people are debating her strengths and weaknesses here because definitely fun can be broken by bad mechanics and like many of the roster she is pretty hard countered by just standard survivor play, so its not meta shifting at all which is a shame. Current survivor meta is so ingrained though that it probably will only shift with a major game overhaul.

    I'm having fun with a killer other than Myers or Trapper for the first time in a while though, which is kinda refreshing.

    I really wanted to like Artist but I find it so clunky to set up her crows, maybe I should remap my keyboard for her so its more intuitive.

  • @Johnny_XMan said:

    I’m with you OP.

    It is a step in the right direction in terms of the “creepy” factor.

    I love her map pressure abilities and how you can totally mess with someone during a chase who thought she was still behind when in fact you teleported.

    I am a Michael main but she is easily starting to become a top favorite of mine. She has what I wish Michael had more of.

    Yeah I basically main Myers thease days too and I kinda like her for the similar creepy factor.

  • @Nathan13 said:

    glad you like her!! I haven't bought Sadako yet.

    I wasn't planning to I've gone off DBD a bit but after watching a few gameplay vids I thought that look slike it could be fun.

    I'm yet to havce a really strong game with her mechanically she's pretty counterable but its different and I'm liking it much more than I liked Artists even though the latter is definitely mechanically stronger.

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