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pseudechis

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  • Or the point could be made that every other killer needs a good buff the bring them up to blight and nurse standards and make every game an exciting game of survival against a scary antagonist regardless of which one is picked.

    Blights in a goo dp;ace as he's an all round good killer and its where all killers should be.

  • I run corrupt from time to time and I know when to drop chase but spreading damage isn't really viable anymore with COH.

    Its more about the lackluster game as survivor. Seriously you can just run from gen to gen without a care anymore. It really waters down the game experience to be so safe when playing survivor.

    When was the last time you actually felt scared of the killer player, I know a lot of people get off on being able to run a killer endlessly but I find it kinda dull to be unfazed by the killer when found.

    I'd say 1 in 10 games are thrilling and the rest are just sit on a gen and walk out the door.

    Killer games still go either way and 3 gens done up front isn't a loss. My motivation to go for 12 hooks though is not there when half the opponent objective is done when only 1/12 of my own objective is complete.

    This can't be what was invisioned as how the standard game goes, I think that's DBD's problem it doesn't live up to the horror experience its advertised as.

  • @Pukenplag said:

    https://forum.deadbydaylight.com/en/discussion/comment/2837997#Comment_2837997

    Everyone is different. People on these forums have this thing with "if you are angry at losing, then you have mental issues". No, I am simply angry at losing and I'd be much better off just skiping a boring animation and move on.

    And no, I don't ruin people's games because I'm angry. I can't ruin your game if I'm already dead.

    Think of it as a personal growth moment.

    A first step towards emotional maturity.

  • @Pukenplag said:

    https://forum.deadbydaylight.com/en/discussion/comment/2836653#Comment_2836653

    I am proud to be a sore loser against dirty killers. Fun matches, I would gladly sit through the animation, you earned it. But when I die on hook at 5 gens with a nice item I risked using, because of a tunneling and facecamping 5k ping huntress, that animation just further rubs in my face the fact that I'm not good at hockey.

    That's not something to be proud of. What you have described there is just you being a bad gamer, we all know one person that makes playing games unfun because they are just no fun to play with (They get angry over losing, the game not going how they wanted, ruin it for everyone else just because they aren't happy) don't be that guy. Dead at no gens dead at 5 gens it doesn't matter.

    You are taking the game far to personally and that's unhealthy,

    The mori animations especially can be great, die thematically, own your loss and move on as getting all pissy over death in a game is really just childish and ridiculous, and it is just getting pissy like a child nothing more.

    Best in game death I ever had was getting mori'd by hag on Hawkins, I was downed behind some barrels and all you could see was my feet sticking out, the hag's hands flailing and blood splatter it was a very cinematic implied death with only subtle visual, real horror movie moment.

  • @Cetren said:

    I feel like this is just for people who get salty about dying and can't bear to watch themselves actually lose the game.

    I agree.

    The argument I’m bored of seeing it, it goes for what barely 30 seconds, is just a lame rationale for being a sore loser.

  • @shelobster said:

    Tunneling camping and slugging already completely destroys the horror aspect and it happens more or less in every game. Survivors bringing perks ro help counter said behaviour is just fair.

    So being hunted to death quickly, tortured on a meat hook or left to bleed out make the game less horror. you sure you know what horror genre is?

  • @deKlaw_04 said:

    https://forum.deadbydaylight.com/en/discussion/312745/coh-literally-removes-completely-the-survival-horror-aspect

    This game is more action than horror. It loses its horror factor after at most a month of playing the game

    What makes it scary is the unknown and the threat of death.

    Sadly most killers have tells to let you know when they are using their power so watering down the unknown and whenever killers are threatening rather than find it thrilling to be hunted survivor players just get pissy and sore losery because they want to win not be scared.

    The game suffers overall as a result. Perks like coh that really are unbalanced for all team Uber healing at the cost of one perk slot really make it so bring injured isn’t threatening at all and this is really bad for the atmosphere of the game.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2834737#Comment_2834737

    Yes, but to be fair, that could be because I don't assume anyone who disagrees with me must play the role opposite the one I am discussing. I can't imagine how tiring that must be for you.

    Facts are facts, every time any sort of poll has been done, the vast majority (right around 80%) play both sides. It's up to you if you want to accept reality or just continue to feel martyred by fictional forum leaning.

    I think its largely knee jerk response to people disagreeing with them, folks want an echo chamber not a discussion or debate.

    You often find the people screaming that the forum killer or survivor biased are also people making just really outlandish or silly claims and when someone says hey that's just kinda silly their first response is well of course this is forum is biased for X, rather then hmm maybe I am being silly.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2833987#Comment_2833987

    And again, isn't what I typed.

    The relevant sentences would be

    "if I have to work specifically to make it fun for others instead of me"

    And

    "Luckily DbD doesn't work that way, so I'm good"

    I was originally responding to someone who was complaining that killer tactics didn't "maximise the fun" for survivors. I don't believe that maximizing fun for survivors, is part of the job for the person playing killer, and pointed that out. If you feel differently, I would love to know why.

    Well I completely misinterpreted what you mean then. To be fair the initial post you were responding to was folks saying they wanted to be compensated just for playing killer which is just kinda silly.

    I agree no one is responsible for anyone else's fun other than their own.

  • Well specific to the topic pentimento really isn't OP, its situational at best and relies on survivors actions to get value making it a rather passive perk. If people are't cleansing totems or are only placing boons you get very little value out of it.

    For the title overall killers being OP, I would rather face off against a scary killer with a high chance of catching me making an exciting survival horror experience than run circles around a weak killer or just sit on a gen while my team mate runs circles around a weak killers.

    OP killers make the game exciting and fun, if killers aren't threatening then why should survivors bother even trying to escape in the first place?

  • Its already been nerfed though, twice.

    DS used to be if you got downed you got to DS regardless of hooks, it was anti momentum and a lil OP x4

    Nerfed to require hooks but doesn't deactivate so paired with UB for 60 secs of total immunity regardless of actions. Still OP and anti momentum.

    I think the current change to deactivate it on healing and gens was a good change, if you have time to progress the game you aren't being tunneled so you don't need DS.

    Gates maybe but DS is at its strongest in the endgame being able to keep it in your pocket for the whole game to use it as a last minute escape seems like a good use I'd be disinclined to deactivate it on using the gates as it still allows for a desperate last minute escape if you are downed in succession in the endgame. Its a very specific scenario that shouldn't happen that often and if you've managed to save DS till that critical moment then you earned it.

  • People project their frustration onto others.

    I lost and I'm angry but I'm not a childish sore loser its my opponents fault, they are trash, cheating, exploiting etc etc etc.

    I lost and my ego is bruised so I'm going to belittle my opponent to make myself feel better.

    Its just the never ending cascade of sore losers and bruised egos that makes up online PVP.

  • I really want to like here but I find her power clunky to use.

    I'm not disagreeing with you but I keep trying and just can't seem to get into the Artist which is a shame because her design is pretty cool.

    There is a lot of hate for her but if you are enjoying her and found a way to make it work for you then go for it, I personally just can't really get her to work for me so I've kinda given up.

    She's definitely not OP and smart play can get around her but she can shut down loops and punish sitting on gens from afar which does give her some good gameplay making not weak either.

    I think its like most things people have one way they want to play the game and anytime that doesn't work or requires them to mix it up they hate on it. Think old spirit I miss the guessing game that was her anti loop mindgame, its much more predictable now making it yet more of the same generic loopy loop you get from other killers. :(

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2833901#Comment_2833901

    Oh yeah, I only want to be paid if I have to work specifically to make it fun for others instead of me, because at that point I'm not playing a game, I'm doing customer service. Luckily DbD doesn't work that way, so I'm good

    If you aren't deriving fun then frankly you should play something else. I play less DBD these days because there have been a few design changes I don't think were very good lately and made it generally less fun overall.

    Its not some benevolent act to play one side or the other and you really aren't deserving of extra BP's just for the sake of doing so.

    The only real rationale for BP bonuses based on side is population numbers, if you have a disproportionate number of players playing one side then you compensate the other to incentivise players to switch and reduce queue times overall. That makes sense.

    The "I deserve extra BP's because I don't find it fun to play one side" is just a silly mindset to have.

  • if you cherry pick your topics you can kinda say anything but really the "get good" taunt gets thrown around both sides plenty, the whole them vs us is really tiresome. There are bad players on both sides asking for unnecessary nerfs.

    A lot of the problem stems from the most efficient play often has some hard counters that make people upset when they expect to win.

    Smashing out gens and ignoring anything else gets you to endgame very fast, its very efficient high pressure play by survivors, but then NOED often gets maximum value because noone took the time to cleanse or even observe where totems were so they expect to escape but end up on the hard end of NOED at its strongest, the end result is boo hoo nerf NOED I expected to escape and didn't..

    The same goes for killer hard tunneling someone out early applies the maximum pressure a killer can and is often the most efficient way to play, so everyone brings 1v1 chase extending perks as a hard counter and we get the same dull meta and everyone going boo hoo DH rewards bad play and extends chases too much etc etc.

    There are some legitimate topics about how some mechanics work and/or might be improved to attenuate their strength but 9/10 threads are "I hate this boo hoo delete it/nerf it please".

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2833676#Comment_2833676

    Tell you what. When BHVR starts financially compensating people for Playing the killer role, we can start expecting them to worry about maximizing fun for the other side. Until then, maybe treat the killer side as opponents, rather than the DM here to give you a good time. And that's coming from someone who plays at most 3 hours of killer per month, as I find solo survivor far more fun.

    @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2833750#Comment_2833750

    BHVR would file for bankruptcy if they compensated for all the slugging, tunneling, camping. Come on now, it is NOT that bad to play killer. The side where your skill and progression actually does reward you. Solo does not. The issue is clearly killer isn't fun for some players unless you are noob-stomping them at 5 gens still up.

    Lets be real both these statements are completely idiotic if genuine.

    Only the most entitled customer expects any kind of compensation for playing a game, you guys can't be for real and if you are holy crap man find something else to play your attitudes are unhealthy for the game.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/312430/tunneling-should-be-promptly-addressed

    As much hate as you get Sluzzy, you are absolutely right on this one. (Honestly, I think a lot of the hate you get is because this forum is so crazy killer-sided).

    And the other stupid game design decision is the fact that new players have absolutely no way to counter face-camping and tunneling-off-hook-till-dead until they pay cash for Laurie Strode (or get lucky with the shrine of secrets) and new players have to pay blood-points to open up the option to counter a strategy available to every single killer from the get-go.

    Everyone loves an echo chamber.

    This whole thread is I failed to evade the killer and want behaviour to fix my mistakes for me, that's all.

    It's an elimination game, you will sometimes be eliminated early. If you are being caught and eliminated early in 80% of games as claimed by the OP, then its a you problem.

    Its also the best pressure you can apply as killer to eliminate someone as early as possible and take it from 4v1 to 3v1. If a killer can just focus on you and remove you from the game early without a lot of gens being done, then frankly your team dropped the ball on multiple fronts and you personally failed to extend chase enough to get gens done or escape from chase effectively enough to evade the killer.

    Look up and run some builds designed to help you lose the killer and learn how to use them. There are some really good ones.

    Being chased and getting eliminated is part of the game, its not the game ending sky is falling "very serious problem" "game health in jeopardy" dooms day its described as, but we all do love some ludicrous melodrama.

    The pay wall for strong builds for new players applies to both sides, the "them vs us" mentality is a tired trope that is the bastion of the sore loser, don't be that player.

  • It’s by far some of the most interesting idea yet for alien.

    Sadly this game works on a flat plain to really capture the feel of alien you have to be able to run up the walls and ceilings rendering loops and pallets worthless.

    So the alien would be nothing more than a glorified killer skin and devoid of the elements that make it unique and scary. Think the upside down first perspective chase scenes in alien 3.

    AVP games capture the alien so well as you are not confined to the floor. That element would be completely lacking in DBD.

    That’s why I don’t think it would ever work and kind of hope they don’t.

  • 10 mins is a really long time are you sure you’re not exaggerating for effect?

    You are going to get bad pugs as survivor sometimes it’s nothing to rage over.

    That said I do agree that the SBMM system is crap and poorly implemented. It has sucked a lot of fun out of the game in many ways.

  • @420WEED420 said:

    It's because 99% of survivors are toxic and ######### and if they say anything different they are lying. You don't get extra xp for just standing there doing nothing especially since I'm not even close to exit gates. Same reason they tbag then say it's not toxic. Like do you even know what tbagging means? lmfao

    This is BMing working though. Tilting the opponent is one way to make them make bad decisions. BMing can only annoy you if you let it.

    It’s kind of like someone giving you the finger. Someone arbitrarily shows me one of their fingers and I’m supposed to feel bad, good luck with that.

    The cost of BMing is born entirely by the survivor who does it. They lose distance and time in game, they repetitively mash buttons on their gear which is just wear and tear on their own equipment and a recipe for future rsi in the wrists and fingers.

    It really is a silly thing to do and absolutely nothing to concern yourself about when playing killer.

  • I’m sure there are folks whom want to rub it in the killers face, but as you don’t know people’s motivation, assuming it’s this as killer is just a recipe for antagonising yourself, best not to bother with this line of thinking.

    I never really understood the I like to give points to the killer idea as most times, at least for me, I’m maxed out on chase points anyway and can usually get more just spamming my power and breaking stuff.

    I typically just leave as survivor because I know for myself as killer Id rather get into the next match quicker so why drag it out for what’s often no more than a paltry final 300 bps.

  • You may not be upset as you put it but why even “call it out” when there is nothing to call out.

    There is nothing wrong with camping or tunneling they are just gameplay.

    Can’t you see how it comes off as kind of petty to feel the need to call people out for gameplay that you don’t personally like.

    Why comment at all? Just be an adult and move on.

  • DS has already been toned down with a more anti tunnel focus. The days of old DS/UB 1 min of complete immunity to do gens, heal or whatever are gone.

    If you down someone in endgame you have to anticipate that they may have DS, wait it out or accept you may not be able to hook them if they crawl out in time.

    Play around it and accept that as with many perks, you may get the perfect use scenario that all but guarantees an escape that you can't really stop. That's fine because scenarios like that should be the exception not norm if you've applied good pressure throughout the game.

    Sam goes for BT don't get caught out by the BT body block speed burst to the gate. Its 15 secs if they are close enough to the gate to get out then they probably will but if not you should be able to get that down.

    NOED and bloodwarden are great counters to this and worth running if you come across it a lot.

  • Proof of nothing, its just another example of salty players being bad post game.

    It happens on both sides, trying to use it as some kind of us vs them "proof" of one side being worse than the other is just as salty.

    Move on already.

  • @Tiufal said:

    https://forum.deadbydaylight.com/en/discussion/comment/2823871#Comment_2823871

    Thats bullshit. The answer is get better at chases or if youre strategic at all, think about gen defence/pressure. But the answer is never be a jerk and tunnel someone.

    Its not being a jerk to tunnel someone out, its just being efficient.

    Why is it ok for survivors to be very efficient and split up on gens and smash them out but its not ok for a killer to do the same?

    Both are legit strats that work and are perfectly fine in game.

    Don't ask one side to play less efficiently just because you get pissy when eliminated early, that's an unhealthy attitude to have game wise.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2823092#Comment_2823092

    You talk about gamesense, but you describe it as 'not a big deal' to have to stay off the killer's radar in the last segments of the game.

    By the time NOED is about to pop, there's only three locations the survivors need to go, drastically increasing the likelihood he'll find a survivor. Then when NOED pops, it goes down to two locations. Add in the movespeed boost, and not getting caught during end-game is pretty damn unlikely. At least one sod is likely going to get into a chase at that point and will likely get smacked by the instadown.

    At this point, the killer is also entirely within their right to facecamp whoever they get, so that one instadown is far more dangerous than it is at any earlier point.

    'Just cleanse then!'

    But that's RNG dependant due to the way it spawns, and RNG does not a fair perk make.

    'Just cleanse 5 before repairing 5!'

    That's a full extra gen of time spent working on countering a perk the killer might not even have. Which takes NOED from being an instadown in end-game to the best slowdown perk in the game, and an utterly broken one if the killer doesn't equip it.

    NOED has by far the most involved counterplay of any perk in the entire game, but it doesn't pair this with a moderate effect. Its effect is the strongest in the game bar one, which is also the highest effort, highest risk perk in the game: Devour Hope. Comparatively, NOED has extremely low effort, extremely low risk, and really high reward.

    Kind of like Dead Hard.

    EDIT: And none of that is taking camping into consideration.

    There is nothing wrong with some involved counter play.

    Its perfectly healthy for the game to involve survivors having more to think about more than just holding M1 on gens and running around the same rock.

    Only a fool cleanses 5 totems, use your head and remember where they are. Throughout a game I’ll typically spot at least three and have a good chance of find a NOED proc if I’m not already detained.

    1 gens worth of time which is nothing in game terms. If one gen worth of time is causing you to lose the problem is you.

    RNG makes games unpredictable and is a not a terrible thing. Some element of randomness is essential for there to be any kind of variation in game play. People talk about RNG and guesswork like it’s some kind of enemy of fun but everything being directly predictable and perfectly counterable without any random variation to mix it up is the embodiment of dull.

    NOED is strong sometimes you’ll succeed sometimes not. It’s a great perk that makes the endgame threatening and exciting. If the killer isn’t threatening then why are you trying to flee in the first place. That’s the whole point of the game, survival horror.

    I stand by my original assessment of this thread, own your loss and stop whining about dying in the endgame.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2823127#Comment_2823127

    So... how am I pissy? I physically didn't say anything except I hope bubba dont get nerfed because of this form of playstyle.

    I wouldn't say being the first player down and then face camped from the very start of the game scary at all, it's just boring. My team done exactly what they needed but he still got the 2k.

    It's not entitlement, pissy or whining to not find fun the first down gets face camped of the hook. Its certainly the most boring and least scary playstyle in the whole game for anyone.

    I personally don't get how it can be fun for the killer barely moving all game, getting about 6k points. Give me a strong chase killer, make me exposed etc. I dont really care if its challenging but I want some gameplay , even if it's just for some of the match before they camp nearer the end

    Never said you were pissy man (did not mean to imply it either) in fact I agree with you and I hope they don’t nerf him at all.

    The number one complaint about him is his facecamping potential and if we nerf him overall because people can’t deal with camping in general it will be another win for the cry babies.

    I hope he stays the same he got a much need buff a while back and is in a pretty good place now.

  • I still play more killer than survivor.

    Sadly I find survivor to be the more boring role, its often just hold m1 or run around the same rock rinse and repeat, all the threat is gone. Every now and then you get a good game with a really fearsome killer that detsroys the team, they are the exciting games.

    Killer is same ol same ol it goes up and down, lately I'd say there is a bit of a down with the stale 1v1 meta and narrow selection viable playstyles thanks largely to COH.

    Its still generally more fun than survivor though even if you have to wade through a swamp of bad gamers to get 1 to 2 good games against fun non tantrum throwing opponents. Once I get those 1-2 good games I generally call it a day for a few days.

  • @Marc_123 said:

    We got destroyed in a few bubba matches - mostly because the team tried to save at the start of the match. Was a short match.

    But he is fine.

    This is a game where you should have terrifying killers. There are not much left.

    Exactly this, scary killers are great, the scarier the better.

    I think ego of pvp plays into it a lot, if the killer was a really hard to beat bot people would relish the challenge but because its another player they all get bruised egos and just get pissy about dieing.

    Its the reason I kinda miss old moris, I realise how being able to eliminate someone in 2 mins isn't a great mechanic, but the more I think about it the more I realise how terrifying it made things.

    So from a game experience perspective it really wasn't that bad in my opinion. I miss them actually can't say I've sweat through my shirt as survivor trying to get away for a long time, unless I'm trying to get up the basement stairs while avoiding a saw its really thrilling.

  • I don't expect to kill anyone with NOED nor have I indicated that this is the case in any argument I've made. If it gets cleansed and everyone gets out then that's me not getting value for my perk kudos to the survivors for countering a strong perk. That's an earned escape.

    If that's all you got I say try again.

  • Its just people getting pissy because they hang on a hook, that's just part of the game and happens sometimes queue again and stop whining.

    Ol Basement bubba is a lot of fun to play and play against, trying to get a save against that saw is terrifying and one of the few scary things left in this game.

    I just ran around the same pieces of junk pallet saving against a Myers on the game. Yes I dropped about 5 pallets in the end but managed to break los often enough they coudln't get tier three quickly and we popped a bunch of gens before I went down.

    I don't blame that guy for facecamping me, I wouldn't want to chase me a second time. He should have known to leave me but man there was a boon up so its now a sunk cost fallacy moment.

    I don't assume him being angry or anything like that, it just makes sense to get value for that sunk cost given at one gen left they only had one hook.

    Any mechanic that punishes that scenario at 5 gens will likely punish that scenario at 1 gen and be grossly abused by survivors. Built in BT is a terrible idea, there is a perk for that and if you want to make unsafe saves and/or hate camping and being camped then run it, if not roll the dice and take your chances.

    That chance is what makes the game fun.

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2823067#Comment_2823067

    All of that is very misleading or a stretching of the truth. It is not reasonable to cleanse all 5 totems and still make it out against a good killer. It really isn't. NOED activates right when the last gen pops so you could be mid chase and just go down for free cuz the killer is faster and you're exposed. Super dumb. The problem is that it doesn't have reasonable counterplay and rewards the killer for losing all of the gens. There are other end game perks that I'm fine with like Remember Me, Blood Warden, and No Way Out. Those are balanced and have reasonable counter play. NOED is way too OP for the activation requirements which is basically just play the game whether you do good or bad.

    You are a team. its perfectly reasonable to cleanse 5 totems as a team.

    Ok you go down mid chase to NOED you are either on first hook giving plenty of time for your team to find and cleanse NOED if camped, or get unhooked and continue the game if the killer goes for another chase.

    You go down and you aren't on first hook then you are in trouble NOED or not.

    Loosing gens doesn't mean killer bad or survivors good. Completeing all gens doesn't mean good survivors deserve escape.

    Its unreasonable expect to make it out against a good killer NOED or not, it takes work and you may fail. Just as its unreasonable to expect 4k against good survivors.

    NOED is a strong perk and should be always be expected just as when playing killer you wait out DS if they have it or not, keep an eye on slugged survivors for UB, anticipate deadhard, etc etc. Strong perks requiring more mindful game play, they help average players do well and make good players do really well. As should be expected.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2823067#Comment_2823067

    All of these points are a failure of the survivor team and nothing to do with whatever the killer is doing.

    "You need to be immaculate, or else the killer gets a free kill"

    Does that sound at all balanced?

    you can get away with being sloppy and ignoring game mechanics sounds less balanced to me that accounting for and being aware of what may happen in game.

    Its not immaculate to have a bit of basic common sense in game, nothing I've said requires uber skills to achieve outside of some basic game sense. Thinking that basic common sense is immaculate is a shocking indictment of you as gamer I'd be caustious with that statement.

    Its not rocket science, its just easier to cry foul blame everything but yourself and scream for nerfs than it is to learn a lil game sense. Moreso if you have steam rolled the killer due to inexperience/out play, as often people claim when railing against NOED.

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2823027#Comment_2823027

    It's not that I failed to escape, it's that the game rewarded the killer for losing.

    They didn't lose, you died. They ran a strong perk that you failed to avoid and you died end of story.

    Everything that happened prior to that event is irrelevant othetr than in the context of you being salty about your death. If you avoided the killer all game and smashed out the gens great but you also...

    Failed to note totems and cleanse NOED

    Failed to open exit gates or timed the exit gate poorly leaving not enough time to save someone on hook or cleanse NOED

    Went for that bad save anyway even though its a really poor play and went down

    Failed to avoid the killer in endgame

    Failed to be far enough from death hook that NOED shouldn't really an issue and if you aren't on death hook then there is often plenty of time to find and cleanse it especially if the killer is camping leaving you free to search.

    Failed to play cautiously, competently or in a coordinated manner meaning the whole team went down in the endgame together.

    Couldn't effectively judge the cost of staying in game against NOED so was overly alturistic making you more suceptible to NOED

    All of these points are a failure of the survivor team and nothing to do with whatever the killer is doing.

    The killer hadn't lost, they had a strong endgame perk that the survivors failed to anticipate and counter. The perception that they had already won is part of the survivors failure to counter NOED.

    Google the video of the cyclist who celebrates too soon raises his hands and slows down at the finish line and is then passed and beaten as a result... that's you in this scenario. Read the fable the Hare and the Tortoise the cockiness of being ahead is part of what makes up the higher impact of NOED for you.

    Its a bitter pill to swallow but its not NOED's fault this is what I mean when I say, own your loss.

  • @Advorsus said:

    I was also a killer main that only played killer. Switched to about 50/50 when SBMM came out. There's actually quite a few things I learned.

    1. Although not as easy as I originally thought, it didn't take me long to learn looping as a survivor.

    2. Kinda have to agree that playing killer your build and choice of killer, as well as map rng can make or break your chances of doing well. Where as with survivor I have a lot more options without really feeling hindered. Even when not using meta perks. But using the meta perks I can see why killers complain. Having to hit someone 3-4 times before getting to hook them once can seem a bit much.

    3. I don't get tunneled out or camped nearly as much as I thought I would. It still happens, but it's maybe 1 in 5 games, and it's usually because 3-4 gens are already done.

    4. The difference in power at different stages of the match. At the beginning survivors really have all the power and control the flow of the match. But vice versa, if one survivor is killed at 4-5 gens or disconnects, it can feel very difficult to play. So I understand why some killers choose to go that route.

    5. Windows of opportunity showed me how unbalanced and safe certain maps can be with how tiles spawn up. Being able to see 8-10 pallets and 4 windows in just a 32m area, that's a lot of safety to be used. Not to mention all the other stuff available on the rest of the map.

    6. I never felt hindered as a survivor going to a certain map. I've noticed there's maps that certain survivors dislike due to personal choice. But I've never spawned into a map and been like, okay this is going to be a tough map to do well on. With killers you have certain killer/map combinations where you can't even use your power. It's made worse if you're playing someone like huntress or deathslinger where you have slower movement and don't even get to use your power. That's not something survivors have to worry about.

    7. SWF does not mean good. I've played a lot of both solo and in a full squad. I've noticed that most of the time we don't even talk about the game unless it's to say we're in chase or if there's ruin or something. And most of the people I've played with still run kindred. Just because they're a team, doesn't make them good.

    8. I've noticed a lot of survivors, even those on my team, that have decent or okay micro gameplay, meaning they understand how to work on gens, running certain loops, stuff like that. But they have absolutely atrocious macro gameplay.

    9. Solo queue is bad, but not as bad as you think. Yes there's the DCs and people killing themselves on first hook, but it's not as common as bad as people say. But it does happen. But mostly it's the mindset and the expectation people have. They play with their friends, then go into solo queue expecting to be able to rely on other people or think that these random players are going to have the same skill set that they have, and they just don't. You have to change your mindset when going into solo queue. If your goal is escaping and pipping, it doesn't make sense to sacrifice yourself for that random person to escape. Can you save them and you both or all get out reliably? No? Then just leave. I see it happen a lot. Survivors will feed 3-4 kills over to a killer trying to keep them from getting a single kill lol it doesn't make sense.

    10. Survivors complain, a lot. I've noticed this even with playing with a bunch of different people. There's about 10-12 of use that all play together. And they will complain non stop about how a killer is being sweaty, or they brought in a super sweaty build, when in reality they didn't camp or tunnel, and their build was brown or yellow add-ons with huntress lullaby, unrelenting, and like brutal strength or something. In reality they just played better. Some of these people I just won't play with anymore because they get super toxic as soon as they start playing, to the point where they'll just report people constantly. And there's tons of people like this. I remember playing one match where the killer killed 3 people and the last one was on death hook, and we were at 3 gens left. Like they just straight up beat us. The last guy, hatch spawn right next to him, so he waited on top of hatch until the killer arrived so that he could teabag him over and over and over again. When I asked why, he was like, "Because I want him to feel like ######### and know that I beat him." I was like, but we didn't lol we got our butts whooped. You got a pity hatch that RNG spawned in front of you I've even asked other survivors why they teabag at the exit Gates instead of leaving. They're like, "Cause we want him to know we beat him." Keep in mind, these are the same types of people that get mad when a killer hits them on hook. It just goes to show how toxic people in this community can be, and how they'll go out of this way to make other people feel like crap, just to ruin their day and gameplay experience.

    11. I've also noticed that survivors don't understand the point of looping. Even I started getting into this mindset and had to stop myself lol it's contagious. They think they should be able to loop every killer for 5 gens and when they can't or if they go down quickly, they get tilted and start accusing them of being sweaty or of certain killers being broken. Even if it's something like nemesis or clown. Looping isn't meant to be a means for you to bully killers. It's meant to waste as much of the killer's time as possible. It's great if you can loop a killer for 5 gens, but if you're able to do that every game obviously there'd be a balance issues.

    12. They killed the ambiance/atmosphere for this game, that horror element. I feel this much more as a survivor than a killer. It doesn't feel like an asymmetrical horror game. It feels like an asymmetrical action party game. And the more they remove the dark gritty atmosphere, and give aura reading for almost everything, knowledge of the killer's whereabouts at all times, the more it completely kills this once loved aspect of the game.

    TBH there's not really anything that I felt was just weak when playing survivor. I stopped taking DS as a perk because I'd rarely get to use it. Maybe like once in 20 games. The only thing that could maybe be worked on is the difference in communication when in solos. But at the same time, more information would probably just take even more away from the horror aspect of the game.

    This is mostly my survivor experience also.

    I think a lot of the issues from a survivor perspective stem from wanting a PUG to be as viable as a coordinated SWF. Any MMO will demonstrate immediately that a PUG is never as viable as an organised pre-made group.

    Wanting game mechanics to make it so that a teamwork PUG is just as viable as SWF in every game for every killer is really really silly and makes for some bad game design that really dilutes the horror experience.

    I also find the sore loserism to be heavily magnified on the survivor end. Yeah you get salty killers I mean everyone is a human and can get tilted but its just so much more pronounced on the survivor side of things.

    I get it that an angry killer has more tools to punish a group of survivors and when they do its often thematic and therefore less stark than survivors railing on killers. But the amount of salt even when survivors win is just unbelievable and grossly disproportionate to the 4 to 1 role ratio.

    Its kinda saddening and turns me off playing survivor a lil.

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2822990#Comment_2822990

    No It's not because people expect to escape it's because they can play amazing all game and then die at the endgame because the killer was rewarded for playing badly all game. It's completely backwards and against good game design which this game struggles with a lot tbh.

    This post is you demonstrating your expectation to escape. If you played amazing you would be out the door.

    You played amazing till NOED popped then you ######### up. Unless you are out the door anything can and still may happen in game and its all legit.

    This is exactly what I'm talking about the, "I played amazing I deserve to escape". Well guess what you DIDN'T play amazing because you forgot about NOED and/or didn't counter it and died accordingly.

    Its not backwards its survival horror and you failed to survive, own your loss.

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/2822567#Comment_2822567

    and what do you want survs to do? Pray for their lives?

    @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/2822480#Comment_2822480

    For the love of God, tell them to nerf noed. I have 4.700 and I play against killer with less than 100, and only because they have noed

    Well yeah its survival horror if you aren't scared of death why are you trying to escape? Maybe this game isn't for you perhaps something where there is no threat of death and everybody is friends is more your thing, because you seem very agitated by the theme and thought of dieing or being elimated appears to really upset you.

    There are all sorts of tools you can use to counter NOED why not trying to run some of them. You can also just take note of totems and remember where they are go back and check for NOED and cleanse it. You can also just leave if its not looking like you'll get out because of it.

    I'll give you an example, I don't like flashlights or being blinded. I have the skills to avoid it but its easier to just run lightborn so I often do that way I'm, not concerned about it. Flashlights don't need to be nerfed or removed I have playstyle and perks that let me counter them. So I use them and any annoyance I feel about getting chain blinded is totally on me.

    The whole "I have X number of hours" argument is always so lame, it doesn't give you any greater authority with respect to mechanics in fact it in this case it demonstrates your inability to play because with that many hours you should know better and not go down to 100 hour killer with NOED at all. You screwed up there... own your loss.


  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2822038#Comment_2822038

    "they are minority so their opinion doesn't matter" is worst thing you can tell.

    It's not some oppressed minority its a video game for gods sake.

    The people whining about NOED commonly share the same theme "I expected to escape but didn't boo hoo nerf noed. delete NOED, etc etc its rarely something practical or even a real discussion its just boo hoo I lost.

    That's does make for valid opinion. Minor or Major.

  • Sore losers whom expect to escape because they got to endgame but then don't is the only reason people hate on NOED. That's all it is.

    You can see even the OP is looking for an echo chamber not a discussion about NOED, they open with everybody thinks it needs to change and that's just not true. Plenty of players can deal with NOED, think its fine and can also deal with losing to it.

    NOED makes the endgame threatening, its not unfun it's exciting to play against it and a last attempt to get kills as killer in the dieing moments. Stop expecting to escape or thinking you deserve to escape just because the gens got done.

  • @Senpai_J said:

    To be fair they can still use borrow time, dead hard to lead you into a chase situation even if you're close, but yea i found alot of survs just think you play dirty without ever having killers perspective.

    Yeah its legit play but if someone goes for the BT body block and then goes down again 2 seconds later they can't really piss and moan about it.

    Its not the gameplay that gets me its the constant need people have to piss and moan about camping and tunneling when 9/10 its of their own making.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2820030#Comment_2820030

    Facecamping is intense for killers side, it's always a exciting to fight against three survivors who try to unhook!

    It can be, some of the best games I've had as killer and as survivor have been with basement builds, the thrill of trying to get out of there especially against a LF built for it is terrifying. Super fun.

  • yep its late enough now that the cheaters are out.

    Only one game and probably not all of them but one girl had full health deadhard that always seem to activate just at the right time to get her to a vault and prolong the chase.

    I'm not gonna cry shenanigans without any real proof but something about that game really felt off and I'm glad I eventually just stared at a wall and took my dog out for a late night circle round the block.

    Came back to find match had only just finished they hung out for 30mins, maybe hoping I would DC. Just ugh.

  • @LuckyLucy1999 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2820447#Comment_2820447

    It's not the losing that bothers me, it's a killer essentially ruining the game for a player(s) by taking them out of the game at the start and essentially wasting that persons time. Game are supposed to be fun aren't they?

    You still got to play you just failed to evade the killer.

    A person doesn't have to let you go just because you find it more fun to live longer.

    When you sign up for an elimination game there are games where you will be eliminated early, it happens.

  • @PeaceNGrease said:

    https://forum.deadbydaylight.com/en/discussion/comment/2820162#Comment_2820162

    That's what I felt when I watched it. I honestly don't hate that it tired to pay homage to the 2013 and original TCM in subtle ways, like the camera shutter sounds playing at some points, etc. But overall it was probably as mediocre as they get. Still better than half the movies FROM Netflix imo.

    Yeah the attempt to try and bring back the original last girl as a sort of hardened survivor ala Laurie Strode was a bit weak. It wasn't given enough air time to make it even remotely meaningful.

    It had its moments but wasn't anything grand, I still kinda enjoyed it though even if it gets progressively more rediculous as it goes on, why there is a lake of water under the cinema lost me but it ended on a high note that made me think better of it than if they hadn't finished it off like that.

  • it was mostly meh but it ended on a high note.

  • @OpenX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2820052#Comment_2820052

    You could always just....camp and tunnel and not care what the other side thinks? It's supposed to be a game about murdering people in the name of a dark god, it's not exactly the nicest setting.

    Oh don't get me wrong I don't care what the otherside thinks of camping and tunneling. I'm fine with it on either side.

    Its not the most interactive play though so I find it only really makes sense to do it if you have a build made around it like basement bubba or trapper, or when you aren't getting value from chases and have to switch it up.

    Nothing wrong with securing a kill though at anytime.

    The meaner the killer the better the game, I want a survival horror experience not a safe game of loopy chase and that's on both sides.

  • @Bennett_They1Them said:

    https://forum.deadbydaylight.com/en/discussion/comment/2819822#Comment_2819822

    Oh, yeah, no, ditto.

    Facecamping's just boring for both sides, so I don't do it

    that's all I was trying to say.

    I didn’t want to imply you were whining.

    Yeah I try not to as well but I often crutch out on a good tunnel camp if warranted and it often is because I ain’t that great.

  • There was a new map with the artist, a new map with resident evil chapter. It’s not a drought of new maps.

    That said, I’d like a map every chapter too, more variety the better. I’d be happy just with a map update. No killer no perks just a couple of new maps.

    I’d like some darker maps again.

    spooky docks with lighthouse

    old castle

    graveyard

    druid circle on foggy moors

    Underground cave network/mines

    abandoned ghost ship, modern cruiser, tanker or classic frigate… any would work, 2 level map with above and below deck.

  • As Kolby said, lunge even a short one will override the kill.

    Grab actions when missed default into a hit so time it near vaults and windows so you get the kill and not a bugged out grab into a hit.

    The number of times I’ve miss judged distance or have been lagging and got a lunge down instead of the Insta kill. It sucks but it happens.

  • Can be looped and juked.

    The one thing that works against everybody and if a killer has any kind of ability to lessen how effective that is, it’s an un-counterable mess that needs to be nerfed.

    I miss trying to guess which way spirit was going or if she was even phasing. The unpredictability was fun and scary. Chalk another win for the boo hoo I can’t loop it easily cry babies.

    Let’s see how they can ruin artist now.

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