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pseudechis

pseudechis

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pseudechis
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  • @espooked said:

    nothing, it's part of the game. one side is not going to be happy with whatever changes they make. the devs know this so they leave it alone

    I think the problem is every suggested and trialed solution is a punitive mechanic designed to punish killers for camping and that just gets abused by survivors.

    I personally have no problem with either, they are just part of the game. But the community seems to be conditioned to get angry about them especially if they can use them as an excuse for being salty and/or pissy after losing.

  • Play jumpscare myers then its a great map.

    Also chasing straight after survivors on lerys is a recipe for loss but there are a lot of blind corners, predict where people are headed and often they'll just run right into your for a free hit.

    Your target when chasing should be where the survivor is running to, not where they are currently running. Also herd them into a dead space.

  • Honestly, reduce the viability of survivor 1v1 chase tools and bring back the ability to spread pressure via wounds.

    People are still gonna tunnel if you want to lock in a win then removing a survivor asap is a sure fire way to do it. Its just being efficient no different than splitting up on gens.

    But as long as prolonged chases and spreading pressure via wounds becomes a less and less efficient playstyle then camping in particular becomes an even better play.

  • Boom GG.

    Bubba on RPD is a tantrum clip fest for me I have no map awareness there.

  • people rail at NOED because at that point they expect to escape and then don't and have a tantrum about it that's all.

    I like facing NOED it makes the endgame so much more intense. I wish there were more perks that could surprise you, immediately threaten you and you have to plan around, it makes for some desperate plays and a thrilling endgame.

    If it takes NOED to make killers scary to face then heck I wish it was basekit.

  • There should be a greater penalty for being injured. Kind of like a single person thana it doesn't apply across the team but being injured should have a cost.

    The cost of being downed isn't enough there has to be a greater incentive to heal up. More so with COH in play making healing a trivial event.

    There really is very little individual threat from being wounded really and less so from spreading wounds across the team. It just seems wrong.

  • While being able to pull a survivor out of a locker and stab them would be kinda cool as an animation.

    jumping in a locker is one of the counter plays to auto death by tombstone.

    it’s not that hard getting the kills once you have tier 3 especially infinite T3. The challenge is getting to t3 in time given the gen crunch. Worst case I usually pull em and bung em on a hook then mori the rescuers.

  • @BenihimeWrath said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708885#Comment_2708885

    Well, since the meta is shifting towards hard camping and tunneling you could combine it with deliverance and BT, maybe slippery meat and a luck build in order to get off the hook yourself so the rest of the team can do gens. Get hit, take the speed burst in a straight line and waste an extra 20 seconds minimum before starting your 2nd hook stage.

    https://forum.deadbydaylight.com/en/discussion/comment/2708892#Comment_2708892

    Well that would be the point, since I've been seeing a lot of players complaining about the camping not to mention in my own games a lot of players aren't going for unhooks at all anymore and instead are just genrushing to escape.

    Play is shifting to more camping given how less efficient its becoming to chase. Survivors have a ton of tools 1v1 that often make chasing a complete waste of time or rather too big of a time sink to be practical. The alternative is to make survivors come to you and hook trade.

    Even if your goal is just BBQ stacks you'll often get them quicker and easier by hook trading via a camp than committing to chases all game.

    Want to fix camping and tunneling you gotta make chasing worth the time sink and with split team gen speeds, poor gen regression, quick reset of spread pressure via hits due to uber healing boons and a meta of 1v1 chase extending perks with survivor friendly validation, chasing often isn't worth it.

    Built in BT is kinda trying to treat the symptoms not the cause.

    Before the pissy players chime in I'm not saying the game is survivor sided or killer is unplayable thats BS, but you'd be blind not to see that its pretty easy to be super efficient as survivor and easily reset killer pressure if you have 1-2 COH boons up. Whereas being efficient as killer can require some serious focus.

    I'll play 2-3 games and 8-12 hook everyone but after that my focus is spent and I can get a 3k camping it out and chillin for a few games.

    Its a shame that everyone takes it so personally because its so rediculous to get that upset over a game. Also even when you are doing the 8-12 hook game if you 3-4K half the time everyone calls you a tunneler or camper anyway just so they have someone other than themselves to blame for losing.

  • As chasing becomes less optimal camping becomes a more valid play.

    Just had a game as spirit, got two hooks so my options are continue to chase inneffectively against much better players or switch up gameplay and make them come to me.

    It also really tilts survivor teams making them do really risky plays and forget their objective. So camping that second hook at 2 gens left turned a probable 0k into a 3k.

    Got the usual end game abuse for it but its not personal just business.

    The sad thing is how angry people get about it, its only a game.

    I'll say this too some of the best games I've had as survivor have been playing around the basement hook trading saves against a camping killer it can be intense especially against LF.

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2707505#Comment_2707505

    Oh, I plan to, I was just wondering if this sort of petulance is going to be habitual.

    Yeah it is. The DBD community will really make you shake your head.

    Fortunately it tends to get less as you go up in MMR. At that point a whole new form of sore loser'ism will rear its ugly head and you'll probably want to disable chat functions and make any profiles private.

    DBD is a great game marred somewhat by a really childish and sorry player base.

    If you can look past that there are some great people playing and you can have some great games.

  • By very design chasing is becoming less and less efficient. Survivors have a lot of tools 1v1.

    The counter to this is to chase less and force survivors to come to you.

    Its very rare to see survivors grouped up on gens because when you split up and spread pressure across 4 gens at game start its a big hit to the killer that can be hard to recoup right from the outset. If you lose a couple of 1v1's you've basically lost the game given the spread pressure.

    You either chase inefficiently and get no kills or camp and get potentially 2-3. Many games go this way and the reasons are quite obvious.

    Not every camping killer is there to personally ruin your fun and getting pissy and toxic about it is a you problem.

    Salt begets salt if you rail at someone because they camped of course they are probably going to throw back at you it, but making others out to be the villain makes ourselves feel better especially when we aren't happy with outcome. If you get camped and die move on its only a game same as if you get BM'd at the exit gates.

  • Hag is great and still is.

    The problem with hag and COH is she was really good at spreading a lot of damage and not committing to chases but rather letting her web of traps get her downs.

    COH makes it very easy to reset spread damage without needing to stop a split up team doing gens. All you really need is a healthy survivor to charge through a trapped area and pop everything while she's hooking or similarly distracted and you have basically shut down her power and can then uber heal up with COH resetting her pressure.

    A hag with no traps and all healthy survivors is basically neutered. COH and a bit of map awareness makes it pretty easy to get this scenario mid game and reset any and all pressure she has built up.

    I'd say like most things Hag gets a lot of value out of survivors playing stupid, everybody is cocky these days and wants to play bold, run everywhere with impunity and not pay attention. This kind of player is the Hag bread and butter because the counter to Hag is a bit of caution, patience and map sense.

  • @DBDude said:

    @pseudechis Ya, I mean this forum post is more of a "What if scenario", but ya I really do agree with a lot of the survival horror theme of characters are really going down the drain nowadays. just look at Nemesis from The Resident Evil 3 Remake for example.

    I get where your coming from he's a villain and a great character. They could definitely make comic book villains part of the game.

    Its just the theme of DBD that drew me to it, sneaking in to the movies to watch the original Halloween as a kid and having solid nightmares about it afterwards is what draws me to the horror theme of the game. Sometimes its fun to be scared.

    If the game strays further from a horror survival to a party chase game with popular characters I'd lose more and more interest in it. There are plenty of games based on marvel and DC characters, I don't think DBD needs it. That's just me though.

  • @Taingaran said:

    https://forum.deadbydaylight.com/en/discussion/comment/2707637#Comment_2707637

    The developers themselves do not know what victory is. MMR is calculated from escapes and murders. And the emblem system calculates the player's efficiency. But both systems do not show themselves very well. For example, the emblem system punished highly effective players. At the same time, MMR spits on the gameplay and looks at the result.

    It would be interesting if there was a timer in the match) And if the survivors do not run away in the allotted time, they are sacrificed. And the killer would have a choice to either try to kill the survivors directly or slow down the match as much as possible before the timer ends)

    And it would be necessary to rework the hook system. Yes, the new 15% regression perk for the generator is interesting, but it's a patch, a crutch.

    Definitely a mechanic that switches the pressure to survivors trying to escape rather than killers trying to get kills would be a good move theme wise.

    My gripe is mostly that there are BHVR reps saying "set your own win condition and be happy with that" rather than designing a game where it fits the theme and you could die and killers are scary.

    If the bar is set at 4 BBQ stacks and everyone escapes, so everybody can be happy then why have hooks or kills at all? Just remove them and have nothing but chases for points and then everybody gets to live. There's no threat, no real theme, just loopy chase everyone gets a trophy day.

    There'd be no tunneling, no camping, no flashlight saving, just running around and around the same rock to farm points and everybody could be happy. I couldn't think of a more boring play experience but read between the lines of a lot of posts and this seems to be what people want.

    Would you watch Halloween, Friday the 13th, nightmare on elm street, Texas chainsaw massacre, scream etc if the big scary killer was unable to kill anyone and everyone just lived at the end without any real consequence. No it would be crap, no thrill, no scare, but that's how you make your own fun in DBD it seems. Its a poor concept for a survival horror game and a sure sign that something is wrong.

  • I'd like to see more terror effects.

    There should be a greater cost to being injured making in actually threatening, I mean many games you don't even bother to heal up just smash out the next gen while injured.

    I reckon some kind of trip mechanic, RNG score on rushed actions that may make you fall as survivor thus adding risk to even really safe loops. Create some horror movie-esque falls that could lead to your death.

    Mindgames have become largely irrelivant, most loops are either too short to be mindgamed around or people have tools to avoid it stretch res etc that often makes what is meant to be a big part of the game really just non-impactful time wasting. More blind spots and dead zones would fix this.

    Supression of killer TR at game start maybe every game begins stealthy and scary. (I know this could stifle some killers powers)

    I feel like th egame has degenerated into a loopy chase party game rather than a survival horror which I've said before makes me not play it as much.

  • I hope not, super hero movies are there own genre, a lot of mechanics are already watering down the survival horror theme of the game characters that water it down fruther would kinda suck.

  • My new win condition is 4 BBQ stacks also but that's actually a bad thing game wise.

    Its a little sad to see BHVR and mods express this too because it means that kills are secondary to game outcome. Meaning the survivor experience is one of very high escape rate and minimal killer threat, while the killer experience is get 4 hooks and call it a day.

    That's kinda crap given the theme of the game. I want a scary survivor experience where I may not escape and I want a killer experience where I can threaten survivors very effectively regardless of map and set up.

    So I either have to commit 1000's of hours to get great map knowledge and sweat through my shirt playing as hardcore as possible or get used to this new lackluster normal where I will probably get hooked once as survivor and then be fine for the rest of the game walking out the door as I swing a cane or just get 4 hooks as killer and be happy with that.

    Can't anyone see that this is a crappy game experience for a survival horror, the theme and the experience is being flushed down the toilet in the name of competitive balance and it bums me out.

  • I know there are bots on mobile but I can't really play this on mobile. My destroyed thumb tendons don't really permit me. Look after your hands people or one day you won't be able to tie your shoelaces or do buttons without considerable pain.

    If they can do it for mobile though I can be done for other platforms and I'm waiting for that to happen. This game will get a 5 star rating from me when they do.

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2706295#Comment_2706295

    Though to be fair those two points aren't correlated. You pick killer before you see the lobby, and you can't instantly see they're a SWF. So, like, you can't pick a better killer if you're matched against a team.

    I maintain the real problem with this video is that it exposes that when the killer's already lost, a sufficiently equipped/skilled team of survivors with a massive advantage can then just toy with them, and there's nothing that can be done about it. Doesn't matter if they misplayed to get to that point or have a terrible killer/perk loadout, they can't force the last gen to be done any faster--2nd to last gen goes at 7 mins, all three gens are spread out, 0 hooks. Survivors don't do the last gen for another 3-4 minutes and nobody leaves for another three after that; though the door could've at least been forced open then.

    That sort of toying with people is just jerk behaviour at best (at least when they're not targeting low MMR players to do it specifically for much longer).

    I think this is largely true for a lot of players,

    I have no problem with the "gen rush" outcome because often its fast and its over quickly. Yeah I'm out matched but I don't have to spend an extra 10mins in game waiting for players like this to get their fill and move on.

    There is a point where this stops being fun and starts being annoying. The threshold for that point is different for everyone but it is there.

    I felt agitated watching that after about the 10-12 min mark because I knew if that was me in game it would probably drag out for another 10mins while survivors switched from playing to trolling. (This is an assumption but experience tells me its a valid one).

    Its one thing to dominate a game, its another to just continually rub it in the face of your opponent while not working toward your objective, it gets tedious after a while.

    When I'm in that situation as survivor I tend to power out the last gen and open the gates and leave because this game is over lets move on. I don't want to drag out a game against a weak killer, I want to flee from a strong killer who's scary.

    As killer I would have hard camped the second hook, not because I'm upset or they deserve it, they are just having fun, but at 1 gen left the only way to reset this game is to change how its played. Chases are really ineffective and the locker blind tech is so broken at that point you can't rely on chases here.

    When chasing becomes worthless you camp and force hook exchanges. This is how camping can be a strategy and is the right play in this scenario. Even if you get a down you'll have to chase away the flashlight saver and they'll pick your down up so quickly it won't matter anyway, which happened over and over in this game.

    Camping often really upsets a group like this and makes them make bad plays because they get angry, it also kind of telegraphs to the team that you are done and they will often either screw up and all die or power out that last gen and leave. Either way that's the goal on my end to bring the game to a close.

    One of the big problems is with the current MMR is you can have 4-5 games like this in a row which kinda hits my threshold for enjoyment and makes me stop playing for the evening. Especially when its combined with a perpetual stream of vitriolic, nasty and childish post game abuse.

  • "playing the game correctly"

    That is the most dangerous term in this post.

    There is one way to play this game correctly and anyone who doesn't should be punished.

    I shudder to think what the game would be like if narrow minded people with this kind of view had a real say in how it worked.

  • This is exactly the right mindset.

    I want the killer player to kill me in the nastiest most vicious way possible. Why? Because its thematic.

    If I screw up it should result in my death, if my team screws up and I'm caught out it should result in my death. Horror movie style consequences.

    "OH crap I'm doomed!" That should be the survivor mindset, it makes for intense chases, threatening moments, memorable play. The threat of elimination should be very real and imminent.

    If the killer wants to watch me squirm on hook then that's their choice and why shouldn't they? They caught me after all.

    It pains me to see post after post of cry babies screaming for nerfs that undermine the horror survival element of the game. If you get really upset when you get killed, then maybe... just maybe... a game where you sign up to potentially get killed isn't for you.

    Yes I get just as tilted as everyone else does from time to time but you have to recognize that's a you problem.

    Also killer isn't unplayable there has been lots of improvements, unfortunately survivor is still too forgiving if you know what you are doing thus undermining the game's very theme.

  • @Mileena_Kahn said:

    Nowadays killers just never leave their first hook, it’s like why even play killer if you’re not gonna chase anyone else and just babysit your hook? Not even that, instead of chasing the unhooker they chase the unhooked. Had a nurse tunnel me all game and it cost her a 4 escape. Why do killers play like this? When they play like this I have no sympathy or remorse for being a jerk to them at the gates

    So you want to dictate how others play and when they don’t conform to what you want, you feel justified (even proud about) being a toxic ass.

    I’m afraid the problem here is you and all players like you.

    A post like this just advertises that you lack the emotional maturity to play games with others.

  • Just put them on a hook and stop making it out to be some huge moral dilemma.

  • I think its because its unnecessary.

    If you are in the exit gate and everybody else is there then just leave.

    Most killers are maxed out on chase points by then so the most you can get is from hits but that's only if the survivors even give you a hit or just DH/run out the door to troll you.

    Its another example of negative player interaction that eats up time.

    I have no qualms about chasing people out the gate and I don't care if people want to mash buttons on their equipment in a effort to make me feel bad because hey I don't. So go ahead, mash your buttons and lay the groundwork for your late age RSI.

    Often though I use the time survivors stand waiting out the EGC to spam my power / break walls and pallets / find and close the hatch.

    You can farm a bunch of blood points ignoring them, more rewardingly so if they are all healthy and just standing there not earning any points themselves, it makes it a truely pointless activity... HAH see what I did there!

  • Good to see the Xmas cheer event has created the right amount of community animosity.

    I'll be back next year when the dust from this ######### settles.

    Until then I'll take the devs advice and play something else.

  • @RoachesDelight said:

    https://forum.deadbydaylight.com/en/discussion/comment/2684379#Comment_2684379

    I miss going against old Spirit. I liked always having to be on my toes and having to make the right reads and mind games.

    This was one of my favourite things about old spirit. The guessing game that could go either way.

    Sigh she's still ok just easier to read and that's less fun to play against.

  • Me too I miss hawkins map.

    Great map for jumpscare myers

    creepy unable to see around corners while working on gens a survivor

    Good layout that was enclosed enough to play around but open enough that you weren't just getting stuck all the time, unlike RPD with is just a confied crap shoot of a map.

    You'd think they could just reskin it and change the name and aestheitc so it was no longer stranger things related and bam you have the underground lab map.

  • As someone who works with data every day I hate the misuse of the word proven.

    All he has done is demonstrated HE is capable of winning like that, nothing more. You should expect him to be capable like that, the guy plays the game non stop as his job.

    Its a completely incomparable amount of sunk time to the average gamer and proves nothing except Otz is good at the game.

    There is no broader interpretation and to do so is a gross misuse of the term proven.

  • I reckon killer by design should be threatening enough that in the hands of a hilghly skilled player they should have no problem clean sweeping.

    My motivation for playing this game though is that survivor is scary and killer is powerful. But often survivor is boring because most killers aren't that powerful and killer is often frustrating because you just face cocky bold survivors who have no fear of the killer.

    It kills the theme for me and as such the fun.

  • Yeah he lost the fake out play which was half the fun.

    You can also hear him from a mile away like every other killer taking a lot of the surprise and threat out of him.

    Faced him twice since the change and he's far less scary than he was.

    Getting shot before you even heard the terror radius because he's running monitor, that's what I miss.

    After facing him I played a few slinger rounds and he feels similar to play you just gotta commit to the shots now. Which kinda sucks because he largely just chases like any other killer.

    Hey if they nerf enough varied and interesting killer powers then we can all just play the exact same way every game regardless of which killer it is, sounds like fun to me.

  • @JawsIsTheNextKiller said:

    It should be short term. Smurfing is less impactful because of MMR. If these "new" players win their games, their results will soon raise them up and they will be competing against good killers but won't have the perks they need.

    Yeah that's why I've called it for a bit.

    Give it a week or two and it should drop off again. Shame is I'm sitting around with a broken hand this week so was trying to get a few games in but I think I'll focus on something else instead.

  • @Shenlong1904 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2682625#Comment_2682625

    I have a lot of time on killer, and less than 10 messages sent after a match by survivors. As survivor I get more stressed at my teammates than anything. And i have no idea how you play without locational sounds. As survivor you usually get very little information. You need them to know which killer it is, rough location, where teammates are and hex totems, from the top of my head.

    I've often found sound input as survivor far less necessary. I've sunk way more time on killer than survivor overall but to not play half the game is silly. Survivor is fun but its just not as interesting as killer.

    Sadly the experience I want from survivor is one of constant threat and fear from getting caught and often games just don't deliver that. Even if the killer gets a hit or pops a gen its really simple to reset killer pressure with super fast healing and gen tapping. Bring a load out of 1v1 perks a tool box with a BNP, buddy with a good med kit a couple of boons and you and your pal can smash over half the survivor objective usually before the killer has two hooks.

    I wouldn't say it takes no skill but if you've been sweating your arse off as killer it feels pretty cruisy to cakewalk your way to an escape in over half your matches as survivor.

    Also even if the team dies and you get out its still a little personal win for you so you don't have the same constant sense of loss not getting the kills as killer, this is even more true if playing solo where the team's success often doesn't even factor in to your own personal dopamine hit from getting out alive on your own.

  • since a bunch of killers switched up to survivor and realised how easy it is.

    It really is quite forgiving to play survivor, you don't even need to focus on locational sounds so you can listen to music or watch a movie while you play.

    There will be games where you get outplayed by good killers and have to focus but man they are 1 in 10 maybe at least in my experience.

    You get the occasional toxic killer who acts like a jerk and then has a meltdown post game but I'd say again you get that 1 in 10 or more games compared to playing killer. I'd say as killer you get at least one if not a whole team of toxic survivors who feed off each other and want to abuse you every 3-4 games. Even with a thick skin and a complete understanding that it doesn't matter at all it still gets tiresome after a while.

    I'd say half the relaxing element that comes from playing survivor stems from the great reduction in negative interactions you have with players who want to rage at you.

  • I get your frustrated and calling it a day, its a game its meant to be fun but if it aint fun anymore then find something else. Good luck with prop night.

    I realise making an I'm quitting post is often a bit much but its feedback telling the devs some players aren't happy so if you feel you need to, go for it.

    I have to say this too you only need to look at all the toxic snide responses from people in this thread to get a feeling for just how crap this community can be. This game needs more players not less and toxic fuckwits don't help grow the player base.

  • @Eve13 said:

    I noticed the same thing over the weekend. I sometimes do the archive tasks for my wife for killers that she can't manage. Her MMR is much lower than mine, so I usually play without Perks to make it a little fairer. 

    And yes, nearly every other game I then had those bully squads. They didn't really get anywhere with me then and I can only agree, the salt in the chat, was so sweet. XD

    But I can understand why my wife often has no desire to play DBD more. She is pure casual player, mainly because DBD is one of my hobbies and mostly she has no desire after 2 rounds. 

    Its really off putting isn't it? I totally get why some of the folks I played have said you know I don't want to game with these people anymore and quit DBD.

  • No you are doing fine and be sure to punish this behaviour.

    Survivor has gotten so forgiving that many players tend to just play bold and make terrible plays constantly as a result.

    I rarely have time to walk away from the hook when someone unhooks usually still in my terror radius. So you chase the pair of fools down and then get called a tunnler and camper for your efforts.

    Just stay the course and take the free hits and kills schmucks like this give you.

  • The game needs to force survivor interaction it’s too easy to do things solo. It should take a team mate to heal and two to fix a gen.

    med kits make healing quicker but again you can only heal others.

    initially it takes two to fix a gen and the last gen can be done solo. BNP no longer super bumps a gens completion but rather makes it possible to fix solo.

    you get the early game slowdown because the split up on 4 gens right at the start is no longer an issue and you get teams forced to be altruistic to heal one another.

  • The game sells itself as survival horror with survivors fleeing the big scary killer but it’s more like Scooby doo with a silly chase that ends in the monster caught and humiliated.

    Also match making is completely borked so you’ll stomp then get stomped and the very occasional draw.

  • Custom game bots chapter.

  • Body blocking is legit so no point reporting.

    The perks to counter it have been listed so I won't, but their is nothing wrong with just smacking people who are body blocking. You spread a lot of damage for free and the survivors there are not working on gens so its free pressure for you.

    Now with boons, spreading damage gets reset really quickly so you need to be mindful of where folks are running after the hit If they do manage to wiggle off you can quickly get them again or perhaps one of the blockers down and get that hook.

    You've spread a lot of damage across multiple survivors and still got a hook in the end so the outcome is not that bad and usually it costs the survivors more than the killer.

    Before you pick up any survivor know which hook you are going to take them to and the other hook you are going to take them to if that first one gets sabo'd/blocked.

    Sometimes its good to face a hook everyobne lines up to block and then you spin around and go to another hook while survivors flail around you trying to get into a good body block position.

    Map awareness counters body blocking to a large extent.

  • Some kind of killbot would be good.

    Classic undead pirate (its a cliche at this point but who cares I like it)

  • @Impartiality said:

    https://forum.deadbydaylight.com/en/discussion/comment/2679724#Comment_2679724

    If you can’t see how it prevents someone improving then you’re probably someone that’s plateaued in skill due to this.

    Tunnelling is the easy option which makes most games easy for a killer, how is that gonna make you improve at any other aspect of the game.

    Its like people who play warzone and camp til the end, yes you might win more games but you will never improve at the main aspects of the game.

    The only thing that differs between tunneling out early and not, is applying effective pressure across 4 players vs 3. The skill set needed to do that is the same.

    Its about efficiency, the best way to apply permanent pressure to the survivors is to remove one early. The better you are at doing that the easier the game is overall. So if you want to get get really good at 4k'ing high level survivors then getting really good at burning one out quickly works really well.

    Its possbile to win as survivor without splitting up on gens too but it makes no sense because the easiest way to win is to split up on gens and that's why people do it. Its like saying if you split up on gens you'll never have enough interaction with the killer and you'll never improve its largely BS.

  • You can't lose ranks once you've got them but you will lose pips within a rank that prevents you from ranking up. (At least that's my understanding)

    Yeah I find really highly competitive sweaty games where I have to tunnel and play dirty tiresome too and often they are against the most unpleasant members of this community. The post game salt can be epic win or lose, taunting someone you beat post game is just as salty, bad winners and sore losers go hand in hand.

    Usually I have the chat window closed for this reason but it is nice to give a GG and have a post game laugh with good people so its a shame.

    Typically when I hit those kinds of games I switch up my mindset to farm a loss to get out of the sweats.

    Equip BBQ&chilli, beast of prey, brutal strength, any fourth but I usually go with lightborn, just avoid gen regression you want those to fly. No addons except maybe a BP bonus offering if you need the points.

    Hook everyone once to get your BBQ stacks. If they are very alturistic then a second hook is not a bad idea but you don't want anyone to die so be careful. Get your BBQ stacks, max the chase points quickly with beast of prey then just break stuff till the gates are powered. Open the gate then chase everyone out the door or break stuff till egc ends.

    If all goes well then everyone should get 20-25K+ BP and you should be sitting on 50-80K with bonuses. Do this till you get a game where you feel you can pressure all the survivors without having to sweat through your shirt.

    You may need to do this on multiple killers to get your overall MMR in a good spot.

    Under the old MMR system I sat at rank one killer a lot and quickly learned I hate the game at that level. Its to competitive for me. Doing this I used to sit in the high greens/low purples and have fun.

    Fun does not mean 4k but rather games where you could play chill, hook everyone for all hook states and still have enough game control to decide if someone dies or if they escape with just enough random variance to sometimes fail at that and keep it interesting.

    In other words thematic horror movie killer play.

  • @Impartiality said:

    https://forum.deadbydaylight.com/en/discussion/comment/2679500#Comment_2679500

    Tunnelling is meta because it makes the game easier, but doing it all the time will prevent you from improving

    How will it prevent you from improving?

    The skill you use to tunnel someone out are the same skills you use to catch any other survivor. You can then apply pressure as normal as you would any other game.

    If your goal is to 4k then this will be the most efficient way to start and you can get good mid to late game pressure that survivors can't reset.

    The improvement is you will learn how to tunnel someone out even quicker and get that permanent pressure earlier and earlier. The same way people have learned to split up at the start to smash out 2-3 gens very fast in the early game.

  • Tunneling is the smartest thing you can do as killer if you want to apply permanent pressure on the survivors.

    Its so easy to reset killer pressure as survivor its not funny. Gen tapping and super fast healing are just too simple.

    Unless you are continually applying pressure to a new survivor while another is hooked or slugged or have an endgame build where you can snowball like NOED/bloodwarden, its basically a done deal that you will lose.

    Your optimal game set up is one on hook/slugged, 1 in chase, 2 others. You want only half the team to focus on gens at all times. This is not impossible but tricky to do. You get this set up as perminent pressure if one survivor is dead, making tunneling someone out early one of the best things you can do victory wise.

    Why were old ebony moris so strong? Because they let you remove someone very early.

    In the current META you are likely going to lose 2-3 gens in the first chase, so if you burn one player out then its a slug fest and you'll make it very hard for the survivors to get that last gen done.

    This is the killer equivalent of survivors splitting up on gens to smash them out quickly.

    Anyone who says you are trash for doing this is probably too stupid to understand how the game works and you should pitty them for how dumb they are, not get upest about it.

    If your goal is to win then frankly if a survivor presents you with the option to eliminate them... you should take it. Because they aren't going to pause doing gens out of the goodness of their hearts so why should you pause the killing?

    Before people chime in how it isn't fair/fun to get eliminated early... well you signed up to play an elimination game, you can't get pissy when you get eliminated, you should expect it.

    Its the old boardgame adage if you rage about dice rolls then maybe you shouldn't play games with dice.

  • Sigh why do people call for killer nerfs as some form of solo survivor queue buff.

    Solo survivor queue can be hard because you are paired with random strangers and they may be crap at the game.

    Every time they nerf killer and buff survivors 1v1 with the killer the average game suffers because it becomes busted when survivors are coordinated.

    killers should be strong enough to be threatening and survivors should be generally weak. Tweaking the game so crap survivors are less likely to hurt their team screws up balance overall.

    pinhead is fine in fact the killer roster is mostly fine and if anything a lot of older killers need a big buff to make them really threatening again.

    Learn to play around different killer’s powers, this one type of gameplay should counter all killers mentality is making the game really bland.

  • Great read, we’ll from a poetry perspective not a game quitting perspective.

    take care eh.

  • @Impartiality said:

    https://forum.deadbydaylight.com/en/discussion/comment/2678013#Comment_2678013

    Actually no you’re the one in the wrong game. There’s nothing wrong with you preferring something like that but the devs of this game want it balanced and at 50% kill rate

    Yeah and that's a ######### deisgn choice given the theme. I'll play how I feel and continue to say so in the hope they implement changes away from that thinking. They probably won't though which is a shame.

    The other solution to this is bots in custom game mode. If I'm not in a competitve mindset or basically the online coimmunity is just flat out crap (which is often is in this game), then I can still play and enjoy DBD with some solo games. Many online pvp gaves have this and it widens their market to people who don't often play pvp.

    I waited to pull the trigger on buying DBD because there was no solo play option.

    Its the reason I still play battlefront in most of its forms and F13. Because hell busting up some bots is often just fun.

    That's what its about really fun and online competitive games are often not that because people take it so seriously that anything they don't agree with in game becomes some egregious personal attack. If we balance for these competitive types we kill the theme which is the initial thing that draws people to the game.

    Balancing for 50% kill/escape rate is poor design in assymetric survival horror.

  • @Impartiality said:

    https://forum.deadbydaylight.com/en/discussion/comment/2677981#Comment_2677981

    https://forum.deadbydaylight.com/en/discussion/comment/2677981#Comment_2677981

    Well then there may be a different game where it’s like this. Unfortunately for you DBD isn’t that game.

    I was when we had old moris. Man I miss playing against old ebony moris. So scary. If you were hooked once you were pretty much dead. Most of the animations were great too (mostly). Even a mediocre killer could be powerful thanks to that little iri offering.

    I played a lot more survivor when there was a real threat of elimination from moris, now its a yawn fest.

    But people get upset when they get eliminated and its not fair to eliminate people quickly. Its a real bummer such a win for the balance cry babies.

    Maybe F13 and among us had the right idea, make a single queue and the killer is random. I'm not a big fan of that either but at least the killer is powerful in those scenarios and games feel threatening.

    DBD is sacrificing scare factor and horror survival theme for e-sports comp balance and it kinda sucks, because its assymetric survival horror its supposed to be hard to survive.

    I think the people who want equitable balance are the ones whom this game isn't for. It assymetric survival horror its not meant to be balanced. The more they try the more watered down the play experience gets.

  • @Impartiality said:

    https://forum.deadbydaylight.com/en/discussion/comment/2677954#Comment_2677954

    If you want a game like that then yeah you should stick to offline games. In an online computer game you aren’t gonna be super powerful when another person fears you lol. Why would anyone play a game where one side is expected to always win

    because that’s survival horror. I’d rather die thematically than run circles around the big bad guy.

    Weak antagonists make for lacklustre games, ######### movies and bad stories.

    Yeah my biggest gripe with dbd is the fact it’s pvp only. I hate pvp because nine times out of ten you’re online with giant man babies that you would never choose to play with if you had the choice.

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