pseudechis
pseudechis
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9 times out of 10 you are maxed out on chase as killer so there is little value in going to the gates. I just break stuff now because its really a waste of everyone's time.
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Welcome to life as a killer in this game.
Basically the only answer is keep playing and don't worry about rank or pips.
If you are feeling really crushed by a bad game, and by bad I mean unpleasant interaction with survivors, lots of BM'ing, obnoxious flashlight clicking and noise notifications, taunting, repeat locker stun crews. Yeah it shouldn't upset you but it breaks the immersion, is annoying and unnecessary.
I find the following can help,
Firstly do your best, chasing good survivors is the only way to improve, one day you'll catch and hook em all its very satisfying. I still have the screen shot of my first 4k. Hag, she's been my main since.
Secondly in really toxic games you can open the gates yourself and force the endgame collapse, in that case I often don't bother going to the exit gate just go around the map breaking stuff for BP's. Walls pallets etc. Put the game back in your control.
If you are having a run of unpleasant games, which can happen especially in the evenings, switch out to a blood point farming build and drop your addons, you are not wasting points on bad games and you are maximizing BP return for what you can do. I find BBQ&C, thrill of the hunt, beast of prey and distressing or brutal strength work well for this. You often max out on chase BP's even if you only get a couple of chases and hooks. You also break stuff really quickly.
I play without addons a lot, it has made me feel less invested in the game. I have generally gotten better at chases as a result. In fact sometimes things can seem too easy with powerful addons after not using them for a long time. Save up your good addons till you feel you can crush even the most unpleasant prick of a survivor.
Remember that just because someone is good at the game doesn't mean they are trying to maliciously ruin your game. You often see people attribute malicious intent where none exists purely because its a competitive format. This is called paranoid cognition and does yourself more harm than good, try to be aware of it.
With that in mind though don't get hung up on being a "nice" killer, just play the game and do what you have to do.
Remember you are not responsible for anyone else's fun, I'm not saying grief people and be unpleasant, but playing by "the survivor ruleset" as it were, is often not optimal in many scenarios and you are making the game harder for yourself and easier for people who want to abuse you for it. When starting out as killer... just play, worry about playing nice later when you have the luxury of picking your targets via experience.
Lastly ignore the endgame chat/comments, GG is all you need to say. I've had great conversations with folks after games where we had a genuine laugh about what happened, but more often than not you'll get some grumpy sore loser or bad winner who wants to dump on you. Ignore that its not worth your time.
This is a long post thanks for sticking it out if you did, but I see so many negative posts about that same thing, more people need to play and for that to happen its gotta be a fun experience. A large portion of the player base is killing that experience.
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@TangledNoodles said:
https://forum.deadbydaylight.com/en/discussion/comment/1845400#Comment_1845400
Yet here you are falling for 'bait' like a dumb fish. Whatever you say buddy.
I didn't indulge in your topic I called you out as a dumbass and your reply confirms it.
What kind of troll steps in his own trap, you dumb fish.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1845386#Comment_1845386
So survivors being spoon fed tons of information is ok. But killers getting a QoL change is bad.
Mmhhkay.
Don´t worry, i won´t touch the killer role any time soon. I´ll stick to survivor. Much easier and apparently what the devs want: everyone switching to survivor.
oh ffs, reading comprehension isn't your strong suit is it?
Under no circumstances did I say survivor being spoon fed info was ok, it is a problem as I've said and needs to be addressed. Re-read the previous posts I think you missed something.
Not wanting an unnecessary spoon feeding of info to the killer in no way implies I am ok or pro survivor spoon feeding. They are both bad.
This is called objective assessment, I was agreeing with you on survivor info overload and saying that killer info overloading isn't the solution to that.
Your last post makes absolutely no sense so either you have failed to understand my point or you are now fishing for a tit for tat argument that was never there to begin with. Either way I've made my point, re-read it and try and understand it, or not, up to you.
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Another killer vs survivor bait post, save us all your BS and crawl back under your rock.
Crap like this serves no one and just goes to further divide an already toxically divided community.
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What was the game state? How many gens/survivors left etc?
Are you really sure they were working together?
Last night as killer I went for the 4k at 1 Gen 2 survivors left, I found the same Feng at least 4 times as Doc and slugged em each time till I found the 4th survivor, whom was stealth'ing around running calm spirit, which made it tricky.
I kept finding the Feng because rather than hiding they were trying to get the last gen done.
After hooking the 4th I went back to pick up the Feng, thought about it and gave them the hatch to say GG for all the slugging and their exceptional play. They really did out play me in the mid game and didn't scum out and hide for the hatch at the end.
Saying all of X players are toxic and you won't help them isn't really a great mindset to have. Especially as survivor where success is based on team effort not individual play.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1844331#Comment_1844331
Killer is not hindered without it.
But it would be a QoL change.
Killer is already stressful enough. Having to count to guess if he reaches the basement shouldn't be necessary.
Trying to reach the basement is often not the most effective play. There are plenty of hooks to choose from and if you consider your path prior to picking up a survivor then they should rarely, if ever, escape you. I make sure to know exactly which hook or hooks I plan to carry a survivor to before I pick em up.
If you want to leverage the basement as part of a basement build then you have to direct your chases toward there and down accordingly, or you take the required perks to achieve that, as it should be. Why, as killer, should you have free access to the basement without thinking and then load up with other perks.
Taking two perks to guarantee a basement hook is part of making a basement build. Doing it without those perks is called strategy and forethought.
Killer is sweaty for a myriad of other reasons and seeing the struggle bar won't change that. Its not a QOL change its a spoon feed information change that inevitably will downgrade the forethought and strategic thinking needed. Hence what I mean by watering down the game experience.
Ask yourself are your directing where the survivors go when chasing or are you following them? Because if its the latter then you are doing it poorly.
You will not be in control of every chase but as killer you should be in control of most of them. Perks and tech that let survivors change that state of the game in their favor are the real problem, not a players' inability to judge where the hooks are.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1844238#Comment_1844238
The point is, that survivors have a ton of information. They'll know that ruin is active or another hex perk and get a notification when it's cleansed. Not only by a sound notification, but also by that little sign on the right of their hud.
They get informed when they enter the terror radius, even before hearing the heartbeat. As long as the killer uses perks like overwhelming presence.
They get information on how far the gen progressed (that shouldn't be necessary) and how far the healing progressed (even when they don't perform the action). They get even informed that We'll make it is active and that it affects the heal speed.
This all breaks the immersion for survivors, but is ok.
Meanwhile killers have to take a wild guess if they make it to the hook after hitting a survivor. Which makes 4 perks useless or at least unreliable.
I agree but the point is taking the guess work out of killer doesn't fix the survivor issue.
The more effective solution would be to leave the guess work for killer and tone down the information for survivor.
Otherwise we end up in the current scenario which is bloated perks and mechanics that came in because the other had X perk/mechanic, its a "what-about-ism" kind of thinking that just leads to perk bloat and a watered down game experience.
I don't think killer is that hindered by not seeing the meter, I think survivor escapes from the killer would plummet due to being able to see how far along they are. Taking the planning and guesswork out of the game in generally is a bad thing.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1844188#Comment_1844188
Interesting comment.
Btw, survivors get spoon fed information like what perks affect them, even before they affect them (huntress lullaby), when they are exposed, how long this takes, how long that takes, etc.
Because only survivors are supposed to get spoon fed, right?
This isn't a "killer vs survivor" post. I main killer, Hag and Trapper, I prefer killer, I'm generally biased toward killer buffs and survivor nerfs.
I also play survivor but find it incredibly easy compared to killer which kills the immersion for me, as a survivor I want to be scared of the killer but that is a rare event. I want to feel the need to run and hide from the killer not the shallow sense of accomplishment that comes from running them around the same rock. Very few killers are actually scary by design and that defeats the purpose of the game in my opinion.
With that out of the way...
What survivors can and can't see is irrelevant to the question posed.
The point being raised is should killers see the wiggle bar, as a killer I like some element of unknown and guesswork and to be spoon fed that info would further water down an already watered down game experience. Its not a buff that I think is good.
Do survivors have to much info gathering?
This is a different question and I'm inclined to say yes. There are so many reveal the killer aura perks that you can pretty much start generalising where the killer is for a large part of the match, watering down the fear and hence the game experience. Add in coms and you have a survival horror game where there are no surprises and you will likely survive, so what's the point of playing?
So would giving killers access to the wiggle bar information change the state of the game from a survivor perspective when it comes to information overload undermining scare factor? Not really. All it does it water down the killer experience.
Aura reading, sound cues and scratch marks are the key parts of killer information, making you an alert hunter, wiggle bar info just seems erroneous to me. That is my take on it regardless of whether or not I feel survivors currently have to much game info.
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No because anyone can find a way to leverage a killer's playstyle to their liking and make the most of any aspect of the game.
Killer tiers are for the most part... BS.
Basically tier lists are people's opinion about what works most often and what often doesn't. They may give you some insight into what killers have easier to use powers, or situationally harder to counter tech, but for the most part it is purely just opinion (often heavily biased). Occasionally backed up by some success numbers that are often heavily biased and not a lot of use from a data perspective.
Take em with a grain of salt and find the killer that suits you.
I main Hag and Trapper, the latter is viewed as weak but I consistently 3-4k with him as lots of playtime has let me leverage the most out of my traps. On the flipside I absolutely suck as Deathslinger because I can't seem to quick scope well or aim to save myself. I also suck as Oni and Hillbilly because I always seem to mistime their powers and miss with them even though they are also considered powerful.
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Yeah I usually shake my head at cocky players, who go down fast or make dumb plays which happens so often its not funny.
Some folks don't seem to realise the time you wasted butt dancing in front of the pallet is time you could have used to get further away.
Sometimes a player doesn't have to be obnoxious but they may get a bit to greedy with a pallet or go for a window and when you catch em first sometimes you just want to say "bad choice, I got you".
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Killer shouldn't be spoon fed the wiggle bar information. Gauging how far you can go to hook someone is part of the guessing game and shouldn't be removed.
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Yeah the high stakes hatch hunt in the endgame is really nullified by them. I don't get it either.
Maybe If you are looking at some kind of basement agitation/insidious build and want to know where everything is from the get go.
Just more junk but at least its only 3k brown junk.
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@lagosta said:
https://forum.deadbydaylight.com/en/discussion/comment/1832946#Comment_1832946
I am not against your points here, but will expand on specific points you noted.
1-The issue with his teleport is that its readily available. Demo has to lay portals that can be undone after being used at least once, Hag has to prep her traps, Freddy has it whenever needs and to the most important objectives of the game. It's also bad for the killer bc once the last gen is done, he basically loses a huge part of his power. That along with small PP build (Ruin+Undying+Tinkerer) makes it so unless your team is very well coordinated (quite uncommon in SQ) the game is gonna last up to 20 minutes.
2-His hitbox is aggravating bc he shares it with the other killers while having the smallest killer model in game. The issue here is his animation, which could be fixed by extending his arms in lunges, just like he does in the movies, to give a visual clue as to why you were hit.
3-Fake pallet is more of a downgrade compared to dream snares, any killer who uses them are intentionally crippling themselves.
4-People don't want a one solution for every killer. I am excited versing Huntress, Nurse, Bubba, Billy, and most killers in fact and they all require adptation. The ones that are not in that least are either lead to boring games (Freddy) or lack counter play (Spirit and to a lesser extent Slinger).
5-Freddy is boring bc of the way his execution. His addons slow the progress of objectives, most players i've been against use the same core of perks to slow it even more (Ruin+Undying+Tinkerer) and he chases you by, guess what, slowing your movement. You know one slow down mechanic that was beautifully done? Pig's traps! They give you a side objective that has no escape and lead to exciting moments, not a lazy "Jump Rope: Applies a moderate Action Speed penalty to Repair, Healing, and Sabotage actions".
Finally, you may not think so and, from the bottom of my heart, that's good for you. But when most of the community has a different opinion on a subjective topic (X killer is boring) there might be in fact some truth in there.
Hey mate no malice intended, very well thought out points and definitely reasons for Freddy to be looked at by the devs.
I often see more whining than constructive suggestions on the forums, your post is refreshing, hence my state of exasperation at "X is boring" threads. Boring is so subjective and often an unhelpful analysis with little to no constructive feedback.
A 20 min game isn't a terrible thing, I wish more games lasted longer than they do, especially with an often 10min+ survivor queue.
Also as I've said he is a bit of jack of all trades with not a lot of downside, which should probably be looked at.
His level of threat makes him fun to play and play against though. (Although not being a huge nightmare on elm fan I don't really use him often).
In his defence, he's got so much you really have to think outside the box when facing him. Rather than the game degenerating into ring-a-ring-a-rosie simulator as it does against many killers even those with anti loop tech.
It pains me to see good toolbox killers get beaten with the nerf stick because the argument against them is often "I can't loop or my META perks don't work here and it's boring"
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Well to counter point it, after 10 survivor and 5 killer games I had a generally enjoyable evening with no ingame or pre- or postgame BS. Finished the repair gens and sacrifice survivors rift challenges and generally gg's all round.
I like to end the night with a last game de-pip challenge, get the maximum amount of bloodpoints possible without safety pipping.
Build BBQ&C, Thrill of the hunt, Beast of prey, Distressing. No addons or offerings. Squeeze as much out of inefficient play as possible.
Killer of choice tonight Clown. Hard one as you can't just spam your power for freebee points at the end.
Hook no more than 3 people once each, kick gens but not enough to get pips from regression, commit to chase and down to slug after hooks but be careful or you'll get chase pips, open gates once powered, break everything for the BP, dropped pallets and breakable walls are your friend.
Rule numero uno you must commit to the game! No going afk or other scummy game killing stuff (DC etc), survivors must have no reason to believe anything other than they heavily outplayed you by games end.
Remember enjoy the little things you make your own fun.
Tonight's depip total 17'000 BP game score, 48'000 with bonus. Almost a new personal best.
Good luck tomorrow night, hope its a better run.
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@YungDaggerDick said:
https://forum.deadbydaylight.com/en/discussion/comment/1830893#Comment_1830893
https://forum.deadbydaylight.com/en/discussion/comment/1831206#Comment_1831206
On god. 😂🙌
I like you a lot. Be my friend (っ≖‿≖)っ
Lol
Did I dive in to heavy?
I've been reviewing student papers and grants all week and if I have to read one more piece of arrogant idiotic text I'm gonna snap.
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Yeah the value of DS increases as the match progresses all but guaranteeing an escape in the egc if its up. Eating it early isn't really "counterplay" but it forces the event when it is at its weakest.
Its in the game so why not get it out of the way when its most advantageous to do so.
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@Tizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/1832946#Comment_1832946
What's your suggestion to counter Freddy?
Stealth?
Loop?
Not work on Generators?
Do nothing the entire game?
Freddy doesn't just shut down one thing well, HE SHUTS DOWN EVERYTHING.
That's what people aren't happy with.
Move off a gen when the port starts, stealth out, you'd be amazed how many freddy's just kick a gen and move on. When he picks up a survivor position youerself as best as possible around a gen to reduce aura in case of BBQ.
Split up on gens as much as possible. Force a choice of which one to port to.
Run distraction perks so you can miss skill checks to wake up and switch up noise notifications.
Think outside the box. He has anti-loop tech so don't try and run around the same rock 8 times and be mindful of pallets if fake pallet freddy, focus your escape on windows.
If people are facing multiple freddy's in a row, as many often claim, then start working on an anti freddy build and run part or all of it across a few matches. Maybe something like calm spirit, small game, some distraction and loop perks or standard DS, adrenalin.
Its kind of like a year ago when everyone was complaining about Doc after the rework, people started running calm spirit a lot and while it can be a bit of a wasted perk against some killers it lessened the Doc shock a lot of folks seemed to be suffering.
Yes Freddy has a varied toolbox with benefits to several aspects of the game, that will likely change again as he may be a bit too much jack of all trades but he's not impossible like people seem to think.
Oooh my meta build doesn't work against killer X because they have a lot of tech going for them and its uncounterable and I'm not creative enough to think outside the box, is what 90% of "boring" arguments boil down to.
Remeber META doesn't mean strong, it means easiest to use and apply broadly.
He is a licensed killer, he has to look a certain way, it makes his hit box look large because he is human sized compared to other killers with a smaller weapon. Small model, big killer hitbox, makes his hitbox and reach appear out of whack, be mindful of this.
Try some of this and let folks know how it goes, then maybe there might be a bit more constructive "this build worked great against several freddys" threads rather than "it's boring boo hoo DC whine threads"
I've played survivor all evening faced 2 freddy's tonight escaped once, died once and both games were just like the rest of the night a fun switch up of the game. I'm running a bit of a gen build to crank out as many gens as possible to finish 20 gen rift challenge. I generally kept away from others, did gens solo and pathed through the stronger loops of asylum, namely the central building when moving about the map. Kinda worked. Spine chill, resilience, technician, adrenalin/DS
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@meatisadelicacy said:
https://forum.deadbydaylight.com/en/discussion/comment/1832952#Comment_1832952
About 10 minutes. Not bad for this time of night.
yeah 10 mins I'm on the fence at that length if it aint a great night.
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How are your queue times? because if they are quick it doesn't matter.
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@lagosta said:
https://forum.deadbydaylight.com/en/discussion/comment/1832406#Comment_1832406
Freddy slows down gen progression with addons, reduces mobility, usually brings games to screeching halt, has several nuances that change normal mechanics (OoO, BT for ex.), and his hitbox is aggravating. When paired with Tinkerer/Ruin/Undying he becomes a stalling machine and games that take forever are boring, much like a hag with 3 gen.
@keygun said:
https://forum.deadbydaylight.com/en/discussion/comment/1832406#Comment_1832406
He can cut off loops with snare, or create fake loops with pallets.
He has direct to gen mobility.
He can slow down the game with add-ons AND perks.
He is harder to see if awake, and everything becomes harder to see through while asleep.
If survivor is asleep, they glow like a Christmas tree.
Also, full speed killer.
His kit is so strong it's bananas. I think every licensed killer is made to be stronger than any base killer.
I've never really found any of this with a game against freddy, yes you are listing some of his powers but you split up, you get a notification when he's porting to a gen, his hit box is just like any other killer's hit box as is his lunge, a lot of that appears to be imagined.
Be a little more observant with a fake pallet freddy. Wake up, don't stay asleep. Yeah he has a bit of tool box so the game seasaws a bit but that's not a bad thing and often you've waited in 10min queue but then complain about a 10-15 mintue game? I want to queue for longer than I play #########.
Its kinda like just as killers have to switch up their game play because killer powers vary, survivors have to switch up their gameplay in response to which killer it is. But no people want a one shoe fits all kind of game.
I have one thing I can do and that's loop but any killer that can shut down loops is annoying and boring. I like stealth but any killer who can track easily is annoying and boring. This killer shuts down gen progression well and now I can't just crush out gens and move on its boring.
That's the lamest argument around when the solution is just switch up your gameplay, stealth out once in a while like its huntress whom anounces her arival, or split up like its bubba or doc that both love a group of four in a bunch. Nah I want to gen rush and run around the same rock 9 times or its boring.
Switch it up depending on which killer and you'll find the game gets better no matter what.
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/comment/1832413#Comment_1832413
People hate Gunslinger? I thought he's fine. He's also pretty fun to verse. He can easily stomp but he's not boring or annoying to fight against like some killers like Freddy or Doc.
https://forum.deadbydaylight.com/en/discussion/comment/1832406#Comment_1832406
That's like saying Hag is just an M1 killer with some mobility shenanigans.
Hag is an M1 killer with mobility shenanigans.
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@celesteismore said:
Listen I play survivor more than killer but I think I reached my gap on survivor. The highest I've gotten is rank 7. I give up on trying to get to red rank as a survivor. I want to get better as killer. The highest rank as killer I've gotten is rank 16. Also why does the rank reset hit harder for killer? I was rank 16 and it took me back to rank 20.
Brown ranks take you back to rank 20.
Rank 16 first yellow rank should take you back to rank 17, are you sure you were still at rank 16?
This is for both survivor and killer.
Someone can feel free to correct me if my info is out of date.
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Look if you have to go afk don't hit ready.
If I have to leave my game for some reason I'm not surprised to be dead when I get back. Anyone who complains otherwise is just kidding themselves.
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I never understood why he's not that fun to play against. He's just an M1 killer with some mobility shenanigans.
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I had the bubba mori challenge last night and everyone kept dying on the second hook, caught the last guy by the hatch and luckily enough they had only been hooked once but they had progressed to second stage so was able to mori them.
Team was hyper focused on gens and slow at saves. I'm on the other side of the map thinking for crying out loud someone save that guy so I can mori them later, but nope. Tedious.
The boo boo crybabies have won.
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Try teleporting much faster.
But in all seriousness, I haven't found any issues with hag's speed over the last day.
Lag maybe. She can feel really slow when you switch back from a faster killer.
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I just hit whom I find. If you were the last one hooked then its not personal just business.
I also like to chase and hook those who DS me as it just seems thematically appropriate.
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It doesn't have to be in a single match. Its one of those leave it sit there and you'll eventually get it kind of things
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Just don't teabag in general as it's obnoxious and unnecessary.
Build is irrelevant to the aforementioned statement.
What teabagging kind of says in game is "I'm a wanker" whom likely tantrums if they lose.
It shouldn't upset anyone, as all it does it announce to the world that the teabagger is a jerk and if they want to announce that to the world let em. They have to mash buttons on their equipment to do it so the cost of this behaviour is also born entirely by them.
It's kind of like a Marlon Brando revenge flick where instead of going out to get the bad guys he just punches himself in the face and says yeah take that!
Its akin to the middle finger, you arbitrarily show me one of your fingers and I'm meant to feel bad about it. What "the finger" does is announce to the world that you're upset and unless I'm emotionally invested in you somehow, I'm afraid that probably doesn't affect me at all.
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This is kind of the issue with bloodlust, the killer didn't win that. You did.
The sad part is the time you wasted for the killer was wasted by your team mates, so in the end its a net loss for survivor side overall when you went down. As at least two gens could have gone in that time.
The problem here isn't bloodlust the problem is your deadbeat team. Without bloodlust you could have potentially strung that chase out indefinitely given the poor play by the killer.
Now a lot of posts are saying he knew he could bloodlust that out and so didn't care about other objectives, but the reality is that we have no idea what the killer player's state of mind is so assuming it is inaccurate and foolish.
Lets talk about target fixation...
The killer here made a poor choice to target fixate on you and they ignored things like pallets, gens etc and eventually bloodlust got them a down. That may have not been their intent and shouldn't have been because it wasted a whole minute which is really really bad for the killer.
So bloodlust can give less experienced killers the perception that chasing like that is beneficial when really its not.
However without bloodlust that killer will likely never get downs and have very little motivation to keep playing and improving.
1v1 the killer should be a bigger threat than the survivor so bloodlust is not without flaws but still has a place. Using it is detrimental to killer time so it also has some element of balance as there is the negative of time wasted to apply bloodlust. It is not OP.
Target fixation has nothing to do with skill, even the best of the best can succumb to it, its what got the Red Baron killed, he chased a less experienced pilot way into enemy territory because his ego wouldn't let a less experienced fighter pilot get away from him, and as such, he was surround by enemy planes and ground fire and got shot down. He is regarded as one of the greatest fighter pilots in history and he should have known better.
If the killer is hitting bloodlust you have done a great job as survivor by wasting their time. The impetus is then on your teammates to use that time to achieve objectives, if they don't its not bloodlust's fault.
Yes bloodlust can reward bad killer decisions, but the lack of it promotes even worse survivor play, because I've got time to do anything other than gens why be efficient at all.
Perhaps the timer to when it kicks in should be extended and be capped at one tier, maybe that would make it more relevant with the new reworks of maps. I think a reworked bloodlust would be better than its complete removal as the killer should be an increasingly scary threat in an ongoing 1v1.
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@RoboMojo said:
https://forum.deadbydaylight.com/en/discussion/comment/1830825#Comment_1830825
I think the issue with basement Hag is that whether the Hag leaves the basement or not is irrelevant as that survivor is already dead the moment they're on that hook. Especially since there are traps you can place which can't be destroyed with a flashlight as they'll be automatically triggered. This means that if the Hag leaves the basement they can play territorally to camp them to death AND defend their 3 gen. 9 times out of 10 unhooking in that situation will just lead to a trade. This is especially problematic as with Agitation, Hag can usually corral people into her web and eventually get her basement hook. At which point that's just gg unless the survivors are really coordinated (Which can't be expected from solo que). I think that's the reason she's disliked. She encourages a very tunnelly/campy playstyle AND also has a downright insane chase power when set up well. Which isn't very hard, I used to play Hag a lot and at least 3K'd like 90% of my games by being territorial.
If a Hag sets up in an area and the survivor goes there, they go down. The counterplay there is to just know where she set up (Which, again, cannot be expected of solo's). You could argue that's the same with Trapper, here's the thing though. Trapper has to collect his power and thus his set up takes substantially longer. Hag can just set up a trap, wherever and whenever she wants. Her traps are capped at 10 but it's not like Demo where if you place all your traps then you can't place another. There is no consequence for just placing a trap at every loop you come across which means that even a bad player can excel if they just so happened to set up well. People don't want braindead looping but what they do want is viable counterplay. You can't exactly flashlight the trap midchase so if you go into her web of traps then you're dead, especially if basement is nearby.
People complain about Deathslinger but not Huntress. Why is that? I'd argue it's because there's actual counterplay with Huntress. She telegraphs by audio and visual cues when she pulls up her hatchets so survivors know when to try and dodge. With Deathslinger there is no audio cue and on top of that, he can instantly shoot after ADSing or cancel the ADS and M1 normally. This means that you either have to be constantly dodging which will get you hit if he cancels his power, hold forward and hope he misses which will get you hit if he commits to the shot or constantly keep looking back whilst simultaneously not bumping into anything. Even if you do that last one, if you bump into something you'll get hit, if he fakes the shot by ADSing and then cancelling it then you get hit and even if he commits to the shot you can still be hit if he makes the correct read. It's very stressful and unfun to be chased by a Deathslinger but that's just my two cents.
I personally think you're trying to dumb down people's arguments because the idea that people might have genuine complaints regarding your main is uncomfortable to think about. Perhaps you're afraid that if enough people will complain then she could be nerfed. Or perhaps you don't care and I'm just needlessly assuming things, lol. Either way, this has gone on for far too long and I need to eat my lunch. I hope this wasn't too much of a trudge to read and I wish you a happy Holiday!
Valid points but as someone who plays a lot of hag the basement counter play isn't as fruitless as you are making it out to be, you can crouch through traps. I rarely have trouble getting folks out of the basement against a hag. People don't take care or time and that is a hag bread and butter. Basically the changes folks might be asking for hag is so that they don't have to take care and time. I don't SWF its all solo.
I'm not uncomfortable in the slightest about people complaining about a killer I main and enjoy because its really only a game and I sometimes think people take it way to seriously.
Maybe I'm playing slinger wrong hehe.
Happy holidays to you to.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1830893#Comment_1830893
I pointed that out because if he is giving up in game he clearly is not in a rank he is supposed to be in. Learning the weaker killers helps your basic killer skills which is needed for all killers.
I never said its ok to taunt someone or harass them so don't put words in my mouth lol.
I'd say that's an opinion but alright.
If a survivor gave up against a slinger guaranteed they would get crucified and called toxic for not wanting to face a killer "they can't bully". Also despite the fact op gave up in the end which I will say is not that bad, I still think giving up mid game won't help them improve, survivor is also already boring enough with the fact the devs keep designing these new killers horribly, so we have to do gen simulator enough. A killer giving up mid game just discourages playing survivor.
I was not trying to belittle him, I was being blunt.
Yes he does need to "git gud" he's struggling with Freddy against pub teams.
Freddy has an overtuned basekit, only good teams will make him m1. Which btw aren't common in pubs. He has so much going on for him, free map teleport, anti loop, passive slowdown in addons. He is the perfect killer for new players to cheese off of. If that aint a bloated basekit tell me what is.
"It's not when a killer gives up instead of playing". Your direct response to a reply describing the behaviour of harassing someone who's given up as being a "dick move".
How is this not you supporting harassing another player in response to them giving up? If its not a dick move what is it?
If this is not you saying its ok to taunt someone when they've given up then you did a very bad job of not making that point. I'm not putting words in your mouth I'm quoting you. Did you forget posting that reply? and if not did you not realize what you were saying?
Being blunt 101
"You've obviously hit your skill cap and need more practice at rank two <-- (blunt part), try a perceptively weaker killer to force you into practicing skills you may not have mastered with your current killer, Killer X is good for this as they are generally seen as blah blah blah" <-- (Constructive part)
Being belittling 101
"You were carried to that rank by the killer you chose and don't belong there, play a different killer and get good"
See the difference in these two statements and how one is constructive and easily interpreted where the other is not constructive and argumentative.
Here is your original quote, in case you forgot again <-- (snide and belittling)
"He carried you against all of those trash survivors who don't know he can be pre throws hard against".
Belittling statement insulting to both the killer and survivors he faced while assuming a great deal and offering no constructive feedback. This is why people are arguing with you.
Never dare someone to throw it back to you when your first pitch was a dud to begin with, especially if you struggle with making a clear point in written text <-- (Blunt).
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@Damarus said:
https://forum.deadbydaylight.com/en/discussion/comment/1831038#Comment_1831038
Well, games are meant to be fun. Why would I play something where I know I will not be able to survive? And the game is horror, but that is limited to the first times you play, when you still don't have a clue about what each killer does, how to loop, where your teammates are and if they are doing stuff and, most importantly, you fear missed skillchecks. After that, true jumpscares come from unexpected killers being there (stealth ones), since you do not hear their terror radius. Even then, if you are experienced enough, you will constantly be looking around while working on a gen. I don't know how the upcoming Outlast Trials will be, but I say you can't expect a multiplayer game to be truly horror. Not for long, at least. And not forever, of course.
Since this is a videogame, balance is everything. But I fear there will never be proper balancement. For that to happen, tunneling and bloodlust (first and foremost), should not be a thing. But I feel like that would lead the kids out there to leave the game, implying queue times could take forever.
Yeah I agree that's kind of my point too. The strive is for balance in order to create a game experience that's fun for all but that very element undermines what the game is about.
The key problem with this game is that its pvp. In an effort to make an enjoyable game experience for both sides then the monster can't truly be a monster as that would be overpowered and no-one would play survivor.
The catch 22 of trying to create a competitive survival horror is that you have to water down the horror so people can survive.
The change to the MORI is a great example of this. A killer running a mori was the most intense threat that survivors would face. You could be killed at any moment really quickly, the cost of getting caught and hooked even once was huge. The tension was high because so much was at stake game wise with that mori in play.
But its oppressive for one side of the community and the short game time coupled with long queue time isn't fun. So the mori in a pvp setting doesn't create fear and tension, it creates tantrums and resentment. The core problem with DBD is that its asymmetrical multiplayer and the theme is built on that asymmetry, more it gets balanced out the more the game experience gets watered down.
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Depends how the match is going. Not really interesting spectating someone urban evasion'ing around the map while a blendette hides in a bush.
Close game, it can be fun to watch how it ends.
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@Damarus said:
https://forum.deadbydaylight.com/en/discussion/214623/no-killer-or-their-perks-are-op
I think the opposite. No killer is so bad to be rendered completely unplayable but, as with every game, there is cheesier, easier stuff. And like every game, people will always opt to make the game MUCH easier for them, by using those things. Examples?
In CoD Black Ops 3, everyone used (and still uses) VMP or Vesper. In CoD WW2, everyone uses PPSH.
In DbD? NoeD, DS, Dead Hard, Unbreakable, tunneling, camping, spamming, SWF, Spirit, Billy, PH, Freddy.
As I said, the cheesier it is, the more you'll see it around.
The term is META, which is a euphemism for easier to use.
But killers should be oppressive as there is no fear in playing survivor, which is kind of the point of a horror survival game.
The problem is many people value winning over all else and their sense of self or ego is tied to winning, the very commonly found in online gaming "cry babies" of the world. So if they feel they can't win they won't play. (You ever notice how the guy who spams the PPSH is also the one who melts down the worst in chat).
Game duration is tied to queue time and why wait 10mins to be killed in 30secs? but you can wait 30secs to be killed in 10mins. So again who would play survivor in that scenario?
If killers were what they should be, to really encapsulate the theme of the game, then no-one would play survivor. As within the theme of the horror genre, no more than one survivor should survive any given game on average, hence the famous term "last girl".
The strive shouldn't be for balance it should be for adequate levels of false hope. I know I can make it "get to the choppa!" kind of false hope, then splat, that is a true horror survival game.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1830091#Comment_1830091
Ahh it's been a minute since someone tried to hit me with he "whataboutism" stuff. You tell me. Do you think its fair for him to give up instead of getting better? It is the equivalent of a dc, it ruins the game for others, it subjects the survivors to gen simulator.
I know who you are you love killers and cant see any flaws to them. Also I never insulted his killer I play a bit of freddy every now and then. What I did say is that if he wants to get better play a weak killer learn the basics of the killer role itself (mindgames, pathing, iq stuff like when to quit chase).
But alright please try and come at me again I dare you.
I'll dare...
Your initial reply adds nothing to the conversation other than to say that the OP was carried by their choice of killer and that they need to LTP by choosing a "weaker" killer to play so they can learn the game.
It also says its ok to harass and taunt someone if they give up because at that point they deserve it, which basically is bullshit.
Its not "whataboutism", but it is an arrogantly worthless set of statements
If the killer gives up then by all means power through the game and leave, you are in no way justified in, or gaining anything by, taunting them for it. Which is what the OP is complaining about.
Within that scenario its possible to offer advice on how to improve without belittling someone while you do it.
The post comes across as a slightly more wordy "GIT GUD" with a pro bully theme, which is about as helpful as a condom machine in the Vatican.
Also you can learn all of the things you are suggesting using Freddy as, when it boils down to it, he's an M1 killer.
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@XombieRocker said:
People don't like Hag because they can't do the same braindead looping they always do and change is hard so: "OMG HAG OP!"
This exactly this. Same goes for deathslinger, nurse, spirit.
I main hag and most of what people are complaining about can be done on any other killers, camping bubba, just patrol 3 gens with doc, etc etc. A hag that drops ten traps around the one hook is not gonna achieve anything unless the survivors feed it just like any other camper. Yet somehow this problem is specific to her.
She really mixes up the game play and you have to be cautious and careful about unhooking and where you step, that's all it is. If you are going for boldness points against Hag you are doing it wrong.
Yeah many hags have the teleport mapped to mouse wheel because its her prime power, she ports and hits, the rest of the time she is so slow that unless you are stacking bloodlust you probably aren't getting much done. The nurse being stunned before she can swing is a great analogy here. Nothing worse then having a ping spikey night on hag, good luck hitting anything.
Her power shines with respect to killer reaction speed, you are hyper focused when you play hag as missing that port can be critical, also baiting with a port to have folks run back into you is a big part of it. She's is one of the killers that requires the most split second focus and response. Playing hag well is a meerkat level of alertness.
"But I want to run in a circle around that rock for 5 mins and why can't I just do that to every killer". Why don't we just delete all killers and have a white rectangle called 'generic bad guy' they just follow you around so can loop to your hearts content.
Let me tell you if you water down all the killers, you water down the game. Bring back the fear to DBD.
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I’ll jump in and say to the OP that I’ve seen it plenty of times.
I can’t always attest to it being a genuine attempt to game the matchmaking system but there are definitely some obvious signs that make you suspect it is.
They are often the biggest tantrum throwers when they lose too.
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@meatisadelicacy said:
People can play however they want. I've been hard tunneled three times tonight for reasons unknown to me. I guess I should just stand still or maybe only run in a straight line if I do have the audacity to move? I'm not sure. But three games tonight I've been downed four times (I always run DS for this very reason) and my teammates haven't been hooked once. I mean, if they only want one kill, it is what it is. Life of a solo queuer.
People can play anyway they like and I'm not disputing that, but you don't have to have an abuse laden meltdown when you lose, or spend your night trying to just grief other players for your own sad amusement.
No one else is responsible for my fun just as I'm not responsible for theirs, but if I aint having fun I aint sticking around. Also a little emotional maturity goes a long way.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/1821056#Comment_1821056
Well, I appreciate the well thought out reply to my simple post.
I still believe you should have avoided the DC, it does a disservice to the game and in some ways undermines one's credibility.
I personally would have made it my mission to slaughter the other 3. Fk David, I'd allow him the gennys and saves, if he so chose. But the 3 Neas would have been my mandate. Even if I failed and they all tbagged me at the gates.
I would have attempted to kill as many as possible. At the very least you gain valuable experience. And often these groups are so altruistic, you can predict what they will do next.
Plus, if a killer DCs , for survivors, often that is way better than any 4 man escape. Don't give em the satisfaction.
Yeah I agree, and my typical response would be to do exactly as you are proposing, its definitely warranted, but this was the last game of multiple just lacklustre gaming experiences that evening and my patience for it had ended.
When its not fun its not really worth playing and by that point it just wasn't enjoyable anymore. I rounded out the evening with a couple of games of among us with my partner which was far more satisfying and hilarious.
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@Clevite said:
You lost me at DC.
And that's totally fine, a rigid by the book black and white view of the world is not what I'm here to debate.
I don't condone the DC but it was the outcome to the story and I tell it like it is. I made the decision this time to spend my time elsewhere rather than with the poor caliber of people I was being randomly paired with.
As an adult, I'll make that choice even if it occasionally flies in the face of the rules.
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I'm starting to think people don't actually understand what this game is about.
How can you be upset when the vicious killer viciously kills you.
Lets see how crazy this sounds "The monster that wanted to murder me did so in a manner that was very rude and not considerate of my feelings"
It's as crazy as "The survivors I want to kill keep getting away using the best skills possible and didn't let me murder them violently it was really rude of them."
There is plenty of obnoxious behaviour in this game and if the intent is to be an ass then yeah its toxic and its often quite obvious when there is that intent because it often falls outside standard play of the game, i.e. Constant Bm'ing, harassing without focusing on objectives, post and pre game abuse, rage quitting etc etc.
But the term gets thrown around just for good play or rational decision making on either side.
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@Nosferatu3145 said:
Why the ######### people care if another person is going to get a cool skin? I find it so pathetic that anyone would be bothered by other person have the same skin as them
Its a false sense of exlcusivity and elitism. Look at games like world of warcraft its rife with it.
Same kind of mentality when people say to you they've been a fan of said band longer. Its meaningless.
They'd be fools not to open up these kind of cosmetics to the community eventually as people who missed them will buy them.
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@Eli_The_Fox said:
Toxicity, in general, is a HUGE issue In DBD. I've gotten into so many games with Toxic survivors just ruining my evenings because of their harassment both in and out of the game.
Sadly I don't see it going away anytime soon. With DBD being an online game, people are bound to get competitive. Unless the devs do something about toxicity (Which I don't think they will since really what can you do?) It'll just be apart of the experience of playing the game.
Yeah I long for bots, the single player experience in star wars battle front is what keeps me coming back, yeah its not as challenging but at least I can crack out a generally casual game on my own terms and call it a night.
I'd love to be able to do that in DBD without playing wanker roulette at the same time.
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Only if they bring in bots, because at this point only cold AI could fix this toxic mess of a gaming community.
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Yeah all the time. I've deranked back to the low greens after a long break and get matched like this at least every other game.
The only real bonus is that as a former red rank killer groups like this get really salty when you detsroy them. I wish such things weren't necessary and not every match up like this is toxic its just bad match making but it speaks of a greater problem, which is a lack of ranked killers.
I don't think I'd want to go back into red ranks because man its too sweaty for my casual taste.
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Its not about winning though, teams that want to get into chases and taunt and BM after everyt pallet are easy to destroy because its a really inneficient way to play survivor. I've done the hardcore play to win thing but at higher ranks its just ring a ring a rosie simulator.
I like the immersive feel of not running meta builds (which is a euphemism for easiest build to use), survivors fleeing from you rather than trying to get your attention constantly with just obnoxious behaviour.
I don't need the shallow reward of destroying unpleasant gamers because I'd rather just not play with them. But sadly its online PUG which means its a toxic quagmire that feeds a toxic quagmire in return.
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As someone who plays late night killer I can tell you its the behaviour of the late night survivors that is killing off the killer pop. I'd say I get about 1 to 2 good games a night and the rest are typically a really toxic mess.
If I get 2 good games in a row I often call it because you aren't usually gonna get better than that.
(By good I don't mean win, I mean a game that comes without noise spamming, constant following and taunting trying to get into chases and just post game tantrums and abuse).
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wow please stop playing the game you obviously lack the emotional maturity required to play well with others.
