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radiantHero23

radiantHero23

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radiantHero23
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  • Bioshock is not entirely of the table, right?

  • There are so many iconic horror characters from films and games, that are still missing. Id take a bunch of them over someone like Darth Vader.

    Who's gonna be the survivor? Jar-Jar?

  • A lot of the older killers need a visual update. Myers, Freddy, Pig, Trapper, …

    Their models could really use an overhaul.

  • I dont think Pinhead is a safe inclusion. Bubba seems to be a lot safer in comparison.

  • There will always be a meta.

    The one we have right now is one of the more healthy ones the game has seen. Last time we experienced a meta - shift up, the game got actively worse, so im not too thrilled to get another one.

  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076675#Comment_4076675

    I just think there should be meaningful nerfs and not just "oh make a killer feel bad to play" as a lot of the blight nerfs usually suggest. 2 tokens lost of pallet break. Great start but this is not it. Literally a majority of the blight nerfs I see are fueled by anger and stress for the "I just don't want to see this character again in my life" than actually create a healthier solution.

    Most of what is done, was done to make the character better to play against. You cannot in good faith tell me, that the survivor feels great when they get hit by what was shown in the video.

    Of course it feels great when playing blight. I cant say I feel bad when I get a hit because of bad ping. I know it shouldnt have hit, but in that situation, I cant really say: "Sorry, but that present is awful." You take it. I take it.

    Ping however is something that is hard to fix. We saw that in the past.

    Blight can be fixed. Every nerf will make the character a little bit less fun to play. People love winning. Everything that makes that more difficult feels bad.

    DBD is a multiplayer game. Not a single player game. Both sides have to be looked at. If a character is causing problems for a large portion of the playerbase and that problem is fixable without ruining the character, then I think changes are justified.

    Getting rid of these extremely generous hits doesnt seem like a bad thing to me. Blight has one of the strongest powers in the game. As far as I know, he didnt have these egregious hits before the update and most people didnt complain.

  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076671#Comment_4076671

    So, it just looks weird. No statement from the developers on whether its intended or not. Also a LOT of things look weird and "unprofessional" in the game like chainsaws applying deep wound and not insta-downing when they normally would. Should we patch stuff like that out too? Also that's LITERALLY how blights hitbox was designed by the OG creator. It was supposed to be large at the start and narrow down to a cone.

    Sorry, but that looks just as bad as Xenos tail animation. Could we stop giving blight a pass at some point?

  • @Starrseed said:

    Bioshock.

    Only time I see it being requested is when it's from the goat alishock on Reddit

    There was an April 1st joke, saying that Bioshock would be our 10th anniversary chapter.

    I was so sad when I found out it was fake. Bioshock was always my most wanted license. Rapture would be extremely atmospheric as a setting and a bouncer big daddy could be very interesting as a killer.

  • We tunnel everyone and everything here.

  • According to moderators it wasnt a bug fix despite being labelled as a bug fix.

    Her model being broken for years was apparently "intended design".
    I cant with these people.

  • @Mandy said:

    I'm sorry, I'm missing something here @radiantHero23 - it ws removed by intention, you were told it was a design decision. The Community team aware that players including yourself were not happy about that, gave the feedback that players wanted the helmet back. Now it's back, it's a problem? Yes it's done as a bug fix on behalf of our QA, and I've acknowledged that this makes it confusing. But really can't figure out quite what the complaint is here.

    I never said its a problem. The problem was never giving a reason for why it was removed, then not adjusting the animation of her hand, then telling us that its intended to look that way and not a bug (to make us shut up about it, literally) and finally to add it back as a bug fix. Thats the problem. Not trying to be rude here, but I dont know why thats hard to understand.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075536#Comment_4075536

    Then the problem is the wording. If it wasn't a bug for it to not appear and was instead intended, you didn't "fix an issue" you reinstated an element that had been intentionally removed. Just saying "Reinstated RBT to Pig's in-lobby visuals" would have been better. It's just a semantics issue but that does indeed cause confusion. You could have spun it as fan service instead, for a more positive reaction.

    This pretty much yes. It being removed made no sense.

    The response i got from the moderator made no sense. Her hand looking like that for years made no sense and the patch notes also make no sense.

    Its a model change. Not a bug fix.

    Saying that its a bug fix instead of a model change is the problem here. We fought for years just to get told that its working as intended. (The broken animation is working as intended. Yes bhvr… makes sense).

    Now its said that its a bug. This isnt adding up with what we got told. It feels like we got lied to in order to shut up.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075541#Comment_4075541

    it was a design decision, probably something to do with the animation

    You mean the animation that she had for the last couple of years? That it looked like she was holding something but didnt? There was no animation change in the killer lobby. Are you refering to the start up screen?

    It looked awful. Her hand wasnt adjusted.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075531#Comment_4075531

    I never said anything about the original intention. I am addressing your comment about what the moderator said to you and I explained that the intention to not have it there was a decision made, not a bug. However with the feedback it was re-assessed and then given the way it was implemented back, was done as a bug fix - I can understand that part being confusing.

    Its not confusing, its frustrating. It feels like being lied to.

    I have to ask again. Why was it removed in the first place?

  • @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075520#Comment_4075520

    So the original way it worked was never intended? Her having the trap in her hand in the lobby? (Before it was removed ofc) seems like a weird bug to have, being holding your power in the lobby on release. Then removing it. Then reinstating it i can get the confusion on it.

    If they want to tell me, that her having that trap in her hand in the first place was never intended to be that way, then nope. Im not buying that at all.

    Why is her hand shaped like shes holding something then? Why was it always molded to look like this?

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075485#Comment_4075485

    they definitely didn't lie to you. The intention was made to not have it there by design HOWEVER with the feedback that players liked this, it was re-instated.

    Why was it removed? Im speaking for the entire Pig - crew: would really like to know.

    Also, why then is it labelled as a BUG FIX???

  • I just dont know anymore.

    Did the moderator straight up lie to me? Did they make up an answer just so that I shut up about an issue in their game?
    Isnt that what the forums and especially the bug report section is about?

    After all these years, this just hurts.

  • My most disliked character in the game used to be Claudette solely for the reason that she was so common back then.

    It got so bad that I literally heard her screams and moans outside of the game.

    Now that there are a lot more survivors and taste has shifted I don't hold any grudge against any survivor character other than Gabriel. He's still the face of release mft for me and that will likely never change.

    For killers, easily Ghoul. Annoying sounds and awful gameplay. All this is made worse as every Ghoul I face plays the killer in the least interesting way possible. Never mind game, never use the power in an interesting way other than to get free hits and catch up. Almost always tunnels…

  • Can't wait for the blight nerfs tbh. It's been so long...

    I feel like a child waiting for Christmas presents. The final stretch feels like an eternity.

  • @Filipino1490 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4073748#Comment_4073748

    no that"S not what i meant. weaker killers needs more buffs, vigil needs to be changed, and no i doN"t want more dash slop killer. plus i feel like killers like nurse needs to be adressed.

    We all call for buffs for weaker killers. Sadly I dont think its that simple. Killers like Pig have a complex power that can easily break with number changes. These kind of buffs, while undoubtably making the character stronger, can do it in the worst way possible.

    Its complicated.

  • @Rogue11 said:

    Several legendary characters should get alternate outfits. A huge missed opportunity

    Agree.

    Silent hill 2 remake James and Maria, Clair without her jacket, a new Chris, Birkins later g-stages,...

    There are so many things they could do.

  • @Balrog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4073296#Comment_4073296

    Not ignoring, promise! That one is just taking me longer.

    Really? I agree with the sentiment, that a lot of us feel very ignored in regard to suggestions and feedback for the game, as well as treatment here on the forums.

    We are here because we care. Not because we want to he a nuisance.

  • What points? The new type of killers need their mobility and chase power gutted? Vigil needs to be nerfed? Pig and Ghosty need to start dashing like Blight?

    It's a difficult problem to tackle. As I mentioned before, sprintburst against new Vecna, Nurse, Blight, Billy, Ghoul and the like is perfectly fine. Even if 4 are stacked.

    Against a killer that lacks this kind of chase power / mobility however, 4 sprint bursts can easily become a nightmare to deal with.

    I really don't want this to devolve into a rant about killers like Henry or Nurse that counter looping altogether and only leave shift w as an option to not go down in seconds, but I have to say, that this kind of killer design is actively hurting the game.

    My suggestion would be to nerf vigil, as @SoGo already mentioned. Without that perk, managing your exhaustion takes more effort, making sprintburst less of an issue. Obviously this doesn't solve the overall problem at all, but it might be a good start.

  • I don't think inflating the bloodpoint economy even further is a good idea. The game is still suffering from the last BP inflation updates.

    Back then, bringing strong addons or items was something few people did on a regular basis. These strong items weren't so readily availible for a majorty of players, so you'd think twice before using one of them.

    Nowadays, almost everyone has literal stacks of iridescent addons and the like.

    While I do agree, that the grind is really bad, it's by far not as bad as it's been. Maybe we've already gone too far and addons and items are no rarity anymore. Then, however, I have to ask: do we even need offerings like the black ward anymore?

  • @mysticecho said:

    Entitled survivor mains getting him nerfed is not surprising to me, this is going to happen to all the strong killers until there is no one strong to play. Blights not even the slightest bit busted when you go against swfs playing at their fullest potential with the most busted perks but survivors fkn suck and can’t loop or make proper decisions so they’d rather go online and complain so everything on the killer role gets nerfed. They should fix the mmr so Timmy 200 hours doesn’t have to go against a good blight.

    So if I get this right, it needs a swf with really good players and the best perks availible and Blight becomes decent to play against?

    How is this a reasonable statement? A majority of the playerbase isn't playing on that level. A majorty of the playerbase is playing soloq. In soloq, you cannot communicate.

    A brute force pallet break - > get power with hit before survivor can make it anywhere - blight takes very little skill to play and gets great rewards.

    This nerf addresses exactly that playstyle. Good blights will still be very strong, but bad blights will finally get punished for this, excuse me, lazy playstyle.

    It's not just about nerfing aspects of the game, that are clearly too strong. Something that blight has been for literally years at this point. It's also about incentivising healthy gameplay.

  • The problem I have with sprintburst is how much it punishes lower tier killers that lack mobility while being perfectly fine against the "new breed" of high mobility anti - loop machines we've gotten over the last years.

    Stealth killers like Ghostface or Pig are having a really rough time against this perk and vigil isn't making things any better.

    Now the question is, is this a problem with sprintburst, vigil, the new killers or the older killers?

    I'm pretty sure, that the problem cannot be solved by giving everyone a dash.

  • To answer the question, yes. Yes, there has been a video on how good deathbound is in the current state of dbd and the killer that it was being used on was Billy.

    Very well known content creator, so not unexpected that people replicate.

  • I dont think most people that use the term have encountered a REAL bully squad.

  • @Trex_Crazy said:

    So I've been saying since the ghoul came out that there is counterplay and if you think there is a lack of it then it is a skill issue. And I stand by this despite them letting survivors phase through your collision mesh and also everyone saying there is no counterplay. I've been playing this game since it came out, I've played a large amount of nurse and I'm here to have you consider something. Play a match against a ghoul, then play a match against a good nurse. You will notice a stark contrast in that you can actually avoid the ghoul's abilities and have counterplay. Whereas against the nurse, if she knows what she's doing, you will literally have no say in anything. Your chases will last a little more than two blink fatigues, and you can buy an extra 5 seconds if you use one of the built in or a million endurance perks (because two health states isn't enough already)

    For every situation there is counterplay against the ghoul, for nurse the only counterplay is to pray. So as I said before, if you think there's no ghoul counterplay its a skill issue.

    Something else being a bit worse doesn't make anything better. Both have very limited counterplay.

    Then again, looking at recent killer design, this might be what bhvr is going for at this point.

  • @Little_Kitten said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4071057#Comment_4071057

    The idea that something could help someone play a character better—yes, I’m absolutely in favor of that.

    In the case we’re discussing, when we say that survivors are lazy or even bad, we’re not JUST talking about being able to loop against Blight.

    We’re talking about wasting time.

    The stronger a killer is, the more a risky or outright bad decision made by a survivor gives that killer an opportunity to snowball.

    And when you have one survivor who can’t hide, another who brings the killer to their teammates, another who doesn’t heal, another who plays far too greedy and runs around everywhere, another who gives the killer free hits (I won’t list everything, you get the point), obviously that benefits the killer.

    And the stronger the killer is, the more they benefit from it.

    And you don’t need to be a competitive player to avoid making these mistakes. We’re not talking about knowing every LT wall, every loop, the location of every totem, the RNG of every single map, etc. No—we’re talking about basic mistakes, but ones that can have terrible consequences.

    As for me, I play survivor in solo queue, survivor with voice comms, and killer. Every day I see mistakes that make us lose / make me gain so much time—really dumb mistakes. And again, we’re talking about players who have experience in the game.

    Which brings us back to my earlier conclusion: the question isn’t whether survivors can improve, but whether they want to.

    I play solo queue, but I’ve also played in voice comms with different people over time, and the difference between some of them is striking.

    What I also notice is that we’re told, “Yeah, but good Blights won’t really be affected by this.”

    So the “good Blights” will keep going on winstreaks, and some survivors will keep crying “Help, I can’t do anything, he’s too strong…”—and to satisfy these players who need to be carried, Blight will get nerfed again because “He’s too strong.”

    And meanwhile, the complaining survivors will be happy, because they’ll be able to keep being incompetent and lazy.

    Some things cannot be improved by "getting better". Soloq suffers under a massive communication issue. Always has. Bringing a killer to a gen that is being worked on is very likely to happen in soloq, as you straight up dont know what gen is actually being worked on. I have a ton of hours and experience in the game and it still happens to me a decent amount.

    In regard to blight, the game now gives survivors a decent fighting chance because the laziest playstyle with the least amount of counterplay has been nerfed. Blights that use bump logic and mindgame are usually not bad to play against. The problem are those that brute force hits. There willl always be people that complain. Its what this community is accustomed to. Id even say, that its what the playerbase is conditioned to do. On both sides, mind you.

    Play the easiest way possible to win. The less effort, the better. Players are encouraged to bring the strongest stuff every single game. If you bring that, why would you need to improve?

    Why would you have to be coordinated, if your doing gens so fast, that it straight up doesnt matter? Making a massive pathing mistake? Exhaustion perk + vigil is your friend.

    Why would you have too actually learn the macro as killer if you can play Ghoul, Billy, (new) Vecna, Nurse or Blight? Just rush back to hook and tunnel asap. You got the mobility, so going there, even across the map, is barely a time waste. No real descision has to bee made there. Just slap on a ton of slowdown and done. No need to improve.

    The game is fundamentally flawed and doesnt seem to improve anytime soon. Winstreaks just make the issues more apparent while causing damage in the process.

    To conclude, a majority of players, despite what some say, dont actually want to improve at the game. They aree conditioned to find and use the easiest way possible to either escape or get a 4k.

  • @Little_Kitten said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069690#Comment_4069690

    Like I said: buffing weaker killers is a good starting point. Then, for all those crying that the “evil” Nurse and Blight are OP—we’d love to see your matches on video.

    Not everyone is playing comp level. A minority is.

    The nerf to blight aims to tackle the least skilled playstyle, that being forcing a pallet with 4.6, breaking that pallet and catching up for a hit with power before the survivor can make it anywhere.

    Blight will still be a lot better than a majority of killers. Good blights will barely feel this change.

    This change gives survivors a fighting chance in chase and punishes blights that use their power in the cheapest, least avoidable way.

    Overall, according to your logic, you should be in favor of this change, as it allows survivors to step up and actually play against blights power. Something that the brute force - playstyle didn't allow in a lot of scenarios.

  • Heheheh…

    Remove invisible walls.

  • They used to be pretty dark. Well... not exactly pretty... but dark!

    Sadly bhvr never went back to that visual style for coldwind.

  • Why don't we just all stop playing the game at this point if we are so ready to quit when something isn't going as planned?

    Allowing players to abandon matches for X, Y, Z reasons was a bad idea from the start. It encourages quitter mentality and spreads like a virus.

  • I understand why sprintburst is used as much as it is. Especially now with the amount of hyper lethal killers that basically only allow shift w.

    Against killers like Pig, Ghosty or the like however, it just feels really bad.

    What annoys me most in 2v8 is how bad Pyramid head feels. Especially when compared to Nemesis.

    His cages do next to nothing and he greatly suffers from sprintburst on command.

  • This will hopefully put a dent into the force pallet → break pallet → catch up with power → get hit before survivor can make it anywhere playstyle.

    A good blight will not be punished too hard, but at least there is an actual punishment to missing your power / breaking a pallet.

    It took a long time to get here, but at least we are here at all.

  • I take what we got. Took long enough.

  • New James would be sick!

    I guess this goes back to the discussion about legendary cosmetics getting additional cosmetic options.
    Now that we already have a similar thing with the prestige badges, I could see this happening.

  • As others have said before, a Pig that does this strategy, is actively throwing the game. She will probably (not guaranteed) get one kill and that's it. Any further kills are entirely on the survivors playing poorly.

    A Pig playing this way isn't using the power correctly by any means. For me, it's a last resort strategy to get at least one kill against extremely strong teams when I already lost 4-all gens and only got one hook.

    The strongest Pig is the Pig that spreads traps, tracks searches and survivor patching and rarely ever tunnels.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4056876#Comment_4056876

    yeah sorry I wasn't clear, I was half alluding to ghoul's situation with that one. it feels gross on ghoul and it'd feel equally gross on blight. and yet it didn't stop the griping about ghoul nor would it stop the griping about blight. like if we're gonna be arbitrary with our game mechanics (in this case arbitrary cooldowns) we might as well go full arbitrary and make gens against high mobility killers take less time to account for the massive advantage mobility gives in this time crunch game.

    Its not arbitrary. Its about promoting a playstyle. Just like they did with Pyramid head. They nerfed his zoning twice. First when he was able to hit out of dragging his sword without any cooldown and a few months ago by reducing his movement speed while dragging. With these changes, they clearly want Pyramid head - players to use their power to actually hit survivors and not solely use it for zoning into free hits.

    Same with Ghoul and Blight. Ghoul players, at least when he came out, almost never mindgamed any pallets. Why? Cause they could just force the pallet, break it, catch up and get a free hit. Not only do they get rewarded for the laziest way to play, they also get rewarded, as they do get the hit without wasting much time but also create deadzones in the process.

    Blight at least has to manuever around obstacles after breaking the pallet. It doesnt make the playstyle much better though. Force pallet → break pallet → catch up → get free hit → continue chasing / leave and get a new chase in literal seconds due to s-tier mobility + create deadzones in the process.

    The killer breaking a pallet should give survivors a bit of time to get away. Its a trade. Killer gets rid of resources for later but loses a bit of time. This (OG Ghoul) / Blight playstyle almost entirely shifts this interaction to benefit the killer.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055684#Comment_4055684

    The key difference between the 2 is that Nurse's power completely nullifies pallets and anything LoS she can still play around due to being able to just go through it. Blight still has to play around these things.

    Something you made me realize as well is that I think there's conflicting opinions due to what we see as an issue. Personally I don't think Blights who just walk forward and then use their power to catch up is much of an issue. Boring? sure, but to me that person is just not playing the killer correctly. What I'm concerned about is that someone went on a 2k+ winstreak, and I can assure you he didn't do that by just holding W and beating through every pallet.

    But shouldnt a killer have to use their power correctly to consistently win?

    If I constantly miss my punishment of the damned as PH, I will most likely lose the game.
    Blight though? Walk them down at pallets, then use power to get an almost free hit. CCompared to PH, you dont even lose that much time if your chase isnt successful, as you can start a new one in literally seconds by rushing across the map.

    The problem I see, is that you dont need to play much better against most survivor teams in public lobbies. You can force the pallets and play "incorrectly" but still easily win a majority of your matches.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055680#Comment_4055680

    ok but you can balance a thing without making the changes feel arbitrary and clunky.

    4.4 m/s Blight? sure, I can see it. adjust the amount tokens, token recharge speed, movement speed, turn rate, add-ons, etc in a thoughtful, precise manner? hell yeah. remove the pallet break from rush attacks? big fan. make the killer lose their power when breaking a piece of wood with no extra audio/visual feedback work when no other killers in the game suffer from such a mechanic? it just feels gross and unpolished.

    But Ghoul does "suffer" under the same mechanic.

  • I might be wrong here, but can't you make a comparison to Nurse here?

    She's even slower than your regular killer. Imagine her being 4.4 or even 4.6

    Nurse's that can't hit a blink for their life would still be able to brute force a pallet drop and hit your right after / use power to catch up.

    That would definitely be an issue, not to mention how awful it would be to play against a semi decent nurse - > a good nurse.

    What people are complaining about, at least from my experience, are the blights that play normal m1, force a pallet, break it and then catch you before you make it to any resource. The fact that he has a pallet break, s-tier mobility and a lethal chase power all combined in one ability ON TOP of being able to chase you like a normal Trapper feels a bit ridiculous.

    I think he should follow the rule nurse follows, which means he should be weaker outside of using his power. This means weaker than killers that have a way weaker / more limited power, that often have to chase as a normal m1.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054974#Comment_4054974

    Nuked from orbit in terms of how it feels to play the killer yes. Balance? Probably not. Balance should be secondary to game feel. I think that's the point people just don't understand.

    You do know, that there are two sides right? The one playing the killer and the one playing against. I can speak from experience, that it doesn't feel great to be walked down at a loop by a blight / Ghoul, forcing the pallet drop, just for them to break it, catch up in seconds before you can make it to any other resource and get hit.

    If we primarily look at how a killer feels when playing them, then we should also remove the fatigue animation from nurse right?

    No. It's there to give the survivor a better chance of getting away and losing line of sight.

  • Im still of the opinion, that the massive amount of quitters is related to the abandonment system.

    BHVR gave in and allowed people to not play out a match to it's conclusion. Yes, the match is over in some situations, but people could still watch it end.

    If you don't have the 20sec to watch the killer mori you, you might not have the time to play the game in the first place.

    This however isn't the big issue. It's that they endorsed quitter mentality. What we are experiencing now are the later stages of this. The second someone encounters a scenario they don't like, they quit.

    For a pve game, thats more or less fine, as your the only one experiencing it. For a pvp game however, it's not as your actions have an impact on other people's experience.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4049094#Comment_4049094

    every game i play these days is like this. if the 90s came back tomorrow everybody would be an Oddjob main.

    it'd be one thing if it meant something, but in a wildly random and chaotic game(extra layer of chaos through Shuffle) i dont get how people take things super seriously. base dbd already can't be taken seriously when so many things are out of your control

    everybody has this "only winning and meta is fun" approach, while simultaneously not even bothering to develop the level of game sense needed where that's kind of optimal play would even make a difference. 99% of people don't play at a level where optimal things make a meaningful difference, so people should play and use what makes them passionate to login. that's the spirit that raises a community and keeps the longevity rather than cause severe burn out. People hate me for using goofy stuff like Treacherous Crows, yet I'm the only one still left playing.

    Fully agree with you there.

  • @Venusa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4048502#Comment_4048502

    Then why play Chaos Shuffle at all?

    If winning and compensating for bad perk RNG matters that much, normal mode already exists with full builds and gen defense. Chaos Shuffle is supposed to be low-stakes and experimental.

    Turning it into tunnel simulator just proves the point that killers don’t really need incentives to play this way, they’ll do it even when "winning" isn’t supposed to matter.

    Over the years, a majority of the playerbase got conditioned to only think about winning.

    There are multiple reasons for this ( MMR, comp dbd influence, bad sportsmanship from the opposing side, entitlement, content creators, …), which I wont go further into, as its not that relevant for the discussion.

    Most dbd players want to win. By any means possible. They are just conditioned that way. Why chose chaos shuffle and start tunneling / be really efficient on gens? Cause they want to win with their perks and items. Why do you think most survivors pick med kits in chaos shuffle?

    Its sad to see, but its been this way for years now and is probably only gonna get worse.

    I dont like this any more than you do but its the way it is.

  • Killers arent guaranteed gen regression and survivors arent guaranteed safety perks in chaos shuffle. If survivors spread on gens, non-mobile killer struggle to keep up. For some killers its straight up impossible to keep up without "unwanted" strategies, when they dont have any gen perks and land on a bigger map.

    If the killer drops in and sees a lack of gen defence perks, they will try to slow the game down "naturally". This means tunneling camping and slugging. If they see survivors spreading on gens, they are even more likely to do it.

    No side can really be blamed here. Both just try to win. The fundamentals of the game reward these playstyles.

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