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rats00

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  • @kaijudane said:

    https://forum.deadbydaylight.com/en/discussion/comment/1855266#Comment_1855266

    I don't think the ptb is reliable at all. So many changes get approved when the only real way to test anything is in real time.

    Its more to do with how easy it is to abuse, especially since hooks do spawn near gens.

    You have to realize the basic fact that it's a punishment. People who are legitimately trying to defend the hook will be punished for playing the game. Legit griefers will not care about any punishment. The harsher the punishment the more innocent players suffer and trolls think its funny.

  • The issue, as is brought up everytime, is that any mechanic to try and punish killers for face camping is abused by survivors to get easy saves and punish killers for defending a hook. They tried such things in ptb, and survivors just abused it.

    The issue is no matter how much you are angry I am by the hook, it doesn't change the fact that I see the claudette in the bush and don't care about the Meg clicking their flashlight and tea bagging by the killer shed.

    Its the same when survivors 3 gen themselves and think I'll follow them when they obviously let me hit them so they can sprint burst to the side of the map without gens. I'm not that stupid, I'm not throwing the game so you can loop me around the shack. It's not camping, it's just not throwing the game.

  • Play for you not for them. Honestly once the gates are open I just pull out my phone and wait them out if I know I've lost. That way at best I waste there time while I play a game or watch a video, at worst I get a couple runs of SinoA in.

    For chat, if your on pc close it. There is a button by the window in chat to close until you make the choice to reopen it. On Playstation I know you can block messages from people who aren't friends automatically. I suggest this for both. The majority of games will result in dead air anyway, you honestly lose nothing by closing it except the occasional gg.

    Finally anything done during the trial is play. If they t bag after a stun take it as playing. There is no reason to take offense to anything that doesn't hold the game hostage or is an intentional delay of game. Especially since if you did the above you're not gonna deal with them anyways.

    The games honestly not that bad, you'll have easy games, challenging games, and pointless ones. Deal with all of them as you will.

    Just a tip, if you choose to wait them out stare straight up. Stops them from getting free points with a flashlight.

  • It won't change anything. People who don't play killer will almost never do it. We already have people sitting for apperently 10 minutes twiddling their thumbs instead of just playing the other side.

    If there are punishments to survivor they will just quit playing. If there are bonuses to playing killer they will quit playing.

    If it says que times are lopsided they will just go and complain on social media.

    The only fix would be to add bot killers. The devs can't program more humans.

  • @Grandpa_Crack_Pipe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1854131#Comment_1854131

    Everyone out here handing you your clown license and you come away thinking "THEN LET ME BE EVIL, O GOD WHO'ST SPURNED ME"

    Over a video game.

    Get over yourself.

    Edited.

  • @Shirokinukatsukami said:

    The game is "killer-sided" because kill rates are through the roof. Last update we had from BHVR on gameplay stats killrate was something like 70%.

    We haven't had a new update recently I think the last one was sometime in April or something last year. Kill rate was 70% across the board.

    Killers like to complain that the game is survivor-sided, but that's only true when a not-so-good killer goes up against a full team of SWF commandoes. That's more a skill issue and a flaw of SWF than the game being survivor-sided. There are many killer pro streamers out there who play killer day in and day out at Rank 1 against the sweatiest SWF survivors and still 4K them easy.

    The game is not survivor-sided. Killers who are being beaten are just going up against better players. That's all it is. Same with survivors for the most part.

    The thing is, going by the global statistics more killers are better at the game than survivors. Whether that means killer players are just more skilled than survivor players or whether the game is distinctly skewed in the killer's favor is a matter for discussion, there are compelling arguments for why a typical killer main would be more skilled than a typical survivor main -- mainly that the killer does 4x the work of a survivor every game. That's 4x more practice. While a survivor might be getting into 2 chases per match and then holding M1 the rest of it, the killer is actively chasing and tracking survivors the entire match.

    But we can discuss that another time.

    The problem with kill rates is that unlike survivor, killer cannot safely just quit a game and move on to the next. You have to take a DC penalty.

    I'm honestly curious how the rates would change if killer had the option to give up at anytime without DC penalty. Like if there was a nuts to this staircase in the basement that let the killer leave like how survivors can one hook suicide.

    No matter how hard a killer gets skunked they got to wait it out until gens are done, then they still will usually have to wait out the full egc timer. This means even in the most frustrating of circumstances may result in one spite filled camp out during egc.

    Then you also have instant suicide survivors who bail the second anything happens they don't like, including the map/killer is something they don't like or they tried to jump back and forth on pallet during a stun and killer had enduring.

    Then finally you have "Hey look bubba isn't even trying to hide they are right outside my kindred range and you are still going for the save? Awesome." situations. That's not killer sided, that's just troll/idiot play.

    Its why I don't trust killrate stats. They can't exclude horseshit like that.

    Am I saying the game is X sided? No, I'm just saying that data isn't reliable.

  • My issue is it bothers my arthritis. Even mouse wheel rapidly, and frequently if I am having a bad day, does a number on me. I really would like it if they changed it like other games to holding the button down at least. Hell it's a big reason why I prefer killer, no mashing.

  • @Father_Dark said:

    https://forum.deadbydaylight.com/en/discussion/comment/1848986#Comment_1848986

    Explain to me the flashlight flicker and how it's toxic. I know survivors usually try to do it to get my attention, but to be honest, when it's been used against me, it's because I've already chased that survivor and I know they are better skilled than me and so I am ignoring them on purpose. Or the target I am currently chasing is the one I want. (Usually it's the former and not the latter.)

    Its the frequency in which players that do it DC or just flip their ######### when the killer either ignores them till the end or kills them quickly because they aren't as smart as they thought they were.

    If they can't get a free win from looping a weaker killer endlessly on a strong loop they tend to be the loudest most likely to scream tunneling or camping in chat.

    When they DC if you dont immediately farm and let all the survivors go you can instead get up to 3 players chewing you out because there are some very loud players that think if one of them DC's it's it's killers job to stop playing the game because it's "not fun" otherwise.

    Since this is the internet it's been watered down to "its toxic". Which is far to generalizing since there are plenty of players who don't act like that, and without context it really just sounds like they're mad someone has a flash light.

  • @valvarez4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1850063#Comment_1850063

    Well, if they added an infinite gain of velocity and the killer needs 3 hits to put you in dying state it would be true

    Killers don't get an infinite gain of velocity. They get a set boost to speed.

    Infinite velocity would probably break the game. I mean like, it would probably crash the servers break the game if a players velocity infinitely increased.

  • @Angelicus23 said:

    >Memorize totem spawns

    Totem spawns changes in most of every patch, not to mention that they can spawn on most of every single corner of every single part of the +20 currently existent map variations each one with a different tiles rng spawning

    You can't memorize totem spawns but you can get a feel for where they are. It's a strange sort of deja vu feeling. As well I always have good luck with the killer shack.

    in Noed Comment by rats00
  • Because while being an ######### is being an ######### there are some seriously vindictive ######### ups out there that think things like doxing and constant group harassment is appropriate.

    People shouldn't be ######### but public shaming isn't right and going to far. Report and move on.

  • Tropico 5

  • As a someone who likes to use sulphuric acid bottles with nurses calling on clown, I support this message.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1847086#Comment_1847086

    @rats00

    "Sacrificing" a perk slot is not an action, it's a choice.

    You quote me on this: "Imagine if survivors were to capitalize on x amount of hooks the killer got in order to get the effect of a perk to proc."

    But even then Soul Guard had 0 to do with what was being discussed, thus you are bringing up whataboutisms.

    Also, why are you even bringing up scenarios in which survivors go down to No Ed? I never complained about No Ed. I am simply answering to the mod who thinks earning means sacrificing a perk slot. It's two different things. It is also why many good killers who don't use it frown upon it.

    "Noed is rarely an issue for me."

    Who said it was for anyone? Seriously. We're discussing it's activation mechanic, not it's effect.

    The core of your point was "what if survivors have perks that don't require being earned" your specific example is only now relevant because you don't want to admit you're wrong.

    I was discussing noed in general since people are arguing it's unfair. I am arguing it isn't unfair.

    You seem like the type to keep redefining the argument until you're right or the other person quits. So congrats, I'm bored and am tired of this topic. I'm not playing the definition game.

    Have a good day, honestly.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1847054#Comment_1847054

    @rats00

    And I am not justifying that either. It is a weird/lazy design choice.

    I am not here to discuss whataboutisms, there are plenty of those. I am talking about the notion that "You as a killer earn NoEd's passive effect bonuses, because you did.... what exactly?"

    "Imagine if survivors were to capitalize on x amount of hooks the killer got in order to get the effect of a perk to proc."

    I was answering you. I don't need to imagine, it exists. Don't try and brush off your error by accusing me of "whataboutism".

    It was also explained anyways. They sacrificed a perk for 2/3 of a match for more power at the end. Survivors were either to lazy or were to pressured to clear totems which is either capitalizing on opponet failure or outright earned. As well if a killer gets more than one kill with noed thats really more the survivor who took that risks fault.

    You get hit opening the gate? Maybe don't just stand still till you can feel the killers breath on your back. Don't 99% doors and run off to make noises for no other reason than to antagonize the killer. Don't butt dance to mock the killer at the gate, leave.

    Seriously from this thread people act like noed just wins games against the most powerful survivors. It really does require the survivors to get cocky to work.

    I take the killer seriously no matter how bad they are at chasing. I leave when I can if a safe unhook isn't going to be possible. I don't walk by totems, especially when the killer is far away, and clear them. I bring small game every few matches to help me learn positions.

    Noed is rarely an issue for me.

  • @Jacoby2041 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1847044#Comment_1847044

    I don't know about you but I'm not on comms with all my teammates so I can't just automatically know every time a totem gets cleansed, with a totem counter you'd know if someone else has already done them all so you don't have to look for 5 broken totems to know for sure (and it would bridge the gap between swf and solos because swf can already communicate about how many totems have been broken, but solos can't)

    I use small game to clear totems and I only play solo que. It's nowhere near the task people make it out to be. I don't even hunt them, I usually find 3-4 of them just by looking for gens or helping teammates.

    As well detectives hunch or maps essentially make totems a non issue.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1847022#Comment_1847022

    @Almo

    Earning usually means you did something... via an action.

    Imagine if survivors were to capitalize on x amount of hooks the killer got in order to get the effect of a perk to proc.

    "When the killer has hooked all survivors the survivors now get adrenaline"

    That's literally soul guard. You can fully recover from the dying state if the killer has a hex on you. The killer having a hex isn't something you did.

  • @Grandpa_Crack_Pipe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1846813#Comment_1846813

    Taking the heat off the unhooked survivor? Good.

    Trading to take the hook from the poor Meg? Good.

    Taking protection hits to let your friends escape, even if it means death? Good.

    Sitting on a hook for 2 minutes so everyone else can get the gens done?

    Ehhh.

    Like yeah, self sacrifice for the team is all well and good and it's great if everyone has that mindset, I completely get that, 'cause that's how I play. But you gotta understand that not everyone who loads into this video game to queue up and have an enjoyable experience, 'cause that's what games are for, wants to flex their messiah complex and do literally nothing for the entire game until death because some gormless brainlet decided playing the game is cringe and chose a victim.

    I'd LIKE it if they stuck around on the hook, but I completely understand if they.. you know, actually want to play the game they paid for and noped out.

    Well yeah obviously don't waste your time on teams that aren't being teams. I'll absolutely suicide on hook if I see my team rushing over to donate blood. It's not worth anyone's time and that includes mine.

    Thing is when every other blue moon comes by and my team does gens? Most cases the killer leaves after 2 gens pop. Lots of killers do it because they are lazy and want the survivors to come to them. Is it all of them? No of course not, but I think people would be surprised how often it works.

  • @LeleLP said:

    https://forum.deadbydaylight.com/en/discussion/216540/just-do-gens-if-the-killer-is-facecamping

    Its funny...the people that tell you to just stay on thee hook and "waste the killers time" are probably the more selfish people. They claim you to be a selfish survivor if you want to ######### on hook and move to the next match. But yet no matter even if you decide to struggle all the way or not. You're still rewarded with next to no points and depip. Are we just supposed to be rewarded with a feel good feeling cuz our teammates possibly got away or what? Cuz as far as I'm concerned the people who expect you to stick around and still earn nothing are pretty selfish.

    I will always struggle to the end if killer facecamps and my team has the wherewithal to recognize that's why I have kindred and rush gens.

    I couldn't care less if I pip, I want my team to win and I'm happy to waste a crappy killers time as long as my team uses the time wisely.

    Guess I'm selfish.

    @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/1846764#Comment_1846764

    People who face camp don't care about BP/PIPS. Only person punished by being facecamped is me who is unable to play the game.

    No not always. Lots of the killers I've seen face camp either do it because they are new or do it because they know that overly altruistic survivors will suicide on the Killers weapon instead of rush gens, making easy 3-4k games.

    Rushing gens counters the bulk of facecampers. Will there still be the genuine trolls? Sure, but if survivors didn't rush off to get killed by bubba far fewer players would do it.

  • Yeah I've been playing with clown lately and I've noticed snowballing with him can be devastating and have been steamrolling even full red ranks with him.

    BBQ, spies, iron grasp, mad grit and vhs and gloves for quick reload.

    People always seem shocked when clown doesn't give them a lazy game and they find themselves down two players in three minutes. People don't seem to get hook diving clown is such a terrible move....

  • Only after a massive restructuring of the monetization scheme with serious thought to supporter benefits based on money spent prior to the restructuring.

    As much as people dismiss this out of hand there is ways it can be implemented that would benefit everyone, just not the way op describes in anyway.

  • If I am using kindred (I am always using kindred) and you can clearly see me being camped.... Gen rush. I will happily waste as much of the Killers time as possible to allow my team to escape. As crazy as this sounds I do consider this a team game and if I am the unlucky SOB that round then I'm the unlucky SOB.

    Yet most times I end up suiciding because it's the only way to get the overly altruistic survivors double my rank to stop running full speed into a bubbas waiting chainsaw.

  • @Metalhead said:

    I never could understand killers who felt the need to down the last survivor and then give them the hatch only if they didn't struggle and allowed you to carry them. What's the point? If you planned on giving them hatch then just let them limp over and jump in themselves. Why waste the extra time virtue signaling on how you are a generous killer?

    Its not virtue signaling, it's having fun and getting into the role. I don't down someone and drop them near hatch because I want them to worship me for being a joke I'm not sure people will get so I'm deleting it.

    Its because I'm trying to roleplay a killer tormenting the participants of a trial. If the last survivor gave a good game and actively did things like safe unhook/heal/take aggro etc etc I will down them, pretend to go hook them, then drop them on the floor to crawl to safety be it a hatch or the exit gates.

    I'm also a fan of the classic horror movie trope of the last survivor crawling to safety as the credit music starts with the killer watching from the distance. It's a cool and fun thing to act out... which is kinds the whole point of playing for fun.

    As well keep in mind a lot of killers are like me and sacrifice survivors who DON'T fight. If the final survivor wiggles at me and fights to the last I am much more likely to let them go, if you give up you're telling me you want to be hooked.

    There is also the fact that every so often there is a surge of survivor players who think not letting the last escape is somehow "toxic" (I saw it a lot on the reddit when I coukd still tolerate it) which leads to killers wanting to make sure survivors don't start thinking getting away if your the last survivor is something they are entitled to, instead of a mercy the killer has the option to give.

    Don't immediately assume any behaviour is rooted in being a jerk, they could just be trying to have fun. I mean they gave you 5k points they could have denied you and you're mad they wanted to have a little fun doing it?

  • Trapper

    Monstrous shrine, spies/BBQ, distressing, iron grasp.

    Usual addons are wax brick and the biggest trapper bag I got. I will sub those out for bloody coil and honing stone if I am feeling spicy.

    The why is because I like basement hooking all the survivors. Nothing brings me greater joy then getting all four on simultaneously.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1844146#Comment_1844146

    I used dead hard. Although I did dead hard into a box. I try my best not to be mean or toxic in any way.

    As others said it can be for many reasons and killers have so few ways to respond. Like I used to slap a survivor after hook as a way of saying "good chase" because I can't pat them on the shoulder like I did in football as a way to non verbally be a good sport. When I found the reddit I found out it was seen as being rude so I stopped.

    Head nodding can be for a lot of reasons and a lot of players don't bother with the social media surrounding the game. They could be trying to say gg... or calling you a tool. It's best to not jump to conclusion unless people are actually stopping the game from progressing or ending. I mean I try not to assume a survivor is being an ######### when they butt dance unless they are doing it in egc at the exit gate and refuse to just leave. Otherwise I try to assume we are all playing around.

  • Its called, "why did I even bring kindred, #########".

    No cd, no conditions, mapwide range and you can only unequip it if you know three other people who play.

  • @Nicholas said:

    In wish The Entity consumed the locker with you in it.

    Or like the locker essentially turns into a mimic and just eats ya.

  • I get a lot of people complaining when I play trapper, who is my favorite. I usually get called a tunneler because people don't like it when I trap vault points and pallets instead of just putting them dead centre in front of a hook.

  • @Freddy96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1842536#Comment_1842536

    Killers that go back to the hook will 100% tunnel the unhooker there's no other reason to go back there.

    You just responded to my comment. You LITERALLY just responded to my comment. Killers that go back to hook do not tunnel 100% of the time. I even explained why there is a reason to go back there.

    Dude just let it go.

  • The moment when I as a survivor or an opponent survivor accidentally runs into a dead end and we share a moment of silence before the head bashing. I always like to crouch.

  • Watching all three of my teammates race each other to try and unhook me while the killer is facecamping.... and I always run kindred

  • @Freddy96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1842457#Comment_1842457

    It is only if he farmed the survivor without bt in killer's face. If the survivor unhooks outside the tr and the killer decides to come back to the hook (which is 7 seconds of time) that's the killer's choice of wasting 7 seconds to come back to the hook when he went already away. And if someone is willing to waste that time just to go back to the hook, do you really think that even if the unhooker is gonna protect the unhooked survivors that killer won't try to down the unhooked anyway?

    Its really not a waste of 7 seconds. Walk in, slug the unhooked and follow the obvious trail of cowardice the unhooker left because they are like you and assume I'll immediately stop to rehook the survivor and not chase you down.

    In 7 seconds I have disabled one survivor, occupied a second, and may have gotten a third or even all four of them off gens if they both leave to pick up the slug.

  • The games paywall makes it unbalanced, not the game itself. The game locks off perks that are important for new players. It is obscenely frustrating playing a killer with 1 perk with a couple dozen, if that, games under your belt against four survivors with maxed meta perks and hundreds to thousands of gametime. By all means solo survivor can be rough as hell but it can also be a cakewalk as the other three players stomp the killer in the same situation as you.

    The paywalls need to go. Cosmetics and battle pass? Absolutely, takem to the cleaners. The game itself though needs to be open and without walls. The perks themselves shouldn't be gated behind money or grind.

    The healthiest thing this game could do is remove perk levels, perk grinding and teachable perks and just give players the full use of all of them and killers and survivors and just double down on cosmetics and battle pass.

  • You need to call down. You know who you are, you're the ones getting mad at me right now for telling you to calm down.

    But you do.

    This is a game, and those I am speaking to are getting way, way, way to upset. I do not care how many thousands of hours you've played, that doesn't impress me. It just proves my point.

    There is nothing wrong with liking and loving a game, but you are getting far to emotionally attached. I know you are going to argue that you are all calm cool and collected, but you know you're not.

    I'm not saying this to "beat" you. I'm saying this because I'm worried.

    I'm not saying this to insult the ones I am referencing. If I wanted I would directly point you all out. I'm not. I'm legit worried. You should not get this worked up over a game. It's a game. Stop, breath, let it go. Please.

    I am not going to respond to replies. I am not here to argue. I am not here to fight. I want you to please, please take a second and let it go.

    Please.

  • Swf isn't killing the game, its the devs refusing to accept the game they made when it was released isn't the game it is now.

    DBD is a team game now, its no longer four solos against a common enemy with a common goal. It is a team game, and the mechanics do not reflect that.

    Since it's a team game now, survivors should win or lose as a team. My idea to fix it without radically changing the game, perks aside, would be to change the killer game play.

    Killers need to hook all four survivors simultaneously. Survivors can remove themselves from hooks, but the time it takes increases the more you "break them". The longer a survivor is injured and more they are chased and the more other survivors are broken the more torment they get. Once they get downed, or broken, their torment is consumed and they will take longer to get down from a hook unassisted. They then need to mend themselves, or be mended to get up injured. Diminishing returns if you focus one survivor and exponential returns the more you cycle through them.

    With this change, killers can be made stronger, gen speeds can be adjusted or even have new goals, and the length of games will grow without bs survivor rule books for killers.

    On top of that since killers are directly rewarded and incentivised to torment other survivors everyone just has a better time.

    The problem is that so many perks and killer powers would likely need to be reworked.

  • Asking about camping is going to get you mixed statements because lots of people have different thoughts when they hear it.

    I patrol hooks, generally if at least 2 gens have popped. Despite the fact I will absolutely walk far enough away during my patrol for a save ill still get called a camper by bad survivors who think they should be able to sprint and loud vault in an area I'm obviously patrolling and still get a safe save.

    You'll also hear it if you do stuff in the area. Kick a gen nearby? Camping. Chase the obvious claudette around the hook? Camping. Refill bottles? Sneeze? Take a drink? Look at your cat? Talk to your significant other? If it takes more than a second you're camping to bad survivors.

    The further down the ranks you go the more you will be called things. So I suggest doing what most people will suggest. Just ignore chat. Don't intentionally try and ruins someone's day and you're golden. Don't worry about the survivor rule book and just play to enjoy yourself because the four people on the other end sure as ######### aren't concerned with you having fun. They will do everything to win, you should to.

    As well to be fair most survivors will say nothing if you beat then, as will most killers. Issue is as humans our ability to hold grudges and remember threats is kinda why we are still around to complain on forums. You can have twenty games where no one says anything and you will remember the 21st when someone did, because that instinct used to keep us alive.

    So honest and true, just be positive, play the way you want, and if you honestly aren't out to ruin someone's day you probably won't. Happy hunting and give survivor a whirl, its probably the best way to learn how to win as killer.

  • @Hyd said:

    If you absolutely feel the need to respond to the trolls, there is the 'play dumb' approach:

    "Nice tunneling, bet that's the only way you can get kills"

    "Huh?"

    From here, they waste their time explaining and you can just keep leading them on with more, "What?", "Huh?" and "I don't understand" replies until they're tired of it.

    Or the 'own what they're complaining about' approach:

    "Nice tunneling, bet that's the only way you can get kills" and depending on the result of the game, you can say...

    "Yup, and you lost," or just reply with emojis - "😘" tends to ruffle their feathers.

    Overall best strategy is to give quick/short, carefree answers. Their goals are to get a rise out of you and waste your time, so this strategy doesn't allow either of those.

    The real trick is to say nothing or just a ggwp. You are still engaging them, showing they bothered you enough. If they try and talk ######### after all I say is "Haha... wat?"

  • @Bumbus said:

    If someone plays better than you - he is a sweaty tryhard.

    If someone plays worse than you - he is a braindead noob.

    Dammit you beat me to posting that, why you so sweaty.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/1839175#Comment_1839175

    Hard disagree. It punishes the farmed team mate more than anyone, and it was not a bad play on their part since they have no say if they get farmed from the hook or not.

    When were those experiments for anti camp/tunnel penalties? Can you give an example on that?

    Also a survivor unhooking me in your face without BT, doesn't force you to tunnel me. You still make that decision on your own alone.

    The problem is one of your teammates is screwing you, not the killer. Sure no one forced the killer to go after you, but no one forced your teammate to unhook you before the killer has even had time to sip some ######### water.

    Which is why you see killers losing sympathy. After awhile it really just sounds like survivors trying to convince killers to give them free full escapes without effort. As long as the hook system has no mandatory time out period, putting you right back on there is completely fair.

    Its the same thing with camping. The best defence against a face camper is to realize what's happening and do gens. Yet time and time again I find myself suiciding first hook because my teammates refuse to just do freaking gens and I'm not in the mood to be farmed by my teammates and tunneled by the killer. Especially when my kindred is outright showing you the killer exchanging eye fluid with me.

  • @AbstractSaucing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1838657#Comment_1838657

    First of all, no. Im not a Troll. That's rude. And second I'm not B.A.I.T.I.N.G baiting people to respond. This is MY opinion

    I know what I typed.

  • @PyroGL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1838647#Comment_1838647

    A 7 yr old playing DBD? #########, I'm no prude, but isn't DBD a bit violent for someone that age?

    Because It's a bate post by a troll to get people to respond.

  • @Kees_T said:

    Yes it should.

    As a weaker version. DS effect is permanent, but, If one of these conditions are met:

    • The Killer hooked another Survivor
    • If your healing bar reached 50%
    • You total time on a generator exceeded 10 seconds
    • End-game collapse begins

    The DS effect will be removed immediately.

    With those conditions, it's real effect will be only to prevent Killer from chasing the same guy, and it can't be abused. Since only 1 survivor can have this effect, he will be forced to chase other Survivors, or if the Killer really wants to chase the guy with the DS, the survivor will have the chance to loop the Killer for what amount of time he can, and then DS him.

    The changes I would want.

    -Having to hook another survivor makes unhooks free, and they shouldn't be. The killer shouldn't be punished because your teammate rushed the hook the second they turned around. That should be high risk high reward, not free. A better way to prevent camping is to make the timer freeze if the killer is in kindred range without other survivors, and just remove letting the killer know how much time is left on the survivor per phase, and just indicate when it's changed phase.

    -The survivor worked on a gen at all, or gen tapping is removed/regression is boosted. Ten free seconds of being on a gen is I believe 40 seconds of regression being erased for free because you got hooked. A hooked survivor not only eraseing you kicking the gen but actually progressing the gen further because they got caught shouldn't be base kit.

    As well making getting hooked have a flat minimum time out like I said earlier would also make ds basekit more fair, so like at minimum each phase must last 30 seconds before they can get unhooked. To clarify this is not in conjunction with above, but separate.

  • The strongest defence against tunneling is do gens.

    The strongest defense against face camping is do gens.

    The most common result of me getting face camped or tunned is all three survivors stop what they are doing and volunteer to die so they can be tunneled out of the game along with me.

    Do gens. Please do gens. I'm sick of watching my entire team suicide on the killer because they won't just do gens.

  • This feels like one of those times where the answer is "you should try playing the other side". I have gotten hit with DS despite having hooked other survivors inbetween and in no way ran to tunnel.

    To many survivors use DS to be irritating shits, not to anti tunnel. Which is why killers usually say no to it being basekit even if they never intentionally tunnel.

    Unless getting hooked has a set minimum time out, then we can start talking.

  • Honestly what everyone has said is more or less right. Play to win and have fun. Obviously you have no interest in rubbing cheeks with hooked survivors or obsessively tunneling one single person. As long as you maintain that mindset you really need not be concerned.

    People like to get mad when they lose, especially when it's because of themselves. There is literally no right way to win against these people. So just ignore them. After enough games you will just be able to feel who is going to ######### down your throat. Don't let it bug you. If people try and rage at you either say nothing and move on or just say gg and mean it. You'll find ignoring them or genuine kindness is the best weapon. I've had survivors apologize to me because I said ggwp as soon as the match ended.

    Be polite at best and quiet at worst. Its a video game, and there is nothing to be gained by getting upset or raging at strangers who will no longer recognize you as an individual and just lump you into a group in five minutes.

  • They're band aids to bigger problems. Survivors and Killers both need new objectives. As that would fix the problems both perks are meant to fix.

  • @yobuddd said:

    https://forum.deadbydaylight.com/en/discussion/214959/buff-gen-kicking

    First if all, I love these ideas and think anyone of them would be great!

    That said, I’d like to offer up a new idea that I’m surprised hasn’t come up on this thread yet. What if we gave the killer, either as a perk or base kit, the ability to further kick damaged gens?!

    Each time he kicks it, it takes damage AND regresses more quickly. Yes, he could stand around and totally kick a gen into oblivion, but this will cost a LOT of time. Better to use this ability strategically when it’s really needed!

    Every kick fills a rage meter that obscures your vision and all you hear is a din ring. This severity persists for six seconds after you finish.

    Adjustments as needed but I love effects like that personally.

  • Depends on the situation. If a survivor DC's I'll usually mess around. Sometimes I'll pretend to be a Bot to scare the crap out of survivors. Otherwise I play normal, depending on how well I am playing that day it may be indistinguishable from the bot prank.

    Oh, bit of unsolicited advice, if you have a survivor trying to taunt you and click click at you just ignore them. I just 4k'd because a survivor refused to stop following me with their flashlight. They even got so mad that when I went to hook them last they DC'ed.

    Good times.

  • @Dabihwow said:

    https://forum.deadbydaylight.com/en/discussion/comment/1820776#Comment_1820776

    I feel the exact same thing for Steve as well.

    However I felt very similar to this except for killers, when people ask for killers like xenomorph, Nemesis, or even Pennywise. I just can't wrap my head around the fact, that a pallet would block, or even stun those things. For one Nemesis survives and explosion for god sakes man, you honestly think a pallet can stop him? It would honestly destroy what makes these characters scary and ######### on the legacy of fear they created.

    For xenomorph its less the pallet that confuses me as its a flashlight. I could trick my brain into shutting up long enough to convince it the pallet didn't stun so much as surprised it. Xenomorphs don't have eyes. Like.... at all. The whole point is that you don't know where its looking. How would you blind it.

    Pennywise makes sense tho. The pallet is battery acid.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1819815#Comment_1819815

    Ähm, no? We live in a society, and are part of that games community. I think its the right move to call such behaviour out and try to change it.

    And while i agree with you a little about the Thick skin (born in January 1974 myself ^^), i belive that ignoring such problems just make them worse (as we currently see in many parts of the world). Because even in a game a tone can be established that then takes their part in the real life.

    To adress the topic: The problem is that too many players play only one side of the game. They tend to forget that the opposition is their fellow gamer, and not an enemy they need to overcome. Just be respectful yourself, and call out bad behaviour (even if not directed at you). Their mother havn´t taught them manners, so the community have to call out that behaviour.

    Ignoring would mean to pretend it never happens, not feeding into something means not freaking out everytime someone says something you don't approve of.

    What you don't understand is the whole "calling out" you do nine times out of ten is what the person is looking for. It's funny to them. There is a game people play where the whole goal is to see how soft of a statement they can make and still trigger a "kill all PC acceptable targets" rant. They know that if they just type three little letters you might make them internet famous for 15 minutes. Long enough to really boost their self esteem with however many people they upset with three keystrokes.

    The idea isn't to just pretend it never happened. Its to teach patience, strength of mind, and the understanding that to eliminate the bulk of such behviour you must stop validating it, and modern call out culture validates it for most people. Why do you think trolls flock to any PC social media, especially if you're all pissed about something. If being called out was negative they'd avoid it. Instead they try and be as visible to you as possible.

    They want to drag you to their level, to prove to themselves you aren't any better, and you make it far to easy for them.

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