socalfusions
socalfusions
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The real problem is that the developers give two ######### if someone disconnects at any point in the game as they have no mechanics to replace the survivor lost. Put in a bot with the same perks and character, give the remaining survivors some kind of minor buff, do something. It's hilarious that there's not even a reconnect feature, once you're gone you're just gone, who doesn't have a reconnect future in this day and age? Killers just getting a free win because it's 3v1 feels dirty but yeah you can't really expect them to just handicap themselves but nothing changing and the game being literally thrown because of a intentional or accidental dc is just plain lazy game development.
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@Tsulan said:
Wasn´t hug tech patched?
Yeah appears you're right from the looks of it.
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@Chocolate_Cosmos said:
Base kit Blight is fine.
I see that a lot and am inclined to agree with it.
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@Pulsar said:
That's less of a Blight issue and more of a Solo Q Experience issue.
No doubt but he's still extremely strong when utilized fully even against SWF's, against solo Q it's completely lopsided and the real issue is that solo Q makes up the vast majority of the player base so Blight is just shitting on your casual player at all times.
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Noed is a outdated design that is knowingly abused by killers since it was added to the game. Ironically the killers abusing noed tend to have the same playstyles such as camping and tunneling, go figure.
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Nemesis not being S tier doesn't mean that he isn't oppressive to the majority of the survivor player base which is solo que, he simply can't be looped in any manner and the recommended counter play is to literally hold W and run away, only problem with that is that he inevitably catches up and downs you anyway compared to the extended looping that other killers might face. Running just buys you the most time possible against his tool kit but it means nothing when your team doesn't do gens during it which is the real problem and is a solo que issue instead.
In other words Nemesis shits on solo que survivors and what was their only chance, pallets and windows, is irrelevant.
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@Mister_xD said:
The Bleed Out timer does not deplete for as long as you are running. It has nothing to do with Terror Radius or being in chase, for as long as you are sprinting you are good (it used to function differently in the past, but that was exploitable by Killers to cheese chases by moonwalking / having stealth based powers, so it was changed).
If you are standing still however, yes you have to mend.
Nevertheless, you still got a good amount of freeway here, as the timer will stop again as soon as you start sprinting again, meaning you can still mindgame with normal walking / standing still, its just on a limited timer - and if this timer completely depletes on a single pallet, I dare suggest that maybe this was the Killers intent in this scenario? Maybe they were actively playing around the knowledge that you were running on borrowed time (pun not intended) and you didnt notice until it was too late?
Damn had no idea it was like that thank you.
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Except how it actually plays out: any competent killer instantly recognizes the obvious attempts and forcing a BT hit and follows them for 12 seconds then downs them again, you lose 12 seconds. The only time this works out for them is if they body block you at a choke or path well enough that it prevents you from hitting the unhooker AND they are close enough to a pallet or window so that they don't get downed anyways, here's a hint they usually never are.
Case and point is that borrowed time never carries anywhere close to hard enough to win games in solo que survivor, in SWF that's another story but at the end of the day it's incredibly unfun to get hit immediately after getting unhooked yet it is extremely common to so that creates quite the predicament.
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DS is in a terrible state for solo que players, it's essentially mandatory to bring the perk because tunneling is so wide spread due to killers being oblivious to any other playstyle or even more likely good killers realizing it's the best strategy so they tunnel the same guy out of the match as they are powerless to loop them for more than a gen because that would require perfect movement and wall hugging while also memorizing every single loop on the map and how to run them perfectly, can't do that? You're getting downed. It's honestly sad to see some ######### noob get tunneled off hook and go straight back on it, I'm sure they're having a great time playing the side that's way more susceptible to bullying styles of play.
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It's just obnoxious in its design, it's like getting flash banged at 3 in the morning while playing counter strike, completely over bearing and unnecessary.
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I love seeing these posts because it's so relieving to know that killers that are so used to shitting on solo que survivors are getting absolutely rolled by SWF's. That's so sad that you can't just camp or tunnel off hook and have to work for kills, truly. You don't like that you can't hard counter survivor items that cost loads of Bloodpoints with one perk? Damn man not sure what to tell you except that it's part of the game? If it wasn't allowed then it wouldn't be doable period.
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Five is plenty considering that BHVR refuses to balance the game between casual solo que players and SWF's. Way more than half my matches are dictated by tunneling or camping killers, often times it's done with bad manners. The only option left when you're tunneled out of the match is a d/c as a way to punish killers for playing that way. Sure it's a viable strategy for killers but that doesn't mean it's reasonable to play against so why would you expect a survivor to reward such behavior by giving you points and dying on the hook normally?
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@Seanzu said:
It went from abusable to absolutely worthless in the space of a month, imo.
How was it busted? I only recall the new Boil Over getting niche use on maps like RPD where you intentionally go down in the second floor of the library and they pretty much have to drop down activating it, even without boil over though that spot is a guaranteed wiggle iirc.
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I'll sit on the hook the whole time then disconnect at the last possible second to deny them of as many points and potentially the face mask as well (main Claudette). You could give me a 48 ban and I'd still do it.
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@Piruluk said:
Legion is auto loss of your team can't play well.
No other killer is that broken.
Legion just pushing m2 and he injures every survivor and knows their location almost all the time, on small maps he has map wide killer instincts. No counter to his aura read, no counter him injuring you.
You just hold m1 again and again and again and again and again, he is stacked with every slowdown imaginable.
He is way above Freddy and Wraith before nerf, he is the new king of free and easy wins, abuse him as long as you can
This is the real issue, OP is describing a strategy that is based on a perfectly coordinated SWF on comms and all running meta perks, if you aren't doing all of those then Legion has the advantage. Seeing as how solo que/non SWF's is over 90% of the player population then you're talking about almost every legion match being favored towards that advantage and after playing multiple matches against the new Legion this seems to be the case. Legion was over tuned 100% and it's basically impossible to avoid feral frenzy debilitating the whole team and the fact that they can down you with feral frenzy now is ridiculous, no solo que player can play around that.
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Funny thing is that solo que survivors still get 4ked despite perks as strong as CoH, not only that but the amount of time wasted blessing a boon and subsequently having even the most competent killer chain snuff them out back to back to back results in almost a detrimental perk. Boons are hilariously easy to deal with, you can literally hear them as far as survivors can and then walk over and snuff it out, it's never going to get value as long as the killer knows exactly where you're blessing them at which is a one time discovery.
Here's the real question, how can we give solo que players in lower ranks, probably 90% of the player base, the tools to not get tunneled or proxy camped out of the match leading to a ######### tier gaming experience? Borrowed Time? Decisive Strike? The only tools available buy you a few seconds only to get tunneled or camped again. Who cares if the whole team can heal when killers are just tunneling and camping more than half of all matches and going uncontested because the devs decided that they should be able to do that without recourse?
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@TragicSolitude said:
I've had this happen in the live game.
Good to know thanks for the heads up, must be the same coding interaction that was associated with self care which iirc they fixed in a past update though I never tested with self care.
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@BreadTube said:
https://forum.deadbydaylight.com/en/discussion/comment/2708887#Comment_2708887
Imo that'd be too strong, it would guarantee safe self unhooks.
So basically bad mannered face camping killers would be punished for their actions? Sounds like a reasonable mechanic to me. Of course it would be abused when face camping at EGC with zero kills happens and also SWF's but I think the thing to focus on here is that killers are abusing face camping when it's unreasonable to do so way too often, what's the fix to that?
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2702030#Comment_2702030
I really can't understand BHVR's indifference to this. Camping and tunneling are one thing, because they're strategies that can be necessary for a situation in the game (though I would also argue there are killers that use these actions for the purpose of griefing, and aren't shy about the fact that they're trying to stop survivors from having fun - it's just that you can't really stop them without stopping legitimate uses of the tactics, so it's a tougher issue.) Tbagging and clicking, though? There's no point to it. It's purely to be obnoxious, even the 'strategic' uses of it bank on people finding it obnoxious, and it's gotten so ingrained in this community that it's become an expected behavior. So much of the negative feeling in this community and the outright resentment between both sides stems from extraneous behavior done to mock or troll. You say trash talking is okay, but is it really okay when you encounter it every other game (as killer, anyway; I find killers tend to be more quiet opponents than survivors)? Because that signals to me that something's wrong.
Defending it - what good does it actually bring to Dead By Daylight? I'm not saying we should mechanically remove tbags and flashlights, or make GGEZ a permaban, but I don't think leaving the community in this position where this behavior is baked-in, expected, and preemptively punished by angry players is healthy for the game. Some means of admonishing excessive amounts of bad behavior, or rewarding players who are perceived as good sports, could go a long way to cleaning the place up.
Also, the game's definition of 'holding hostage' doesn't really extend to all situations a griefing survivor team or killer can do, because the rules are fine with it as long as the game ends eventually. You can have a SWF that completely outclasses their killer and won't complete the final generator until they've had their fill of dunking on the killer, which lasts basically until the SWF gets bored or the killer gives up and stands in a corner (which can lead to hour+ long games.) Or you can have a killer that takes the last survivor, brings them to a deadzone, and makes them wiggle off so they can down them and pick them up again (and bring them back to the deadzone.) This can go on for as long as it takes the bleedout timer to commence, which is long when they're only on the ground for a few seconds each time. But the survivor theoretically has a chance of reaching the hatch, so it's not hostage taking.
Yeah according to that response they are essentially denying anything is toxic in this game which is a just ridiculous, the main arguments being made in this post is people basically straight up saying that killers and survivors do nothing that is toxic at all when they clearly are, it's almost like they are denying that the game has a player base that are incredibly frustrated at what's happening in game, I guess denying it happens at all is the result of becoming desensitized to the waves of criticism on the matter?
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@Tiufal said:
To be honest show me any other dev team with a game thispouplar that takes better care of their playerbase. They all do not much, cause they dont need to.
Fortnite, League of Legends?
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How Snowmen play out in 95% of solo que games: A survivor sometimes makes it into a snowman while mid chase but usually not due to the long delay jumping into one and gets hit anyways, if they make it in they take a hit and get a little distance, proceeds to get downed anyways. I fail to see Snowmen ever providing anywhere near the value that these posts are claiming them to be. Is this specific to the top 5% of red rank swf sweat squads? Because that would make more sense.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2702044#Comment_2702044
1) reports are only enforced if you have video evidence. If you have video evidence of greifing or trolling or hacking, they will be banned.
2) a chat filter doesn't stop it, hence why I'd agree with the enabling part. But not the promotion. If you give me evidence for the promotion of toxicity, I'll assess it and come back to you.
3) camping and tunneling, unless it's face camping or outright tunneling (for what tunneling truly means, not what most people prescribe as tunneling, which is focusing one person out of the game even when it's a detriment to the killer. Otherwise it's a tactic) then it's not toxic, and your just being butthurt that you are getting taken out of the game early by a killer that's playing efficiently. And I specifically said when used correctly.
Turning off the chat is a way to ensure you don't get affected by the toxicity. And saying verbal violence online is the same as physical violence irl is laughable, they are nothing similar. If you turn off chat they won't affect you, unlike the physical assault.
I said if your fun comes from winning, not that it did, but you gave points that seemed to point in that direction.
I think it's fair to say that it's impossible to enforce all bannable offenses even with evidence simply due to lack of resources though I know bans are in fact being issued. I know this for a fact because I've submitted video evidence of a game being held hostage by a streamer then proceeded to see them continue to stream the game for an extended period of time without repercussions, it's just not reasonable to think that every report is a guaranteed ban even if it warrants it.
When I said promotion I meant it in a way that shows they are unwilling or incapable of dealing with, hackers is the first example I think of because they obviously are a toxic addition to any game and are dealt with in wildy varying manners ranging from insta banning them mid game and having an anti cheat that prevents those same cheats from returning to having hackers with the same cheats showing up again and again which I would classify dbd under. That is naturally a fault of the developers who fail to incorporate an anti cheat that can successfully deal with these hackers entirely and the player base suffers for it so in essence they are promoting that they don't have the capabilities to deal with said cheating. I don't know why they can't get an anti cheat that works but I just know that they don't, ironically I just saw a top 5 streamer get toyed with by a hacker last month. The thing is that some games DO have effective anti cheats, take Fortnite for example, I can't remember the last time I saw a hacker in that game.
Camping and tunneling to the detriment of the killer is what I consider to be toxic, I realize and understand that killers have to enact those strategies to win in many situations which could be considered a failure of the games design and could be improved upon, base kit Kindred for survivors for example in solo que. At high level play I'm not sure how they would change the games design so that tunneling the same survivor three times in a row wasn't the optimal strategy.
Turning off the chat is a band aid fix to an underlying issue and is unreasonable to expect players to do preemptively to avoid toxicity at all. No ones saying that verbal violence online is the exact same as physical violence that's simply a comparison and I definitely disagree that they are not at all similar, that's a dangerous statement to make when cyber bullying is well known to be a root cause of suicide.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2702073#Comment_2702073
Holding the game hostage is bannable - and we do acts on reports of killers holding survivors hostage in corners for example.
Glad to hear that actions like that are being enforced. I suppose my initial post is more on the lamenting of the attitudes and atmosphere that dbd has created and wanted to focus more on things that could be implemented into the game to discourage or eliminate them. Most of the responses to this thread seem to be denying that commonly associated toxic behavior is even toxic or that toxicity doesn't even exist in the game at all which I find completely false and am shocked I even have to argue is a thing.
I think a quick look at the front page of the general discussion section says it all, a community of players that are unhappy with the current state of the game for the same common reasons. That's pretty much the large majority of the posts I see here and most other related forums which I think is evidence enough to show that there's a underlying problem which is what motivated me to make this post.
Gotta give credit to everyone that's behind the game though because at the end of the day it is a popular game for a reason and a lot of things are being updated not only for content but balance wise as well, aka dead hard, hit validation, etc.
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@ThatOneDemoPlayer said:
I don't think killing as a Killer or escaping as a Survivor is toxic, even if the Killer camped/tunneled/slugged or if the Survivors were playing in a SWF
And some people think the Earth is flat, that doesn't make it scientifically correct.
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@Anniehere said:
Right now what is considered toxic is tabbing CTRL and flashlights clicks. Provoking their opponent for attention.
The thing is, these things are an integral part of the game and the developers can do nothing about it unless they are going to change the way the flashlights work.
The chat is the most offensive and perhaps unnecessary because it encourages players to speak their mind in a negative way.
In any game, the players find something with which they can "have fun", "annoy" or show "I'm cool".
It can be from using emote immediately after getting a kill / jumping around/ keeping on shooting after a victory etc.
Players can find such behavior toxic as well. I guess the players in DBD were also looking for something similar to mess around with.
The fact that they are with 3 more people in front of a single player encourages them to annoy and bully, they find it fun more than the actual gameplay.
The chase is the fun part and they are taking it far.
When players come up with toxicity in the first place it is not the problem of the developers but the mentality of those players, these people need to work on themselves.
I wonder how the game would be without being able to crouch and use a flashlight. Will the game will stay toxic as it was before?
Yes I agree that tea bagging and flashlight clicking are toxic while also being unbannable and simply part of the game. Holding the game hostage on the other hand is bannable yet I know multiple offenders that were never disciplined. Face camping at five gens or tunneling with ill intent are toxic but again not bannable which would go in the category of the devs "enabling," toxic behavior.
Having cheaters in the game show up repeatedly would be promoting toxicity because they fail to successfully and completely deal with a game breaking issue which would be evident by cheaters still be active in matches using the same cheats, this isn't to say those cheaters aren't banned but they definitely have methods of returning.
Good point about the toxicity of the game being founded by the players that is certainly true and due to the asymmetrical nature of the game leads to the current state of it where both roles seem to be at each others necks throughout its history.
On the topic of players always finding ways to intentionally get a rise out of others in most games I would say that the devs could realistically and easily add features to the game to discourage or eliminate a lot of these notoriously toxic behaviors. There should be something in the game that prevents, or makes it much less appealing, a killer from face camping at five gens, I will give them credit because iirc the devs did implement a pause on the hook timer if a survivor was close enough (Steve Harrington's Camaraderie perk aka Kinship now) but it was abused by survivors who were able to pause the timer indefinitely. One of the most popular suggestions is to simply add base kit Kindred which would almost single handedly resolve a lot of the glaring issues in solo que by giving players information that would prevent them from being the victims of toxic gameplay as a player would react differently if they saw a bubba standing still in basement.
That of course is a very delicate issue to balance as you can't increase swf's already dominate strength which the kindred addition would solve for example. Essentially the game is the way it is because the design of it is determined to be adequate which results in the overall general consensus seen across every forum, the game is toxic.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/2702026#Comment_2702026
Let us just get the first one right off the table:
Any in-game mechanic, tactic, perk, item, add-on, or feature that directly advanced your objective through injuring, downing, hooking, completing a generator, working on a totem, or opening an exit game is not toxic, griefling, or ruining.
Well going by that logic then nothing in the game is toxic. Bubba face camping in basement at five gens is directly advancing his objective by making sure that survivor dies so that's not toxic. Tunneling a survivor off hook because they have ttv in their name and looped you too long as you pass a survivor cleansing your hex and another about to pop a gen because you just gotta have them out of the match, not toxic. Bully squad of survivors not touching gens but instead locker stunning with head on while tag teaming each other and getting double locker flashlight saves a the match hits 45 minutes?
I mean come on you just gave a blanket statement saying that anything in the game basically isn't toxic as long as it's achieving an objective can't be done with ill intent. I'm sorry but you've got to be either trolling or delusional.
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@Mandy said:
I honestly feel that the word "toxicity" has lost it's meaning completely. Pretty much the only toxic thing is insults/slurs in the after game chat.
Camping/tunnelling/tbagging/flashlight clicking is not toxic...these are things in the game.
And whilst you don't believe people are banned, if you saw how many messages that moderators get, and how many posts we have to delete due to people trying to appeal or complain about their game ban publicly, you wouldn't say that. Hate speech is bannable - they are temporary bans that do not show on their profiles (referring to Steam profiles here), consoles have their own methods for dealing with hate speech, as there's no in-game chat for these platforms. We do allow a certain amount of "smack talk" which is inevitable in only games, things like "gg ez" "baby killer" "noob" "learn to play" as well as swear words are not bannable, these are part of online multiplayer games (and yes people do report these type of comments).
I'm not sure why you're saying that those "things in the game," are not toxic when they are the most commonly referred to actions associated with toxicity in this game. Face camping at five gens, tunneling the same player back to back when objectives are being lost, teabagging killers when the game is won already, and flashlight clicking just in general are definitely toxic behavior without question.
I'll admit that I don't see the messages that moderators get regarding game bans as I'm not in a position to do that so that is promising to hear but I must say that I see plenty of players that should receive bans walk away with no repercussions only to repeat the same behavior again which of course might result in a ban later possibly but the damage has been done and the question remains how many times can these players harass others before justice is served?
I'm glad to hear that hate speech is bannable and enforced, again I have no way of seeing such enforcement and haven't seen mention of it in forums. I understand that smack talk is not bannable and don't expect it to be I was more focusing on the fact that it's a part of the game and contributes to the overall toxicity of this game specifically. To my understanding actions such as holding the game hostage for example are bannable yet from what I've seen on that particular offense it is rarely if ever enforced which I would assume is due to the difficulty in proving it happened and the lack of resources dedicated to enforcing such a multitude of offenses.
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@ilovedbd123 said:
Sorry, I'm gonna have to ask for some clarification-
1) "killers greifing"- greifing is a reportable offence, unless it's not actual greifing and your using hyperbole. What do you mean by greifing, and was it effective in securing the win?
2) toxicity is "enabled and promoted"? I think they have a chat filter against that, and also promoted? I agree with enabled, but I don't think they promote toxicity. The worst you could say is complacency.
3) "adjust my load out" by this are you calling camping and tunneling toxic? In which case, outside face camping, your fundamentally flawed. I'd advise you check what's actually toxic, and what's playing efficiently, before making a post as if you label everything you don't like as toxic then you lose all meaning to the word.
Outside that:
Turn of chat if it gets to you, just click the button by the chat bar and it goes. You do not need to feed the toxicity.
And overall if your enjoyment only comes from winning, then you'll be in the scenario your in.
You're right it is a reportable offense, that doesn't mean that those reports are actually enforced which is the biggest issue of the game. No one gets banned, not even cheaters from the looks of it, or at least they are able to come back repeatedly which would then be a failed anti cheat which in itself creates a toxic environment.
How does a chat filter stop players from being toxic to each other? Does blurring out bad words somehow prevent someone from speaking to another in a hateful manner? If that was the case then I guess the issue is resolved and hate speech no longer exists in the game! They promote toxicity by simply not taking action against players that are clearly enacting that kind of behavior in the game whether through gameplay or speech. If you're high school didn't take action against a bully that directed hate speech to victims wouldn't that be promoting toxicity? Of course it would.
Camping and tunneling absolutely can be toxic is that a joke? Just because camping and tunneling are sometimes the correct course of action doesn't mean that it automatically makes it just at all times. Let's give a pass to the face camping basement Bubba because tournament killers tunnel to win, completely relatable right? Wrong, it's not a black and white issue it's all dependent on the matter in which it is done.
Turning off the chat doesn't change the fact that players speak to each other in unacceptable ways. With that logic just stop getting punked by the jock at school, don't deal with the core issue just tune it out. A truly lazy train of thought on the matter. Pretty unreasonable to expect players to preemptively turn off the only form of communication in the game (pc players only btw) instead of expecting the developers to moderate their game and take
Not sure where you got the pre conceived notion that my enjoyment comes from winning as I failed to include that in my post at all.
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@WesCravenFan said:
I get the impression you have EXTREMELY broad and loose definitions of the words "toxic", "griefing", and "ruin".
Care to elaborate? I feel like every one of those terms applies to dbd, the sheer number of threads on this forum and their general content seems to reflect that.
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@Pig_Is_Pog said:
it literally does nothing but reward people who face camp, considering full health window grabs got removed why do these still exsist?
I actually was unaware that full health window grabs got removed when was that? Was gonna say exactly what you said full health hook grabs just reward face campers it's a sad state of the game to be honest, not sure how they could change it to where killers didn't abuse face camping or feel forced to do it.
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@Hippie said:
https://forum.deadbydaylight.com/en/discussion/comment/2695819#Comment_2695819
It's basically true... I got tunnelled an entire game, got caught right at the end and my teammate died on their first hook trying to save me while the Killer camped. They got a 2k and 21k points with very little effort... pretty crazy.
Meanwhile, I died with 9k points (from getting chased the entire game). The most points earned on the team was 12k, since the Killer didn't interact with anyone but me the entire game.
This is exactly how 75% of all solo que matches end up playing out, it's demoralizing.
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@Myla said:
Turn off your crossplay if you don't want to play with Epic game players lol.
Yeah and then get 45 minute ques.
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I think the big difference is that when a killer BMs through things such as hard tunneling or face camping that it forcibly removes that player out of the match usually with no points and considerable time wasted after que + match time. If a player is being face camped on a hook at 5 gens the match is pretty much sealed for the player being focused, a basement camping Bubba is probably going to secure that kill at minimum and in solo que lobbies it's entirely too common for teammates to overcommit to the unhook when gens could be flying by resulting in a match with multiple kills rather than one. If you get unhooked and the killer tunnels you over and over until you're out of the match you just wasted a huge amount of time without having any sort of rebuttal and there's unfortunately no current mechanics to deal with that while it's written off as a "losing strategy," for the killer, which it is, while the victim gets no justice.
Survivors BMing on the other hand in the case of tea bagging at the gate is surely ill mannered but doesn't force the killer out of the match as the match is already won although it does potentially hold them in the match for up to 4 minutes as is being argued. I can understand why a killer wouldn't want to run across the map to force the tea bagging survivors out of the match but the fact remains that they at least have the option to end the match after the outcome has been determined where survivors are at the mercy of the killer and cannot leave the match without incurring a strict penalty or sabotaging their team. An exception to this would be veteran SWF's versus a killer of much less skill that is essentially at the mercy of the survivors due to being unable to effectively do anything to them which while less common is still encountered
Now that doesn't justify survivors exhibiting bad manners but just goes to show how different the results are from both sides, on one hand survivors can't kill the killer so you have to consider that there's only so many BM things they can do and they can't be discredited due to the asymmetrical nature of the game. To be honest the worst thing survivors can do to the killer is hold the match hostage through sheer outplaying where the skill gap doesn't allow the killer to accomplish anything.
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Boon Exponential really gets value when you have an overly altruistic team which creates the unique situation of actually being advantageous while being off gens, if you constantly threaten the killer to dealing with you then your teammate will have a good chance of picking themselves up. This of course has a lot of factors involved such as boon totem placement, having a team that can effectively bait the killer while not going down too fast, and being on the right map. The larger the map the less chance you will have to be near your boon obviously unless your team are all communicating and intentionally stick around that area. A map like Gideon Meat Plant automatically makes any boon placement significantly stronger as it naturally covers more of the map especially since it's a two story, Midwich is another very strong one if you get a central boon placement.
Even if you get it to work once or more any competent killer will be aware that exponential can be in play and will likely go to greater lengths to locate it though this can be in your favor as they are forced to kick the totem giving you a moment to recoup. I've really only tried to make exponential work in solo que which is far from ideal but by bringing a map with full range add ons I'm able to find the totems immediately before my team has a chance to cleanse them (which happens constantly), by getting a centered boon early you increase your chances of your team being near it substantially but also the killers ability to find it. Often I'll chase the killer if they're on someone and try to place a boon in the area I think they'll go down which does increase the odds of it having some value but often not because not only does it take 14 seconds to bless but also depends on me getting the killer to chase me so the downed teammate can use exponential.
It's very satisfyingly when it works and I've had a few people remark on how they never see anyone use that boon and even more having it actually work. Recovering from the dying state is probably one of the hardest things to accomplish simply because most killers will pick you up instantly and perks provide lower values when it comes to recovering in that state so in that sense exponential provides a huge value both numerically and in its effect seeing as it's triple the speed of unbreakable and unlimited use. I'm sure there's other perks and playstyles you can use to make it have more value but I've found that you really have to be overly altruistic and use a map or perk to find dull totems because sometimes it's borderline impossible to come across them and that's a problem when you're whole build revolves around it.
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This post hits the solo que survivor experience dead on, it's a absolutely depressing experience for the vast majority of games which is a huge problem for the game considering that solo que is by far the bulk of the player base. Imagine queing into a match then getting tunneled, face camped, proxy camped, etc not every now and then but on a regular basis, why would you want to continue playing the game? The answer is most don't which is why this game gets longer and longer que times months after every major update or DLC. People just quit playing because it's simply not fun to be on the receiving end of killers that regularly practice these controversial strategies. It's obvious that things like tunneling are effective as seen in high level gameplay, the problem is that there's nothing to counter it in a solo que environment. Solo survivors are already getting chain downed back to back because of the nature of the lack of information and lower skill ceiling, add in the bad killer behavior and it's a recipe to never touch the game again or at the very least develop a bad mindset of the game.
The baseline kit additions like Kindred or even bond as mentioned are no brainers that greatly improve the solo que experience while not unbalancing the already overtuned SWF as they already have that information by virtue of being on comms. It's ironic because you often see developers for most games balance around the casual player base as they bring in the majority of the revenue yet dead by daylight seems to be intent on providing as difficult of a casual experience as possible by allowing these things to run rampant.
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Zombies are incredibly oppressive and the fact that they are attracted to generator sound results in any nearby zombies pushing you off constantly. Line of sighting them doesn't actually always get them off of you and they slowly creep on you without a counter sometimes.
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Tunneling is a disease in 90% of matches because not only is it an effective strategy but in the vast majority of games survivors simply don't have the skill to do anything about it so they go down back to back to back until they're dead, it leads to a terrible gaming experience and is probably why the que times get longer and longer for this game because no one is queing up again after being on the receiving end of chain tunnels. Decisive Strike is a band aid fix for hard tunneling that usually results in 5 more seconds of freedom before, guess what, you get tunneled right after by the killer.
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It's already way too hard for survivors to loop any competent killer and it's incredibly easy to bait out a dead hard, in fact any time I watch someone play killer they wait a couple of seconds and literally mumble the words "Do they have dead hard?" and the survivor uses it then gets insta downed. On top of that everyone acts like dead hard even works flawlessly at all times, it does not. Even after the last update I'm still getting downed MID dead hard when the animation is already visible, sometimes it doesn't go off at all and the killers hit takes some weird server priority despite me hitting E in real time before the swing goes off. It seems like some killers want to balance the game around the top percentile of survivors that run perfect loops and travel to the next best one to rinse and repeat throughout the game but newflash, this isn't how 90% of games go, instead it's just survivors going down one by one throughout the match unable to loop for more than 30 seconds while the killer gets kills by holding W.
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But what will I do when a Bubba throws me on a hook and has a staring contest with me? Just sit their and lose the game?
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You absolutely have to have a good headset and on top of that should be using Stridor which makes tracking them WAY easier. That's one of the main gripes currently with Spirit is the overpowered nature of Stridors increased breathing versus survivors even if they're using Iron Will (which is what's getting nerfed soon to tone down Spirit). You really do have to pay close attention to scratch marks and do some minimal guesswork if they try to walk away during a phase while not injured. Spirit is definitely broken in the right hands and is more beginner friendly than other S tier killers such as Nurse.
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Both, I'm assuming you're solo queing and if so that's a big part of the reason. Simply having a lack of communication with the most random of teammates who are usually dog water is a recipe for disaster. You're seeing those killers so much because Wraith is busted atm and it's no surprise that he's the most played killer overall, I see my fair share of spirits as well because she's also broken, even more so than Wraith in my opinion but not a free killer. If you don't cleanse every totem on sight I can say with confidence that you will face NOED more than half of your matches it's such a crutch for killers at lower ranks and is even used at higher ranks because of how strong it is, Ruin is no surprise due to it's strength as a slowdown perk. RCPD still being down is pretty sad, I mean how hard can it be to add your featured map for the expansion? That being said it's a generally disliked map for killers because it's MASSIVE and has tons of god loops but is very confusing to navigate for survivors who don't get the map often (most survivors ironically).
On top of that as a survivor you will find that more often than not you will be facing killers that play in ways that don't promote a fun gaming experience, I'd say close to a third of my matches in a eight hour gaming session are either pure face camp (Bubba's usually) or killers that proxy camp at even the worst times because they are simply too insecure to start another chase and want the easy down again. The amount of tunneling I experience at lower ranked solo que is disheartening to say the least as the survivors getting tunneled never had a chance at the start and couldn't loop if they wanted to so to see them just get focused down and not even play the game makes me wonder what motivates them to ready up again. Before the anniversary and the new expansion this game was dead and que times were almost reaching double digit wait times which certainly was related to the learning curve at lower ranks. How can it be fun to get dunked on over and over? My buddy quit after a day and refunded the game because he couldn't do anything which was no surprise because he just started but amazingly that's most survivors at low rank solo que, everyone just gets destroyed over and over and it's incredibly rare to see players that can run the killer for more than a gen.
Honestly I'm only playing because there's a gaming drought and nothing sparks my interest which is a commonly held opinion even on sites like Twitch. I'm good off of Warzones cheaters, Apex is a dead game that people refuse to let die, New World looks alright but lets be honest probably will fail like every other new MMO besides WoW. I'm looking forward to diablo 2 remaster and diablo 4 and that's about it.
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At the end of the day DBD is a game where toxic play is allowed and frequently practiced with notable examples being face camping, proxy camping, hard tunneling, last second key/item switch, tea bagging, etc. and my hot take is that no penalty DC is the closest thing BHVR can provide as an answer to these things. Tell me, how are they going to combat a face camping Bubba? It's literally uncounterable and should you be the poor soul that it unfortunate enough to go on the hook first then your gaming experience is simply not playing the game then dying. What's the solution? It's not Borrowed Time because he's got an add on that can swing more times than you can run with a speed boost after a hit. The solution is a no penalty DC. You're unable to play the match at all so instead of having to waste your precious time sitting on a hook you can DC and on to the next game, sure you can wait the hook timer out and buy your team some time to do gens but in all likely hood they will probably try to get you off hook and go down one by one in a rotating fashion. I never play out a match if I get face camped by a Bubba but I'll waste as much time as possible.