sulaiman
sulaiman
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Bad teammates. Solo queue survivor only.
As killer, teabagging when they are winning. Its disrespectful, and if they don´t want to tread their play partner with respect, they can play alone.
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@CoalTower said:
https://forum.deadbydaylight.com/en/discussion/comment/2234344#Comment_2234344
And why are most Spirits bad? Because they get carried to high ranks with a braindead killer, having no actual skill themselves.
Just saying.
Same as survivors then.
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@WishIcouldmain said:
I'll be honest at first I thought Spirt was fine. A good balanced killer all these survivor mains on YouTube just crouching and doubling back movement to juke the Spirit and in low ranks it was true every Spirit I faced would loose like crazy. All these nerf Spirit people weren't doing it right. Then I faced a Spirit main. All these pro tricks were worthless she just downed and downed us. A 4 gen 5k. Since then and more good Spirts I realize all this "counterplay" is literally worthless against good Spirits. And not to mention her add-ons and Stridor. Which is a viable argument since people will run these commonly. One " counterplay" I hear is just run to the next loop. Something that works against a bad Spirit but good Spirits will recognize this and just down you later. 5 seconds is enough time for her to catch up to you and not to mention how likely it is add-ons are in play. As well just double back or crouch and wait. That's great against a bad Spirit. But a good Spirits will know you're doing this since they'll use their ears from all their time getting familiar with Spirit. And once more the likely chance she has add-ons and Stridor. So tell me people who say she has counterplay have the Spirits you've faced actually been good Spirits?
Well, when you talk about good spirits, then we have top tournaments where those spirits get destroyed by good survivors.
Everything else is just matchmaking.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2227864#Comment_2227864
Devs have said enough on their stream which should rise concern. Either they put it completely wrong and the system will not be actually automatic and will not judge by the number of reports, or the reason for concern is pretty heavy.
In other words, only the things you make up for yourself, is that right?
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So, you have details on it? Can you share them? with a source, please?
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It would be hard to proof, because killer camp and tunnel all the time and for whatever reason. Proofing "but in this case it was this reason"...good luck.
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@LordSturm said:
How can anyone think this perk is a good thing to have in the game? Literally "I pressed E so I get to be invincible and teleport to the next pallet"
Literally a better power than most killers'. Most killers I would prefer to have Dead Hard than their actual power.
Really? Its an exhaustion perk, meaning you have to not run for 60 seconds to regain it. So, unless you stand still with your killer for 60 seconds (although a lot of killers can do that easily because they camp anyway) your killers power would be a once-a-match use, for having a short distance rush. This leads to just one conclussion: You play most killers wrong.
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I belive that most games (there are exceptions) are not won by the killer, but lost by the survivors.
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@DTJObe said:
I know the official Discord has channels for SWF. I know the devs have no intention of balancing the game around SWF and buffing solo survivor/killer.
But it’s annoying to face hit squads. And the more that people go into games with keys or an organized team, the less killers they’ll have. Survivor queues are already getting pretty darn long. Something’s gotta give.
Until then, I’m just playing more Mikey, looking out for signs of SWFs, and sending people to the Netherrealm with tombstones.
Well, then it will happen. Because i like bringing keys when every second game has either a dc or a hook suicide.
I totally expect to return to swf in case keys become unusable after their incoming nerf.
Sorry, but you cant have both, solo lobbys AND them not having backup plans if the game is unbalanced due to matchmaking.
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And what do you do if your teammates dont heal you? The region i play in thats not uncommon, since i play solo and when the killer comes he usually goes for the injured guy. Happens quite often, so how does me using bond force them to do that, can you explain?
I mean i get it, there are lots of players that think a flashlight gives them somehow authority over my ordering me what to do, but so far they were all wrong. Maybe you have a similar misconseption.
Also, i would like you to mathematicaly explain how much time is wasted by selfcaring. Just make a small example. (hint: you wont find one)
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@[Deleted User] said:
Technically it's still not winning by default, because Hatch. But Hatch as it is now isn't that interactive, and is basically just "wait till the rest die for a chance at a secondary escape". Or jump the line with a Key and the little the Killer can do against it.
Hatch lets you survive a lost game, not turn it into a win. You still lost if you have to take the hatch (unless you just chose to with all gens done and gates open)
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Gens?
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i liked it when i heard it. Opinions might differ.
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I never cared about the charms, i never wore them, i never cared.
I actually wouldn´t have cared for this one, either, because i dont believe an insiffnicant part in a video game does anything for the real problem.
However, after reading this, i stay to the ones that want to wear it for themself, and thus, i will put that one on every one of my chars. I dont care, but those who do should be able to do so freely.
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Again, what do you think is fair and balanced? Because during the last tests they did, i had the same experience. but it might be intentionally.
Because they think a match with 2 kills and 2 escapes are the most balanced. So, if you get a killer with 2 survivors above his skill level, and 2 survivors below that, it is not an unlikly scenario that he kills the lower survivors and the other 2 escapes, leading to a "balanced" matchup result.
So while i would like a match where all others survivors are on my skill level and it cant be predicted if its a 4 escape or a 4 kill or anything in between, it might not be what the devs aim for. They said several times that the new system is good at predicting the end result of a match. If it can do that, for what result should it aim?
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/2218008#Comment_2218008
Riiight, the same developers whose chat filter banned words like “Myers” and “teabag”, whose MMR system paired 1000 hour players against players with less than 1 hour playtime, whose disconnect penalty could be weaponised to give people 72 hour bans just because, and who used to have unencrypted log files that could be read by literally anyone to give survivors a heads up on the killer they were about to face. These developers would never introduce a new automated system that could be flawed or open to abuse.
I think you should exclude the matchmaking here, because that is actually intentional, to minimize queue times. Its - in my opinion - the wrong approach to prioritize waiting times over fair matches, but it is simply a path chosen.
And wile i totaly belive it might be flawed and possibly open to abuse, since i at least have no knowledge what they actually plan, i dont know in which way it might or might not happen. And those that claim to know dont share their knowledge.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/2217887#Comment_2217887
The system is automated, there is no one involved who could check if a report is legit or not. If you need humans to check for false reports then that defeats the purpose of an auto-ban system.
That's why it seems like there will be no consequences for false reports.
You still gave no source for you "knowledge".
Is the entire process automated, or just parts of it? Is there a way to conquer that decision? Is a ban decicion supervised by a service member?
Is the reason for the report validated? Is there a certain requirement for a report, due to giving a reason for example? does reporting a dozen people maybe lead to an investigation about the reporter?
I dont know any of those, but you seem to know that the system will function in exactly one way. Thats why i want a source, which you keep to yourself. Unless there is no source, and you are just uttering your opinion with no fondation in reality whatsoever. But who would do something that stupid, like propagating an example with no knowledge what will actually happen.
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Where did you get the information about false reports not having consequeces with the new ban system enabled? I would like a source, plz.
Also, i only play solo survivor, and while i dont like tunneling and camping for no reason (yes, there are valid applications) i think its still legit.
I meet toxic survivors way more often than toxic killers, and i always call them out, and i would report them as well. How does that translate to your 4:1 ratio?
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First, you didnt lose at all.
Second, it was YOUR decission that the game goes on that long, by standing on the hatch and not closing it. If i were the survivor, i would have started doing gens, but still, it was your choice.
Noone deserves to lose due to rng, but it happens to you and every survivor out there. There are matches where hex totems are found in the first 30 seconds, and there are games where they are not found at all. Its a party game, learn to deal with it.
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To me, its like this:
Old moris could derail the game early, because it is designed for a 4v1. By hooktunneling one guy into mori you could shift the balance of the game, most likly winning it with that one kill. A mori had the power to make you win, even if you were losing.
Key only comes almost always into play when you are losing. And actually, you still lose, you just dont die doing it. Usually, if the game is progressed enough for a key to come into play, the outcome is most likely already determined.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2208758#Comment_2208758
That's cool, you enjoy what you will :) I'd say every single killer is evaded a bit different. Some more different than others. Juking a non-perfect Nurse or Spirit can be great fun. The problem comes when there's no chance of error on their side, thus having no counter, thus feeling hopeless and unenjoyable. Their powers are the only ones that can remove this chance and your skill or effort have very little influence on the chase.
But isnt that true the other way around too? If you have a survivor that doesnt make mistakes while looping, what does a trapper do to him, or a clown? He can occupy the killer the whole game, but that doesnt seem to be a problem.
However, how common are Nurses, Spirits and perfect looper-survivors?
(and i dont disagree with you here, there is not much to do vs the really really good nurses and spirits). I just think there are some double standards here.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2208758#Comment_2208758
That is an insane definition that makes absolutely no sense whatsoever. You are basically saying that people should play the game absolutely perkless, because every single perk in the game either adds something that wasn't there or takes it away, whether that be a specific action speed buff, information, or a bonus ability such as exhaustion perks or instadowns.
No, i never said or meant that. I meant that people should stop crying about spirit, because every perk or killer attacks one aspect of the game, spirit just attack one aspect people dont like to be challanged at.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2208420#Comment_2208420
How does BBQ bypass game mechanics?
The same way spirit does, basicly. Spirit takes away information you normaly have (like, where the killer is while in a chase), and bbq gives you information the killer normaly doesnt have (like where survivors are).
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2208420#Comment_2208420
But that is my point. It's the most prevalent mechanic. I like it, therefore I play DBD.
BBQ (?), Doctor, Hag, instadowns and swf still play around looping - the core mechanic to evade the killers, all except Nurse and Spirit.
And this is where i disagree. I dont think it is the core mechanic of the game, it just turned out to be a more effective way to waste the killers time, and thus was turned into the prevalent mechanic by the community. To me, however, it is boring to play vs every killer the same way, thus i like playing against spirit and nurse, for example. I like the possibility that most core mechanics get bypassed by killers one way or another, because that makes not every game the same. Spirit is only so strong because soo many people relay on looping only.
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@[Deleted User] said:
I only do her for dailies. I don't enjoy her bypassing the game's mechanics. Her gameplay is not why I play DBD. It also feels unrewarding because by playing her I put a lot of the odds in my favor. I do use the strong stuff with her mostly to get the matches over with quickly.
So, do you also not use bbq, doctor, hag, any instadown killer, or swf? Becasue they all bypass the games mechanics, you know?
The problem with spirit is that its one of the few killers that bypass most players favorite mechanic.
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I like the idea, i proposed a similar one myself, about 3 years ago. Back then, most people were not interested, mainly because it means that no matter what your performance is, a potatoe or two can ruin even the bp you can earn, while being carried anyway.
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@PabloLovesMC said:
https://forum.deadbydaylight.com/en/discussion/comment/2203834#Comment_2203834
If they shift to looping for beginners then that makes it so experienced players can loop you for a minute and a half at one loop.
Yes, i agree. Look at The Game; the problem is, once the pallets are gone, there is nothing to work with anymore, because there are few faults, and few ways to juke now. But there are lots of good pallets. If you get good loopers, you are lost with most killers. If you have a bad one, he can occupie you still long enough, but afterwards there is nothing left for survivors to work with.
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I made the mistake running bond again.
Had one teammate hidding in the top of ironworks 80% of the game, coming down now and then to work on a gen for 5 seconds before going up again, and one or two unhooks, i cant remember.
People hidding in the killer shack or the basement while the killer is away.
People afraid of unhooking even with the killer away (but huntress song was still there).
People just wandering around aimlessly, maybe open a chest but not doing gens.
On top of that, challenge-Chasers, when 2 people with flashlights just run behind the killer to get a chance for a stun, just to then both failing to blind the killer. Biggest waste of time ever. (but people using self care are such a big problem, right?)
I got one of them nearly every game the last few games i played...
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@PabloLovesMC said:
Ive played killer for so long. I used to love it. But now? Now all we get are map redesigns to make them more survivor sided than they already were. We get massive loops that can make a killer chase for a solid minute before they can get a hit. This depresses me. I want to play the game and enjoy it but i cant anymore. The survivors that complain about how strong the killers are are usually the ones who refuse to try. Killer takes a lot of skill and quick thinking along with a strong understanding of your power. With killer you have to memorize the playstiles of the survivors as you chase yo have a chance at getting a hit. There are very few killer sided maps but there are so many survivor sided maps. Almost all of the Coldwind loops are now far stronger. The game map was made far stronger (30 pallets 5 god pallets 5 unsafe pallets) I want to play. I want to love the game. Its just depressing knowing every time they make a new map theyre gonna screw over killers more. The future of this game is slowly going. I say that because everyone i know that plays killer is getting tired of it. Soon there will be very few killers left to play the games. The ones that stay will be the toxic tunnelers, the campers, the sluggers. The ones that stay will be the ones that dont care if you have fun. All they care for is the kill. I dont camp or tunnel. I understand its not fun for the survivors that way but now im given a choice to either play toxic or get my butt handed to me every game. To the survivor mains, I understand its frusturating playing against some killers. Keep in mind playing killer is very difficult. If you think something is overpowered try playing it. Youll realise that its only overpowered because whoever is using the killer put as much time and effort into being able to use that ability as you have spent on honing your survivor abilities. To my fellow killers, please be considerate of the survivors. Tunneling is a very good playstile i get it. But keep in mind that they want to have fun too. Its not easy playing killer. Its not wasy playing survivor (unless you are on coldwind or the game or the strode realty key map) killers want to have fun too. And i want to end off with screw off with the teabagging. I get a ton of matches in a row where i get looped forever then all i get is teabaggers rubbing it in. Dont be a sore winner. Anyways that was my rant or whatever. Dont be toxic in the replies and of you havent tried to play a killer i dont wanna hear your bs about why you think theyre op. Try it out first (against survivors that arent rank 20 because thats super easy mode even for new killers. try around rank 16-12 where survivors know how to not run into your knife)
I disagree that the maps are now more survivor sided. Yes, they added strong loops, but they heavily nerfed stealth, both on autohaven, coldwind (although the corn now works better than before) and surly the game. On autohaven, there are such wide open areas there is no way to break line of sight in some of them, and in the ones that are, there is nowhere to go. The game now has open areas and see-trough stairs. Yes, there are some of the old labyrinth-type tiles on the ground floor, but over all, heavy nerf for stealth.
The maps have not shifted to survivor side, they just shifted to looping for beginners. Its easier for new players to loop there, and stealth is hated by lots of killers and even survivors with the "this game is about looping" mindset.
Stealth is (and in my opinion should be) a valid option to play this game, but the map reworks nerfed them on every step.
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For "classic" hag dark devotion, make your choice, bbq, corrupt intervention
For "grab me hag" Mint Rag, Rusty shackles togehter with ToTH, Undying, Ruin and Tinkerer. You can grab them of gens, or of one of your hexes. Best build ^^
for "no teleport hag" that really confuses lots of survivors because they dont know whats happening: Waterlogged shoe with scarred hand. Your phantasm bodyblock them, and they are easy to get because they still try to run through. Be prepared to be accused of hacking. Montior and Abuse (to get close in the first place), play with your food, tinkerer, pop.
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I still disagree. Mostly, because a lot of killers cant find you after you juked them, even if they are good in loops.
Where you are right, though, is that a lot of map reworks nerf the stealth gameplay, making it way harder to juke and escape the killer. And i am never afraid of that hit, because that one hit (or a stun) is whats usually needed in order to escape the killer. Its your job to be in a spot where that can happen after a hit.
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@Itslat3ncy said:
I know this is another rant about tunneling and camping, but holy f*ck it is out of control as of late. Today 24 game I player going for challenges and trying to have fun with my 2 friends. 20 of the games were literally the killer proxies 10 meters from hook. Someone unhooked then the killer tunnels the person on hook. I know just rush gens, but that is boring and there is no gameplay, also you cant get 5 gens done in 2 minutes (hook timer for survivor). Which means the killer could get 2 killers for doing nothing. I dont know how killers play like this because there's no fun in it, and it's literally just to be a d*ck. Something needs to be done about this Idc if it's a so called strategy, it's bad for the game and it needs to go.
Thats true, 2 minutes is not enough for 3 surviors to do 5 gens. But usually, the survivor doesnt start the game on the hook, at least in my games. So, lets say it takes a minute to find, chase, hit the survivor twice and hook him (and that is fast, i belive), so you are at 180 seconds.
in 80secs 3 gens can be done, leaving 100 secs for 2 gens. In this time 2 survivor can finish one gen alone each, and they are done. Or one does one alone, and 2 work on one together, droping the time to finish the gen to 48 secs, leaving 52 seconds to do whatever.
And that is without perks or toolboxes.
Yes, i know, i didnt factor in the time the survivors need to go from one gen to another, but usually thats not far more than 20 seconds on most maps. After that, survivors can go to both gates, and work on the one the killer is not at, while they hide when the killer comes.
Not more than one death needed. However, most survivors get cocky and try to teabagg the killer and stuff, and then the dreaded noed comes in. Play smart, and most likly its not your problem.
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Its always a thing of opinion. I always try to unhook savely, but if the killer comes back and i dont run bt (and i dont, usually), i will run away and try to lead the killer away, if a) another survivor is nearby (i run kindred often), and b) you have enough time before entering the next hook state. If one of them is not the case, unhooking you unsafly might be the best option, because you would go to the next hookstage no matter if you are unhooked and rehooked or just left on the hook.
Also, since the hook phase rework, i am never sure if the survivor wants to suicide or not. Unhooking them might prevent them from suicide, helping the team, even if the killer is only occupied for 20 secs longer.
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@deckyr said:
https://forum.deadbydaylight.com/en/discussion/comment/2198536#Comment_2198536
have the survivors ever considered going easy on a bad killer the same way killers sometimes go easy on bad survivors?
like. i get it. but if you've done something that's aggravated a bad killer to the point they actually will just kill you specifically and let everyone else leave, then i'm on the killer's side here. don't make people feel bad for trying and you won't get revenge camped.
I do, if i clearly outskill the killer. For example, i dont loop then. Yes, i waste a pallet or two, but not after running in a circle for 2 minutes prior.
The killer often just cant see if the survivor can loop and choses to play different, or if he just dont know how to loop.
And i never do one of the "techs" a new killer is most likly not to know about. Also, the only meta perk i usually bring is iron will, so i think i go easy on many killers.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/2198210#Comment_2198210
Technically, it wasn't his fault, if the killer wants you dead — you're going to die. There's nothing you can do to prevent this fault from happening as it's predetermined if a killer wants you out of the game. Unless you're implying it's his fault that he didn't call the killer into a Discord Chat and try to convince him otherwise. But... let's be real, who's going to do that and how will you know the convince tactic will succeed? Maybe he should've brought more luck offerings.
To elaborate even further, the killer is the power role, so even if you're doing your best as the survivor, you're still eventually going to get caught. At that point, you know you're going to die, so minus well stall for as long as possible to give your teammates as much time as possible to do generators.
Strange, i had games where killers wanted me dead because i had a key, and i still survived, partly, because i know how to juke a killer and lose him in a chase, partly because i had a good team (even though i was playing solo!) that managed to coordinate an unhook and tanked hits for me.
I still believe keys are balanced in solo queue by the killers that will tunnel and camp you if you bring one, and the rest often not realizing you had one till after the match.
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I had games where i brought bps as killer and the survivors genrushed. They didn´t give me any hooks.
I had games as survivors where i brought in bps, and my fellow survivors let me die on first hook.
Some people like farming, some doesnt like it.
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Well, you dont punish the players that did that to you, you punish the ones that didn´t.
And there are survivors like me, that dont ever teabagg, and respect killers that are good sportsman.
But as a killer, it happened to me too that i had a game against a toxic teabagging swf, and i took a mori to the next game. so yeah, i understand where you come from.
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theres no need for that
just start steam with the -no-brower-parameter, and its fine. At least, with me.
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i really like fog offerings
the bad thing is they are somewhat countered by grafic settings, if i am not mistaken
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To me, it did. But that seemed to be coincidental, because i found the problem, and it was actually with steam, and not the game itself. Got a workaround, last few games were fine as survivor.
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I have similar problems since the last patch, both when playing killer and survivor. Wasnt sure if it is an issue with my system, or again they ignored that not every pc user is on win10. Had another issue as well that was based on me still using win7, but that got fixed.
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I cant remember when i last played swf. I had a nice group, we played 3 or 4 swf, but actually the game became boring.
I got back to playing solo survivor only, and it was fine. Since the ds nerf however, i encounter so much more camping and tunneling (which is legit) that i think to about returning to swf play. If the trend continues, when the key nerf comes i will most likly switch back to swf or just stop playing.
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We will talk again when the new mmr is there and we´ve seen how well it works then.
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The problem is we dont know what the devs even aim for, so a balanced game to me might be different from a balanced game for them.
For example, i would like a game where the other survivors are at my skill level, and the killer as well, so there its open (and a little dependend on luck maybe) how the game goes. Neither a 4k nor a 0k is forseable, anything possible. My definition of balance.
However, the devs aim at a 2k 2 escape as balance for this game. That could easily be achived by matchmaking, by putting 2 survivors with higher skill level than the killer that can easily outplay him and 2 with lower skill level in one game. Again, it depends on luck, who the killer catches first, but if 2 survivors can outplay him alone, while he gets the other 2 time and again, 2e and 2k can easily happen.
This occured to me at the last test, because the second scenario was one i had several times.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2191581#Comment_2191581
So DBD should stay a big casino where everything is a game of chance and luck, and everyone leaves either feeling they've hit jackpot or they've wasted their time?
Only it is not about luck, it is about choices. While it might be luck if the other guy has borrowed time, it is your choice to go after him.
Yes, Camping and tunneling is a strategy, but borrowed time is there and can spoil your strategy. Take another route through the game, and it wont be a thing for you.
The casine part of the game is not whatever someone has a perk or not, its more about matchmaking, and maybe spawning points.
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Because the fear for their own life becomes stronger when they see their teammates die.
As i said, action times might need adjustments, since it should encourage to spread the hooks out. It shouldnt be a nerf or buff to either side. Also, percentages for debuffs are made up, but the first hook should be more important than a second hook and that more importand than the last hook. However, since the last hook will always take out a survivor, a boost might compensate if the killer goes for the hooktunneling approach, but might do next to nothing once all survivors have been hooked anyway (remember, even if they gain power from their dead friend, if they have been hooked, their action speed is already debuffed.
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What i would do is make spreading out the hooks among the survivors more attractive.
The thing at the moment is, getting rid of 1 survivor is reducing the "survivor power" by 25%, from 100% to 75%, or for this example, from 400% to 300%.
But what if the survivor power wouldnt go from 100 to zero in one go? Like giving a survivor a debuff for being hooked, reducing his gen efficency by 30%, after the second an additional 15%, but if he dies, each survivor alive gets a boost.
This way, it would be way better to hook the next survivor than just tunneling or camping the one you already got.
Action times might have to be adjusted, since its not about boosting survivors overall, but to give an incentive to spread out the damage. However, every hook would turn the table toward the killer anyway, but that would be my basic idea. You can still tunnel or camp if you like to, the reward is just not that great as it is at the moment.
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I used to play that way, 99ing gens instead of popping them. You know what happened? I rescued 2 people from hook, they got rid of their traps, while in the meantime i was chased and got downed. I got my trap set up, the 2 guys i waited for popped my gen.
No, i dont just 99 it anymore, because it just comes back to you and bites you. Again, it might happen more in my region, because a lot of players play really selfish, but it happens so often that you just have to learn from it.
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@TGB said:
The Survivor community in this game... really is something else. There isn't a subcommunity at all like them, across the entire planet.
Camp this, tunnel that. Yada yada yada. They don't even know what these things mean anymore. They just spout it out of their bloody mouths if they get sacced, end of story. They died? Camp/tunnel.
Even if Killer DOES camp/tunnel, the Survs completely fail to counter the strategy. They're so used to having the devs coddle them and change the game accordingly, or they're so used to having their community shun players for doing certain things. They've totally and utterly forgotten how to even... ... play the game.
(By the way, there's a big difference between camping and patrolling.)
If 1 person is right in front of me and 3 people are far away... I'm going to go for the close guy. This isn't tunneling...
If 1 person is injured and another is healthy, I'm going to go for the injured guy. This isn't tunneling...
If 1 person's next hook is an insta-death, I'm going to go for them...
If 1 generator is at high completion and the others are empty... you guessed it... I'm going to camp that gen until you show me your willingness to work on other ones.
The list goes on...
The Survivor community tries to make you feel bad for doing what you're supposed to do.
Just play the game, Killers. Please. If you KNOW you're supposed to do something... If you KNOW the proper strategical choice... Just do it! Don't let these Survivors socially bully you into... basically letting them win. Just play the game like you would any other game. You know what your objective is, and you know how to achieve it. Get it done, and have fun. If Survivors wanna claim that you're an "unfun Killer" because they lost, then they probably shouldn't be playing multiplayer games at all, because they just can't handle losing.
Don't let that enable them to bully you out of properly playing the game and enjoying yourself.
That is all...
Enjoy!
While you are right that its the survivors job to handle certain strategys, the matchmaking that puts you with 2 first-day-players vs a red rank killer (happend to me yesterday, and no, it wasnt the bug. both players played bad, and had few rank 1 perks) is the devs responsibility.
Also, if you have a healthy and an injured person before you, and it happens shortly after the unhook, yes, going after the injured one while ignoring the healthy one actually is tunneling. Not a bad decission, but still tunneling.
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@danielmaster87 said:
Yes, this is DS all over again. Killers losing because they respected a perk that wasn't even there.
How is that different from survivors doing pull hexes to prevent noed, even if the killer doesn´t have it?
Should we show dragon grip on a gen, too? Or devour hope as soon as it gets his first token?
BT is an anti-tunnel-perk. Its designed to discourage tunneling, yes, even if the survior doesnt have it, just like noed is there to make survivors do totems even if the killer doesnt have it.
Yes, a lot of survivors ignore totems, but often they are punished by it. And the same is true for bt and killers.
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A lot of survivors only players think the killer is their enemy, instead of their fellow gamer. While sure, they outplay you, and thats not toxic at all, no matter what perks involved, teabagging is a sign of disrespect, and i am sorry killers have to endure so much of that.
Also, the matchmaking is bad.
Just remember the opposition is not your enemy, but your fellow gamers.