xTalon32
xTalon32
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@IceCreamPrincess said:
The simple reason survivors run those perks, is because the grand majority of the other survivor perks ard too weak to justify using.
The meta perks of DS, BT, and "insert exhaustion perk" are simply because whats the point of gimping yourself running other perks. Most perks survivors have have effects that either do something unnecessary (alert, technician, buckle up etc.), where the effect is barely useful even when it works
Then theres perks that barely add an effect. (Premonition, This is not happening, breakdown etc.), where you see almost no benefit from running the perk. Then theres perks that are good but require other perks to make useful in conjunction with others due to how niche they are (dance with me, detectives hunch, tenacity etc.)
And then theres aura reading perks, that have alot of overlap so you only need to run 1 of them, and even then notmal game sense or being in a group of friends means alot of these don't see competitive use (bond, empathy, better together, aftercare etc.)
When you think about it, survivors have a fair amount of perks they do use, its just alot accomplish the same goals, and the 2 most powerful perks (DS/BT) are the ones that are used the most.
In my own matches as killer i see alot of Quick and Quiet, Self care, Inner Strength, For the People, Iron Will, Spine Chill, Adrenaline, Lithe/Balanced Landing/Sprint Burst/Dead Hard, Head on, Urban Evasion, We'll Make It, Deliverance, Object of Obsession, and im even seeing a surge of players using Calm Spirit and Off the Record (maybe a streamers influenced people)
You can't compare survivors running perks to killers running perks, as the fact multiple killer powers interact differently with perks means that of course build diversity is much higher on killer than survivor, but that dont mean theres no perk diversity on survivor.
Honestly there isn't as much diversity for killers as you might think. Simply because 95% of perks for both killers and survivors are VERY niche. So people are just using the most efficient perks due to poor game design.
I don't mean to say the "niche perks" are bad, but BHVR wants variety and they're making perks that don't serve that purpose. Since there's no point using these niche perks outside of you have nothing better to do.
This goes for both killers and survivors. If you want people to use more of the perks available they need to have an impact on the game or how it's played, not just a select few that apply every match and others that may be useful 20-30% of the time.
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@Babyyy_Boyy said:
I know it’s only been a day so I’m already ready for some salt but In my opinion I think Pyramid Head needs a nerf even though half the posts on here are asking for buffs. I’m specifically speaking of his power of sending survivors to cages. His cage doesn’t count as a hook but it’s considered a hook stage, so with that being said no perks will work you get out of the cage such as DS, borrowed time. I’ve already went against a few pyramid heads that instantly run to the cage so that way they can down and hook the survivor who just got unhooked from the cage. What’s the fun in that? I’ve already seen a post on here that said he can actually stand right in front caged survivor and it won’t give the option for anyone else to unhook and I actually hope that’s a bug and not intended. Don’t get me wrong I actually love his ranged attack but the whole cage thing is ridiculous. People say you can dodge the trails by crouching over them but he can leave trails around a loop or a tile during a chase so it will be difficult to avoid it. I just hope the devs look into this and see how unfair it can be if you get a Pyramid Head that wants to play like a jerk for no reason.
You remind me of someone who wants killers to chase them with roses in pink sunglasses. PH is stupidly weak aside from his cages, which will never work if people don't hit his power. The only way his power works is in a chase and even then, move to the next loop; problem solved.
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Oh wow, it took me a bit to get this..... I thought it was serious at first, now I feel like such an ass.
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He's interesting, but whether the devs like it or not they've made a game where power matters. And weak killers are rarely played aside from "niche" styles that aren't favorable.
He's pretty weak compared to other killers and his skills are easy to dodge. So he's an exaggerated M1 killer (with less speed?).
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@Freesham said:
The problem I have with it is getting to the different floors. Want to go to the other floor? Use the staircase across the building. Even with 4 staircases it's annoying.
Would you like an elevator perhaps?
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Seriously I found his powers not worth using in the first place. His trail is easily avoided, and so is his ranged attack.
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@Zixology said:
Killer downs all 4 survivors. Slugs everyone. No DS is active. No one has unbreakable. They wait for us to all bleed out.
No one can leave because of the DC timer. I'd like to just take the death and get on with my next match. Why is this okay?
Don't say "Just run Unbreakable or No Mither" either. You shouldn't have to run a perk to simply be able to play the game.
You shouldn't have to run a perk to play the game? What about running a perk to counter a killer? Or would you prefer the killer to chase you with roses and pink sunglasses?
That aside, it doesn't break any rules as the game will end. It does suck but honestly I can't think of anything reasonable (emphasis on reasonable) to mitigate this happening.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1353889#Comment_1353889
If you want to express discontent, that's what the majority of the other threads flooding the forum are for. This is for people to have fun sharing their speculation. It's supposed to be a nice reprieve from all the negative threads flooding the forum and shoving their opinions down our throats.
Also, it's a sexual orientation, not a "lifestyle".
Also also, sexuality has been here since the Nurse was released, with the mention of her husband in the lore. It wasn't a problem until the devs said they'd include non-heterosexuality some time in the future, for whatever strange reason.
I speculate we don't know unless the characters tell us.
On a side note this is the internet. What reprieve do you actually expect from it? Especially on these forums.
And a "lifestyle" is literally means how a person or group lives, so what you call sexual orientation is included in that. And can you clarify what opinions being shoved down whose throats? There are so many cases of it that it's hard to tell which you're referring to.
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I enjoy WGLF/Self Care/Botany Knowledge/Kindred
It's a really good build for any kind of scenario. And if you don't need BP you can swap WGLF with something else you enjoy.
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@MongolPSR said:
Tru3 or Otz.
Both are insanely good killers and tru3 is prrobably one of the best players in the game as he can play any killer/survivor with any perks and do well. He gets treated fairly poorly by the overall community but I think thats just because people tend to not like strong personality people that can back up their claims.
Anyway I like them both because they are how I learned how to get as good as I am.
I agree, while it can seem like Tru3 is biased at times he really isn't. He looks at the game from both killer and survivor perspectives which is what everyone should do. There are issues on both sides for sure, but the community is too polarized to see it for the most part.
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@felipao_brabo said:
Ok, so by your replies I can tell that you guys are not satisfied with my ideas... so how about all that + instantly make the exit gates 99ed if one survivor i using the perk?
Or just cleanse totems.
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So, what about just cleansing dull totems? It is our "secondary" objective.
Idk about you, but if I see a dull or lit totem I give that more priority than gens. And the killer is play with 3 perks instead of 4 until gens are done.
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@shwag said:
https://forum.deadbydaylight.com/en/discussion/comment/1331646#Comment_1331646
Always adding your special sort of value to threads like usual lol.
I thought you would be proud a survivor main killed a bunch of toxic bullies :-p
Nah, if he posts it's for post count or to say how entitled/privileged killers are.
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@SaintsxSinners said:
https://forum.deadbydaylight.com/en/discussion/comment/1326342#Comment_1326342
First of all thank you for engaging in a positive fashion.
We are in agreeance on Pop and Adrenaline so I will move past those.
I can see your counter points to Unbreakable and NOED, however. My counter argument will stand as they have powerful effects that require no effort from that party. Here I am not suggesting a total rework of these perks but instead cautioning the approach of adding such perks moving forward.
Well we need to consider as well that these perks aren't active or useful until a killer slugs, or survivors finish all gens and didn't bother with totems.
So you're effectively running 3 perks until those are useful/activate.
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I agree with a lot of this. But killers have Gens to guard and survivors to kill. Saying that telling survivors to actually do their secondary objective is unreasonable isn't fair. There are viable counters to punishing perks like NoED and Unbreakable. So I don't think perks like these need to be changed because players can't be bothered to use those counters.
Specifically I'll talk about NoED because it's one of the most debated perks. It doesn't punish you for doing your job, like you said. It punishes you for only doing your primary objective. While killers have no choice and have to do both of theirs to some degree to succeed, survivors do not. They can completely ignore totems. And this perk capitalizes on that choice.
Next up is Unbreakable. This perk is only useful like NoED when the killer ignores hooking and instead slugs. I say hooking survivors is a secondary objective for killers because by guarding generators well you make it easier to do this.
Perks that capitalize on the decisions of the opposing team are fair in my opinion. And while things like Adrenaline and Pop seem one sided, they really reward completion of objectives.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1326279#Comment_1326279
Dont feed him hes like this on every killer supporting post (its pretty obvious he only does survivor).
Okay, but I really think I need popcorn and tissue when going around the forum. Some people make me laugh so hard I cry.
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@LetsPlayTogether said:
How about no? PH is gamebreaking. Flashlights arent gamebreaking for any killer, cause you can adapt.
You're saying killers can adapt but you can't? Well done sir, 10 points to you and your inability to adapt. We have a Darwin award winner here people!
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/1326206#Comment_1326206
i edited the main comment, this may anwer some questions.
regarding the definition of excessive: there is no clear definition.
but if you were to find a killer who would only care about defending his gens, not downing or hooking anyone for long amounts of time (again: no clear definition. but if you've not been able to get gens done for like 20 minutes while there were no hooks achieved during that time aswell, i would report that. whether it actually leads to a ban or not is up to the support team viewing the proof video you need to send in such cases) that would be a game held hostage.
Thing is, if I'm playing killer and I know the survivors are good at chases it's not practical to chase them, it's basically forfeiting the match. So waiting for your prey to come to you is the best option. Honestly there's no right or wrong answer to 3 gens, but I would think they swing more in the killers favor. Simply because if it wasn't intended or if it was such a huge problem, the devs would have done something about it by now.
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@Peanits said:
Not really afraid, no. We aren't setting out to make the new best perk every time we add one. We've always been sure to avoid making things pay to win, of course, but we also want to make interesting perks; things that let you make niche builds, allow you to make use out of something you might otherwise ignore, or make you reconsider the perks you'd run against it.
Simply put, it's easy to make the new best perk and ship it, but that is not and has never been the goal.
I like the idea of niche builds. But currently niche builds aren't played often for a reason, and that's because they're so dependent on certain conditions. So while you're making very cool and interesting perks, anything that fits into a "niche" will be widely unused after people are done playing with it.
Perks don't change how you play a killer, they simply augment it in most cases. The same is true for most addons, but there are more addons that change part of how you play. Soul Guard is a good example of a really cool perk, which offers unbreakable for leaving hex totems on the field. But there's really no incentive to leave Hex's on the field because the trade off is again very niche. Most games the killer picks you up immediately, so there's no time to heal back to full.
I like the new perks, but only ever getting situational perks shows me that devs aren't ready or prepared to shake up how we approach the game.
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@Mister_xD said:
any action that increases thelength of the game by a long amount of time without progressing it.
reportable actions would be:
- bodyblocking a survivor in a corner for long periodes of time
- hiding and not doing any generators for long periodes of time (only when every survivor remaining in the trial does it)
- defending a 3 gen without ever committing a chase, therefore not hooking anyone while also not allowing for the geerators to be progressed for long periodes of time
- ...
not reportable actions would be:
- slugging
- bodyblocking a survvivor in a corner during the EGC
- camping
- defending a 3 gen (unless its excessive as mentioned above)
- ...
(those are just a few examples, there are more reportablele and non reportable actions ofc)
the difference between these two is, that the above mentioned actions are something one side can do that the other side cant counter, so they are forced to quit the game if nothing happens, while the below mentioned actions all have a set timer to them that ends the action after a while.
Slugging for the 4k as you brought up as an example is not considered "holding the game hostage", due to the bleed out bar a survivor in the dying state has. once that expires they die and hatch becomes available, forcefully progressing the game.
About the 3 gen... Are you saying that the killer should be punished for survivors 3 gen'ing themselves while doing their job of defending them?
The whole point of killer is to prevent gens from being done first and foremost. Then your next objective is killing survivors. I do main survivor and can't agree at all with this being something to report someone for. Survivors put themselves into 3 gens in the first place.
And while we're on the topic. Isn't it true that by refusing to work on gens because they're being guarded, the survivors are holding the game hostage?
Also, who determines if it's "excessive" as you called it? That's incredibly subjective.
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1324522#Comment_1324522
How did they cuck red rank killers specifically?
And where do you have statistics to back up your claim that red rank survivors have a high escape rate?
Where do you have the statistics that red killers have a high kill rate? Just curious.
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@TheRoyalOwl said:
https://forum.deadbydaylight.com/en/discussion/comment/1321016#Comment_1321016
I never said that you shouldn't be hindered by your teammates, its just that when using a mori your teammates are gonna be your biggest enemy. Most the time a killer uses a mori its on one of my teammates not me, but this still massively punishes me even though I couldn't realistically do much about.
Okay, so you're saying something killers have should be removed so you don't have to deal with bad team mates? Generally speaking, the person who blames "most" problems on their team is the issue themselves. Also, who said you can't do much about it? You can run from the killer, giving your team time to do gens. If they don't that's on them, at least you can be happy that YOU did something.
But unless you escape it's not good enough right? After all, you put in the most effort. So you deserve to escape.
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@Bugcats said:
https://forum.deadbydaylight.com/en/discussion/comment/1321788#Comment_1321788
When the killer face camps and body blocks someone how do you expect to save them? And when they don't move and tunnel someone so hard you literally can't interact or get any kind of chase points. At red ranks you need like at least 1 gold 3 silvers so good luck getting that from a killer who refuses to play properly.
So you're saying a killer who camps or does anything else you don't like isn't playing properly? The killers job is to kill, not cater to your idea of what they should play like. Survivors die, it's part of the game and if you don't like that I don't know why you play.
I do believe the emblem system is a problem, though not enough to give out free safety pips.
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I only run self care with Botany Knowledge, but I have to run it as a solo queue player because I do get team mates who can't be bothered to heal or rescue and I'm not going to rescue someone injured.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/124795/status-update-matchmaking-changes#latest
The problem with that is what do they define as a win or a loss on either side? If it's just what we consider pipping it should be an issue. But if it's kills and escapes there will be a huge problem with the MMR system.
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Yeah I'm just not sure how well a MMR system is going to work for this game.
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@HamdaN said:
https://forum.deadbydaylight.com/en/discussion/comment/1301671#Comment_1301671
if u think ds is the same as camping im worried for you
I think that was more for emphasis.
Personally, the current Emblem/BP system is the problem. Camping is fine, as long as the person being camped isn't punished for it. I think Pyramid Head is a step in the right direction since his power really doesn't fully support camping like Bubba's does.
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@felipao_brabo said:
https://forum.deadbydaylight.com/en/discussion/comment/1301470#Comment_1301470
Salty killer main likes to put their grief in every single thing related to the game. I want to do chases, yes, how does that affect the killer's fun?
Look at many of my posts and you'll notice I'm a survivor main. Also, maybe I should have been more obvious with my reference there. In YOUR topic "toxic" you tell people to stop viewing everything as toxic. So what are you doing here saying what you are when the devs have said MULTIPLE times camping is a legitimate strategy? That's why I called you a hypocrite in that topic. You say to stop considering everything toxic and here you are arguing why "face camping" should be fixed.
Stop considering most things a killer does as toxic and you'll have fun.
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/1297302#Comment_1297302
Do you... like this game? This is a very strange perspective on the main objective that you're supposed to be doing in order to win. Why would you not work on your main objective when the killer is ceding all map control to you by camping?
Because he wants to teabag, flashlight spam and do all those other things he considers "fun". But to hell with killers having fun too.
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@felipao_brabo said:
this game's community tends to call every thing toxic. clicking flashlights, crouching, pointing, nodding your head (for both the killers and survivors), tea bagging, or just other things that make the game fun, at least for me.
I played a match were the killer was on shack sort of patrolling it with a hooked survivor in the basement, I was hidden under the basement and started pointing at the hooked survivor and crouching at him, waiting for the killer to leave so I can safely unhook him. Later on the match he was the first survivor to die, waited for the entire match to end, so he could talk smack to me. I was just having fun.
An other time I got a killer that was kicking my ass, (one of those matches with 2 dead survivors and 5 gens remaining) and I got a pallet stun on him and pointed at him, in the endgame chat he was really salty.
My cousin was playing against a killer would've gotten a 4k but he let him escape. Then my cousin started pointing and nodding at the exit gate to play with the killer and show gratefulness. In the endgame chat the man was PISSED off.
And survivors are also toxic with this. Once I faked giving the last survivor the hatch, and then closed it in his front, I was just playing with him. Then the man snapped and said he was going to report me for being toxic and ruining the game experience for him.
This type of stuff is really common in this game, especially in this forum. Stop calling everything toxic, learn to have fun in the game without being a gross sweat
Lol I don't even know what to say outside of how much of a hypocrite you are.
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@LetsPlayTogether said:
So you couldnt go for the unhooker? Your only choice was to slug the unhooked? I smell some lack of game sense.
I smell lack of game sense too... From someone who clearly doesn't think like a killer.
I recently started playing killer again btw, but I main survivor.
If you have someone unhooked in front of you as killer, it's stupid and a waste of time to go after the healthy guy first. By putting a survivor into 2nd phase or sacrifice you add pressure to the game. Killer's don't need to play around what you view as "fair", and they certainly don't need to play to your rules. It's the survivors fault for being dense enough to unhook in front of the killer in the first place.
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I'll use one just to put the survivors on edge, forcing mistakes. May or may not use the mori, really depends. It's just good to have them assume I will.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1280392#Comment_1280392
I like an idea someone else on the forums had, I think they said something like you see all of your team's auras and they all see yours for 11/13/15 seconds when you gain a WGLF stack. I think aura reading just suits the perk tbh.
What if it acted like BBQ except it highlights the killers aura for the same time as BBQ? Except within 40 meters as well.
Main reason being we already have so many perks that highlight other survivors.
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@Waffleyumboy said:
Technically don't Clown and Bubba apply pressure in the same way Huntress does?
I can't say I enjoy Clown. And yeah bubba just puts on pressure with chainsaw :D
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/1280215#Comment_1280215
At times it is. I don't know how much solo you play solo but the large majority of your matches are going to end very badly.
The only thing I play is solo and I escape almost as much as I die. Maybe it's just because that's the only way I play but either way it's not that bad.
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/1280188#Comment_1280188
I worded it a bit poorly, but what I was trying to go for is that it is still very difficult and that it is as difficult as people say it is.
Most people make it out to be impossible. Which isn't even close to accurate. So I don't think it's as difficult as people say.
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/1280056#Comment_1280056
"Solo is not as difficult and challenging as people make it seem."
It is difficult and extremely frustrating. I am almost strictly a solo player when I play survivor. Is it as difficult as killer is? No. Is it still difficult though? Yes.
I didn't say it wasn't difficult... I simply said it's not as difficult as people make it seem. Was that confusing or something?
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@Cheers said:
The devs said on their recent stream swf only have a slightly higher survival rate.
Even so, I'd prefer to see statistics myself. And what do they consider "slightly higher"?
Most swf are just playing for fun, but there are some that just bully and torment the killer. And BHVR doesn't release any actual statistics on anything, they just say "trust us" really.
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@nicknack said:
Actually imo both roles have alot of pressure. Not every surrvivor is a swf so when doing solo q you have to worry about alot. "Will my teammates save me? Will they not be potatos? Will the killer actually be in my rank?" Theres so many variables to account for. So in the end solo q and killers have an equally hard time.
It's true solo is more unpredictable than swf but I still don't feel the same level of stress as I do with killer even with the worst team.
Solo is not as difficult and challenging as people make it seem. Those that think it's the worst are those that can't play without swf. To each their own though.
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Yeah matchmaking is a problem, apparently they're working on a different system.
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The Mist
or Pet Cemetery
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@Weederick said:
https://forum.deadbydaylight.com/en/discussion/comment/1278869#Comment_1278869
Yes it is. It got a really bad reputation after the healing nerf and now many are screaming at selfcare users for no reason. I keep going back to selfcare + botany, because i genuinely find it strong. Inner strength + sprint burst is the sweaty contender.
Agreed, as I only play solo queue self-care is mandatory.
I run Self-Care/Kindred/WGLF/Botany Knowledge or Dead Hard
If you don't need BP you can switch WGLF with something else. It makes it so I don't have to rely on my team, but I can also support them if needed.
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@CosmicParagon said:
There aren't any. NOED is the only perk that comes close to a second chance perk, and it doesn't even work if the survivors have half a brain cell
I love you, this post makes me smile :D
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1278141#Comment_1278141
I'm starting to sound like a broken record at this point but...you know this how?
Based on the information that survivor queue's take longer than killer, you can safely assume there is not a 4:1 ratio of survivors to killers.
That said, I'd love to see BHVR's data on game statistics. But I doubt they're going to share that any time soon. And if/when they do, it'll be so outdated it's useless.
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@NinjaDette1 said:
I play both killer and survivor But my main question here is why do some killers dance in Front of me? When I’m on a hook ?. I never do anything salty or toxic though Unless the killer deserved And was toxic first . All I had was a toolbox 🤷♂️. I mean I know some say toolboxes are toxic but What is their reason. The ghostface killer ignored the other three Claudettes.
Let's say a killer does this. If the intent is to make you tilt, there's a reason for that.
If you're doing some things while anxious, angry or emotional in any way, your chances of making mistakes goes up dramatically. The killer can use this to their advantage, by forcing mistakes it makes the game easier for them.
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@Crazewtboy said:
I know I'm gonna get flamed for posting this by a lot of people but so be it. I will just do my best to explain my point of view in a calm manor. So...
In my opinion, tunnelling is going for a survivor the entire time to get them out of the match or slug them even though there is other survivors present for you to go after. If a killer comes back to the hook and sees both survivors running away, but chose to go after the recently unhooked person, that is tunnelling. If a killer comes back to the hook, both survivors run in different directions and the killer happens to see only you which then leads to the survivor getting hooked again or slugged for DS then it is NOT tunnelling as the killer only saw the recently unhooked and had no other options. The killer should not let the only person they see go just because they were recently unhooked and ran in the wrong direction because that defeats the point of killer.
Part 2: Tunnelling is okay within reason. A killer's job is to kill you by any means similar to how a survivor's job is to escape by any means. If the killer sees and injured person and a healthy person, logically you should go for the injured as they are the easier prey and you can eliminate them faster. Tunnelling is okay if you need to get someone out of your game to snowball. Tunnelling is NOT okay when you are deliberately doing it to ruin someone's experience (and in most cases this leads to the person being camped or slugged until bleed out)
At the end of the day, people can tunnel if they want as they paid for the game and tunnelling is not breaking any REAL rules of the game. This is just my opinion on it. Thanks for coming to my TED Talk
Okay, but quite often these days anything the killer does ruins the "survivor experience". And almost no one has even bothered to wonder how they determine whether it's to ruin "their experience" on purpose or not. The very idea of the "killer" ruins the survivor experience, because no matter what actions killers take someone always finds a way to blame killers for it.
I just had a game where another person unhooked me in front of the killer, they got downed and I made it to the top of the basement stairs before getting downed again. This player blamed the KILLER for tunneling...... Really? Their bad decision to unhook me which cost both of us is the killers fault? The killer made the best choice possible in that situation. They got 2 people hooked in the basement at the same time.
If I played killer, you can bet your ass I'm going after the injured guy before the idiot who saved him in front of me. Why wouldn't I? You're supposed to help your team, and that means when it's SAFE to make a save and when it's a stupid idea that'll get the person hooked either killed or hooked again. I'm not saying tunneling doesn't exist, or that killers are beyond complaint. But, why is it survivors always want killers punished for their mistakes? By playing the game as survivor you accept the fact the killer is going to try and kill you by ANY means necessary, and not going to cater to your sense of fun.
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@DBD78 said:
Noed given? You have to play all game with 3 perks, then hope survivors was very lazy/bad. It's not even a good perk and only survivors big mistakes can make it a good perk.
But if people agreed it's not "given for free", they'd have to admit it's their own fault for not doing totems. And right now totem placement is so bad most of the time there's no reason not to. Yeah, doing totems takes away from gens for a few seconds but you don't have to deal with NoED.
As a survivor main, if I get hit with NoED it's my own damn fault. Not the killer's for running it, because he thought "maybe survivors will be lazy and this'll pay off near the end".
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@N0ob3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1273894#Comment_1273894
That is a good mindset, it's just so frustrating getting looped forever at shack, T&L walls, and so on. I just can't be good enough at mindgames, it's so difficult
With that statement you've just told everyone you "can't" be bothered to improve.... You are your own problem with this mindset/attitude. The minute you say "I can't" you've already determined the outcome, so you're sabotaging yourself from improving.
@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1273898#Comment_1273898
You did not lose every game...
Agreed, however I would say that because of how the emblem system works people just aren't content with "pipping". They want those wonderful iridescents. The community decided that "escaping & 4k" are wins and "pips" are secondary for some reason.
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They probably wanted to work on gens together to get them done faster rather than have one person on each and at least get it done.
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Personally I loved playing against the old Doc as survivor because you'd have to think about where you are, what gens you can work on and actually play smart.
Doc now is okay, but I do miss his Treatment Mode (only thing was having to switch between modes was meh).