MrReeman
MrReeman
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Bloodlust is edging but less perverted. There's a piece of juicy meat in front of you, but it's just out of reach. Dangling in front of you, so close yet so far. Your limbs pump harder, your arms swing faster, but the meat is still out of reach. Your vision narrows and your grunts of effort become snarls. The chase continues, going back and forth, through windows and around buildings. The prey fights back, dropping a flimsy wooden construction on your head and you are furious. You run, all but charging at the meat, until you both sense the critical moment. Your muscles tense, your adrenaline spikes, and with a final burst of rage, of hunger, you bury your weapon in their back, and relish in the release, the catharsis.
That's what bloodlust is.
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hmmmm, i think this is 70% old mechanic and 30% plot hole. Spirit doesn't enter the spirit world herself, remember, she leaves her body behind, moves through this alternate reality, and then teleports her body to her spirit's location.
wraith and nurse physically move through the "Spirit World", and can still see survivors while in the "Spirit world".
...
In order to fit in with the lore, wraith should be able to walk through walls while cloaked. Collision with objects is interaction, as physical things cannot be in the same place. That's why wraith uncloaks, because he can't touch generators or break pallets...
But he can still get stunned by pallets?
I'm joking about Wraith being able to walk through walls, but I think that this "Spirit World" is a lore explanation for gameplay mechanics that needs some rethinking or reworking.
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Myers I think isn't completely out of the Entity's control. He require add-ons in order to kill by his own hands, whereas Pyramid Head is not so much under the Entity's control but willingling working with it, and as such, working within it's guidelines.
The Entity wants survivors on Hooks to maximise their terror and despair. It feeds on a piece of their souls each time you are sacrificed. If you get executed before that moment, it naturally annoys the entity. Like if someone rushed cooking your meal, and it was undercooked.
I think the best analogy is that the Entity is the owner of many savage animals. However, these animals are all broken in one way or another, whether forced to work through torture, or easily trained into obedience. Myers is the rabid wolf of the group, prone to just going nuts and doing as he likes. He can still be forced to obey, but there are moments where even the Entity is not wholly in control.
Pyramidhead is like a coworker. Pyramidhead was kind of "hired" by the entity to do it's bidding. You can see this from his backstory, and the way he acts in game. He holds back on the survivors, the way he swings his sword when attacking is different than when he executes them. And when he does execute them, he needs to fulfil certain conditions in order to do so, building up terror and hope to make a delectable dish for the Entity.
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@dspaceman20 said:
We all have been tunneled and camped, but the question that I started thinking about is what is the psychology behind camping and tunneling and why does it feel so negative? Or if you do it why does it feel positive and rewarding at times? What are you guys theories?
Camping and Tunneling are done under three circumstances;
- They're new to the game. A baby killer, who has just been dunked on by poor matchmaking, decides to secure one kill per game by staring you in the face after chasing you for three gens. If they love the game, they'll look for youtube videos and twitch streamers about Dead by Daylight, and will grow and become better over time. Be patient with those Rank 20 face campers.
- They're frustrated. It's not a great feeling to get teabagged by four survivors at the exit gates. You'll feel even worse if it keeps happening. In your anger, you see a white skull on a red background and are tempted. You gaze into Bubba's soulless eyes and see a way to have success, at the expense of other's fun. These are the purple and green rank killers, who got slapped by rank reset, returning survivor mains, or ######### matchmaking in general. I'm not condoning their camping and tunnelling, just saying why they do this to you.
- They're a douchebag. Maybe they really are just an awful person. Maybe they really do just want to ruin the game experience for others. But these people aren't the majority I think. They're a fairly small group, but they play lots of games, having mastered the art of ruining fun, and they enjoy it, playing many games, again and again, tunnelling and camping each game.
So there's the psychology for 90% of the times you get tunnelled and camped. It's a baby trapper, an annoyed wraith, or a toxic bubba.
But how can we stop this behaviour?
Short answer; we can't stop it. It's like trying to stop people from drinking alcohol. There will always be someone, finding some way.
Long answer; we can discourage it. Perks like Borrowed Time, Decisive Strike put power in survivors' hands to let them discourage killers from tunnelling and camping, by making them undesirable targets, or giving survivors second chances when they are the victims. Killer perks like Make Your Choice, Devour Hope, encourage Killers to go forth and search, making killers get value from leaving hooks unguarded. We need more perks that reward killers for spreading their attention and their presence, more perks for survivors to make them less desirable targets for killers. It's up to the devs to make these perks, and it's up to all of us to encourage our killer friends to try new killers who aren't Bubba and encourage our survivor friends to take Borrowed Time instead of Self-Care.