Usernameforderek
Usernameforderek
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Why do you care? Say "gg" and move on. You really want to have a conversation in end game chat? Why? 99 times out of 100, if anyone says anything more than "gg" it's just to complain and insult people.
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A lot of the times, survivors don't even know what camping and tunneling is or how they are basically the cause of it.
If the killer knows you are there, then it's not camping. It's keeping you busy while the hook timer runs out. Two survivors are not doing the objective and the killer doesn't have to patrol for it. That's a good deal. And, yeah, they can tell. You left scratch marks and they are wearing headphones so they heard you running behind them at the end of the chase. That's not camping. That's tactics.
If the gens are done and the killer decides to secure the kill on the hook, that's also not camping. Especially if there are two or more other survivors still in play. When the gens are done, if someone is unhooked, it's almost impossible for the killer to hack their way through a conga line of survivors to get back to them. Trying to secure the kill isn't camping. It's finishing the game.
If you are unhooked in the killer's face and you give up your BT to tank a hit, that's not tunneling. Nor is it tunneling if they decide at that point to chase you instead of the person you just protected. Think about it. Now they know you gave up your BT and you probably are closer to death than the one who saved you. You are now a much more tempting choice. If you don't want to get tunneled, then run away from the killer. It's much less tempting to have to run after a survivor, then wait out the BT, then catch up for the down. If you tank a hit with your BT, that is not tunneling. That's accepting your invitation to chase.
To avoid camping, go do gens or learn to coordinate a hook rescue. To avoid tunneling, don't unhook each other in the killer's face and don't use your BT to get protection hits.
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A lot of the time, I'll lead with M1, then try to catch them with the grab on the way to the next loop and hope they are too distracted looking for a pallet to dodge me. Also, stealth perks help.
But yeah, overall, it's a tough power to use against survivors who can time a halfway decent dodge. You really have to hope for a mistake.
It is nice for catching up, and sometimes when I miss, I end up in front of the survivor I'm chasing, which confuses them and I can land a M1 sometimes. So that's... something? Anything that makes patrolling faster helps, I suppose.
I dunno. I still like playing him for some reason.
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Waaah! My flashlight bully squad has to actually play the game because the killer picked Lightborn!
Boo hoo hoo! Our sabotage squad has to keep retrieving our toolboxes!
Those perks exist specifically to counter certain items. If those aren't being brought, then having them is essentially running a three perk game. And considering that survivors just keep getting perks added to base kit, that's simply not balanced at all.
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You can punish the camping by just doing gens. Or by coordinating the rescue. Why is this so hard for people to understand?
Killers camp because survivors let them get away with it. They stop doing gens and inch to the hook, playing footsie with the killer, never coordinating and now an entire hook state is gone and the survivors have nothing to show for it. I've watched this happen.
If I'm killer and I hook someone and I hear one or two survivors running around, why WOULDN'T I stick around and capitalize on that? That's more survivors not doing gens while someone is on hook. Now I am securing hooks states and slwoing gen progression, all without having to cover the entire map.
When I am survivor, if the killer doesn't seem inclined to leave a hook, that's fine. I'll go do gens. Maybe heal someone. And if I'm being camped, I'm not mad at the killer. I'm mad at all the survivors I can see not doing the objective because they want to hook bomb me, practically doing the killer's job for them.
If you're solo queue, run Kindred. Hands down, the best way to deal with camping. Run Reassurance, too, even. Get close, if the killer won't chase, stop the hook timer for a bit, and go do gens. Or if another survivor is nearby, try to time a save instead of throwing yourselves against the killer one at a time like a bad action movie fight sequence. The camped survivor isn't having much fun, probably, but at the very least, if they are willing to not rage quit, then use the time they are buying you wisely.
tl;dr: Camping isn't the problem. Survivors wasting time is.
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Anyone justifying Unbreakable basekit saying it is necessary because of the mori changes is missing a very important point...
The mori changes are also bad and unnecessary.
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@AskingForHelp said:
https://forum.deadbydaylight.com/en/discussion/comment/1712441#Comment_1712441
Killer is most definitely not underpowered you just don’t use the killer accordingly. Killers in this game are actually quite overpowered. As a killer you are given way too much to assist you in doing your job. The amount they are given excessively impedes not only on the survivors ability to do their job but also on a level where it’s actually not really fun to do it in the first place. I think it’s way too easy to find survivors and you have to be well organized to have a chance to win. But the killer has the advantage every single time if you’re not well organized. That’s not balanced at all. When you have maps this small that provide obvious hiding spots you don’t waste much of the Killers time therefore not providing your team enough time to do their job. Every game it’s constant gen pressure and even then I think killers are given too many ways of setting survivors back by regressing gens. There are no resets for survivors. You aren’t going to get time added to your sacrifice bar. Once it’s depleted, it’s done. But killers can continuously reset survivor objectives? That makes zero sense in terms of fairness.
No resets for survivors? Self Care, medkits, being healed by another survivor, Dead Hard, Off the Record, Soul Guard, Boon Totems, Unbreakable, flashlight saves, pallet saves, body blocking, built in Borrowed Time, extra Borrowed Time, Deliverance, Reassurance, and I'm sure I'm missing a few.
Survivors can reset anything and everything other than hook states. You think that regressing a generator at a small fraction of repair speed is even CLOSE to that level of reset? You're either trolling or have never played killer and seen how fast those injured icons turn to healed while a flashlight save drops your downed survivor and starts a brand new chase.
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@Grandpa_Crack_Pipe said:
Does he kinda have lightborn when he grabs someone?
People have tried to flashlight save a bound grab against me multiple times, and it's never worked, even though the beamer was right on my face.
Oh I didn't know that. They must not have added a stun window in the animation since it's automatic.
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@Hensen2100 said:
https://forum.deadbydaylight.com/en/discussion/comment/3181547#Comment_3181547
Enjoy your 10 minute Q times lol
Farming points is exactly as fun for me as waiting on the next match. At least I can do other stuff while in queue, though.
Don't get me wrong, I'm not talking about slugging at the start for a five minute game. The match I am talking about had been going on for a while at that point and at the end I had three-hooked two survivors, bled one (who had been hooked at least once) and two-hooked the last survivor. I had max bloodpoints. There was nothing left to do.
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@JohnnyB87 said:
That is your own personal opinion. There IS NO WINNING OR LOSING in Dead By Daylight. It's literally just to get points. I main killer and survivor and know that there is no end game goal at all. Toxicity is based solely on the players that make up their own rules for the game, plain and simple. Play the game it's meant to be played, and no one would complain. There will always be complaints about camping, tunneling, slugging, gen rushing, tbagging and all the usual stuff because everyone makes up their own rules. Play for points, like the game is meant to be played currently, and no one should complain. You want to win or lose, go play trash like War Zone lol
By your logic, the ideal way to play the game is farming. So you'll have to forgive me if I take your opinion with a grain of salt.
Don't get me wrong, I don't play a ton, so I'm always happy to get more bloodpoints and get new stuff. But after a certain point, they don't mean a whole lot.
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@Halloulle said:
There's a difference between "just letting them go" and letting the game progress to the next stage once only one survivor is left...? Should you have hooked the next to last and then go afk until the last found hatch? No, ofc not. But do you have to slug the next to last guy to make absolutely sure you will definitely get the last guy? No, ofc not. How about people just progress the game as intended: you hook the next to last and then you go search for hatch. The survivor also searches for hatch. Whoever finds it first wins. Fair game.
I didn't slug for the 4K, to be clear. If I could have gotten him to a hook, I would have. I'd have been happy with a 3K. But there were no hooks close enough, and he knew that the second time he ran to the corner. It was slug him or let him go. The game had been going on for a long time, so I decided to slug to finish it.
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@Chaos999 said:
While I generally agree with you, I would like to add that, for me, 4k with 1 Gen left is not "a very close" match. You stomped them. Not super massively crushed them, but that's definitely a stomp, and likely not very fun from the survivor perspective.
A close match for both sides would be 2 dead or 1 dead and one hooked by the time gates are powered and then pushing for the 3 or 4k while they try to open the gates, or perhaps they actually pull a 2 or 3 escape. That's a close match. It can go both ways at any point.
And while I agree that survivors are not actually entitled to any form of mercy and that in your case they even purposely ebbed you into your course of action, I can also empathize with the survivors you beat into submission, which is why I usually let the last 2 go.
Still, your position is very valid, just wanted to add my grain of sand.
Fair point. It was close up until that last gen I should say, then it steamrolled in my favor. I didn't get my first kill until 2 gens left, I think, specifically because I was juggling so as not to tunnel. Then they kinda stopped doing the objective. It felt like I was putting in effort without full on sweating.
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Yeah, real double standard... Preferring that the advantage of comms be offset by a higher ranked killer instead of added to by a lower rank one.
Yeah, yep. Asking to balance advantages is such a double standard.
You donk.
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Maybe something like Overwatch, where you can only group up with people at a similar rank would be better.
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I get that "scary" isn't sustainable, but that doesn't rule out tension and risk. Especially at the end, things should ramp up, instead of, say, survivors trolling around the exit gate. As killer, if I see that both exit gates are open and all the survivors are up, I'll go to the middle of the map and put the controller down. You'd be surprised how many will wait around hoping to tea bag on the way out.
I'd like to see the exit gates on a timer. If you're not through in, say, ten seconds you have to open them again.
I'd like to see the killer get slightly faster movement and attacks as generators are completed.
I'd like for survivors to be handicapped when going back for a rescue when the gens are complete
I want tension to increase over time, instead of the survivors becoming more comfortable as the game progresses.
And this is, again, coming from someone who plays more survivor than killer.
We can't maintain proper fear, sure, but we can make certain things bad ideas. -
Well, at least it's not just me.
I feel like, as a survivor, the game shifts from boring to annoying, and as killer, it's pretty much only frustrating.
And that might be okay if it weren't for how few and far between the satisfying moments are.