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Utilitarian_Belt

Utilitarian_Belt

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Utilitarian_Belt
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  • The 4k/5 min escape isn't about asserting dominance, it's about playing the game correctly. I'm going to use chess as a metaphor for DBD.

    My goal is to get the enemy king in checkmate. I find immense joy in doing this as quickly and efficently as possible. I find immense joy in the proccess of figuring out how to do this as quickly and efficently as possible. If I end a match in five turns I feel happy over my progress up till that point. If I lose in five turns, I am excited by how much more content I have to explore through self improvement. And if both sides play well? The match is immersive, and a crowd is cheering in my head over how awesome it is to be alive right now.


    But then you'll run into these people with some really weird notions about how chess, and games in general, are supposed to play.


    "Ugg, people that go for checkmate are so boing. Only the matches where I get to promote a pawn to a queen are good, people need to take the game less seriously and make a few misplays on purpose so that I can promote a pawn every match."


    "I'm so tired of people that play aggresively, I never have time to castle."


    "Nobody wants to roleplay with me! Both kings should walk to the center of the map to negotiate before sending their best warriors out to joust and [the story goes on for 30 more minutes]"


    Like, ok. I get it, you want to be cute and play in the sandbox, but the rules and win condition are where the core of the fun lies. If you don't want to play the game, that's fine, but don't hate me for taking the game seriously and not pulling my punches.


    I'd rather wait 20 minutes for one good game then spend 20 minutes facing a killer that doesn't spread their hooks, or survivors that don't do gens. Fast matches are just a prelude to the good ones where both sides are equal.

  • @TheArbiter said:

    Scenario: Killer quickly downs two survivors next to each other and places them on the hooks that have easy line of sight to each other. Killer stands in the middle of the hooks at that point.

    Personally I don't see how this is camping as the survivors made a bad play that cost them close hooks, and why would the killer leave the area when they have two people hooked. The amount of times I've seen this while playing both survivor and killer however with the survivors all upset in the endgame chat calling it "camping" makes me think I might be thr only one with this sentiment.

    It is camping, but it's perfectly justified.


    If a survivor/killer screws up they deserve to lose.

  • When I heard Eldritch, I thought you meant Lovecraftien.


    Personally, I'd refer to the mentioned monsters as 'classic' horror killers.


    And I agree, they would be cool to add. The Mummy would be nice to see for me.

  • @Nebula said:

    Tunneling is at one of its all time highs and DS is still barely used, if that doesn’t tell you how bad it is then I don’t know what else to say.

    I think its usage has more to do with it being locked behind paid dlc.

  • Naymeti still runs that perk to devastating effect with Mettle of Man.

  • I only let go of generators immediately after a skill check. Any other time is too risky, unless the killer is approaching, in which case I'm more worried about staying alive then a 10% pop.

  • One thing I like about Sprint Burst is that it can be used proactively. If I know the killer isn't interested in me I can get around map quicker, which is always useful.

  • Flashlights are weak enough as is. Giving killer a movement penalty to cover their eyes is a nerf compared to simply looking up or looking down.

  • I haven't had any problems with Dead Hard for a long time. I don't think 'fixing' it needs to be a priority right now.