Best Of
Re: The hard truth: why killer mains think Dbd is survivor sided even though it isn't
while survivors can skip the mori sequence, killers should be able to skip the gate sequence.
While I'm not a fan of abandon in general, these aren't equivalent.
The Mori is literally a cutscene because the match is already over, the end game (even the collapse) is playable time because the match isn't over yet.
There's a massive difference between "the game is literally, actually over" and "I could play this out and even have the base kit ability to cut this short if I wanted to, but I don't want to do that."
You might as well complain that people are skipping end game chat for all the relevance that has to "gates are open".
Re: The hard truth: why killer mains think Dbd is survivor sided even though it isn't
Two minutes? If you go hide in the basement and cry, sure, but you can just push them out in seconds. That isn't the case if a killler is humping you to death for 4 minutes.
Also, you could argue the opposite. Survivors get to leave matches more because they lose matches more (which is a statistical fact) and want to move on faster. I hate the abandon feature but I'm pretty sure it's there to make survivors hop into another game faster instead of getting annoyed with their 5th mori of the session and logging off instead.
Why are basic server-side anticheat checks not in place after 9 years?
Why do we not have basic server-side validation checks yet? Cheaters have been running rampant recently, and the amount of things they are able to do that they have no business doing is absolutely mind boggling.
- Why does the server send every client the true name and profile of players who have anonymous mode active? The client does not need that information for any reason and only makes it accessible for cheaters.
- Why are survivor and killer clients able to tell the server they are using perks that they did not bring into the match? You would think something as basic as "check if the perk the client says they are using is one they sent as part of their loadout" would be implemented by now, but cheaters can still have every perk in the game active if they want.
Here, a Claudette that is only running Empathy is using Head On multiple times from a locker, while keeping me stuck in the carry animation.
- Why are survivors able to perform actions like repair generators, heal other survivors, and sabotage hooks while downed or on the killer's shoulder? You would think the server would be able to reject an action like this, but no, you can use cheats to tell the server you're sabotaging a hook and healing yourself while being carried and the server will happily let you.
This survivor was even able to somehow sabotage to prevent me from hooking them in the basement. Why is this a thing survivors can do?
- Why are killers and survivors able to start EGC literally whenever they want? A client can simply tell the server "hey, EGC has started" even with multiple gens remaining (not insta completing the gens, just straight up starting endgame) and the server will start EGC.
(notice in this clip, a survivor pops a gen normally. But then EGC starts despite no other gens being highlighted, because they can trigger EGC without even having to pop gens!)
- Why are survivors able to tell the server "I jumped into the hatch" when the hatch isn't even available yet?
By the way, all of these gifs are my gameplay encountering cheaters in just this past week. It's actually ridiculous how often I've been running into cheaters recently.
All of these (and more) are instances where a cheating player can send information to the server that could EASILY be detected as illegal actions, but the server will let them anyway because BHVR has almost no server-side checks for the most basic of actions. Not to mention with things like anonymous mode and MMR, BHVR's servers still send information to the client that the client does not need or use in regular gameplay, and only makes accessible for cheaters. So BHVR, why haven't you done anything server-side yet to combat cheating like this?
jmwjmw27
Re: The hard truth: why killer mains think Dbd is survivor sided even though it isn't
So bleeding the killer of his sanity for 2 minutes of teabagging at the gates is fine then? They value survivors' time, but not the killer's, that was the whole point: symmetrical situation, but different privileges, survivors get to quit the moment they fall on the ground, even if the killer has no intention to slug for 4 minutes, so that dear survivors can skip the mori animation and thus protect their ego, but the killer can't do anything against a bully squad but to obediently endure the humiliation procedure. Survivor sided design, QED.
Re: The hard truth: why killer mains think Dbd is survivor sided even though it isn't
Can we stop it with the “us vs them” garbage? Making broad, insulting generalization about how “killer mains” feel and how they play is intentionally toxic and divisive. The sole purpose of this post was to rile people up for a fight, and of course it worked. I really wish there was a rule against this kind of stuff where the sole purpose is for someone to troll the side that they don’t play/like.
Re: The hard truth: why killer mains think Dbd is survivor sided even though it isn't
the problem with your whole argument is you only talk about a solo q perspective, ignoring what how powerfull a communicated team is capable of, not only in gen efficiency, but map control, resource managment, reset timers, body blocks.
but yes, if you play an A or S tier killer the game becomes killer sided, but no because survivors are the weaker role, but because they have a better map control and chase power, time is on their side. this is the most important part of the game, time management, an S tier can just win the chase fast, hook and keep going. the lower tier needs to chase for more time, or can´t go from one side to the map to the other.
the game is not only who has the best mechanical skill, but the one who uses their time more efficient. and 4 survivors is always more efficient than 1 killer
Re: Matchmaking frustration
Yeah, SoloQ is rough. I play with 1 friend, but having two randoms is still A LOT of variance. And obviously people play to play in an SWF because then they either are just playing with friends and have fun regardless or they know that the other players are good and know what to do.
Just as an example what happened yesterday:
Me and Ada on a Gen next to Shack on Ormond. Two other Gens nearby, one Gen on the opposite site of the Map. Two Gens to go. Killer (Myers) hooks Nancy, who has Kindred. My SWF-Mate is not far away from the Hook, Ada and myself are full map away. And yet Ada decides to get up and goes for the Unhook, even if my SWF-Mate is nearby. And what happens? I cannot finish the Gen on my own (with Ada together it would have been finished), Myers kicks it with PGTW and never leaves his 3-Gen again. Game was lost, if Ada would have stayed at my Gen, we most likely would have won.
And this is not an issue of information, since Nancy had Kindred. So Ada had full information where everyone was and who should go for the Unhook. This was just a SoloQ-Teammate being bad. And people play SWF to minimize the chances to be paired with those players.
Re: Why Kaneki is poorly designed
He just gets so much for free that other killers have to work tooth and nail for.
Need to cover half the map in a second? Point and click.
Upgrade your power? Point and click.
Injure a survivor? Point and click.
You'd think he then would have a power useless for helping get the second hit, but this is extremely incorrect after learning how to use the dash better. It's like inverting Oni's design philosophy in the worst way possible.
Oni gets nothing when the game starts, but after a few solid hits and downs, he feels overwhelming and unstoppable when his dash and insta down get going. You need to create your opportunities from the limited powers you start with.
Ghoul just gets to inflict injury after injury plus deep wound plus giving him a third leap, to the point where it feels like the game can have started in 20 seconds and a lot of Ghoul players will already be on their second or third injury. He gets opportunity after opportunity until the game says "alright you gotta do the last part bud" in getting the second hit, but it isn't like the game is making him work more for that second hit the same way Oni has to work for his first.



