http://dbd.game/killswitch
Why do so many people find killer so stressful to play?
Comments
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No one is saying to let the Survivors win all the time, but focusing on getting 4Ks the whole time is why the game doesn't feel good for anyone. Killers who are tryharding feel the game sucks when they don't get a 4K while, while the tryharding Killer makes the game unfun for the Survivors due to how little the Survivors can actually counter the majority of the Killer roster.
At the end of the day, Dead By Daylight is not designed to be a competitive game - it's a PVP, yes, but it's a party game. It's why there's no competitive mode. You're meant to have fun. When you forget to have fun in your matches, and focus solely on winning, then you're going to be miserable. Winning is not, and never will be everything. Stop stressing for the 4K and just let it happen naturally. With how bad the balance is, unless the Survivors are actively tryharding, then it's going to happen regardless.
Just vibe with the match, stop worrying about winning. That's how you have fun, not stressing yourself out just because you only got 3 kills or because you're being outplayed.
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That's fair. I get very little bm though, and I wonder why the experience is different. I did a misplay a couple days ago that got me a 0k, and none of the survivors tried to teabag while they got their teammate out at the gate. And I very rarely see teabagging during the game or at the gates in general. I'll occasionally see one survivor in a group teabag after a pallet drop, but that usually doesn't even persist for the rest of a single chase.
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First of all, I don't "focus on getting 4k's." I play to win. 3k is a win. If some survivor gets the pity hatch escape, that's no skin off my back. I already won.
I also feel like you're vastly misrepresenting killers to the point of parody.
Please. Dead by Daylight is a competitive game. We can argue on its merits and balance, but denying that it's a competitive game is dishonest. You have a game two opposing sides with conflicting goals and victory conditions. By definition, that's competitive. Nobody enjoys losing. Nobody. Everybody likes to win. Some take wins and losses more seriously than others, but at the end of the day, people enjoy winning.
"Vibe with the match." I don't even know where to begin with this. What does this even mean? Could you give an example? "Oh, yeah. The generators went in about 4 minutes and now the survivors are all rubbing the loss in my face in the exit gates. I got like two chases in and made about 10k bloodpoints. Totally rad, duuuude!"
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My experience is completely different. I've tested it with multiple killers, I've tested it following the "survivor rulebook" with a perkless Demo (one of the most popular killers with survivors.) It's the vast, vast majority of losses that see at least a little bagging in the gates by at least one survivor.
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Your mistakes are your own, and the pressure is on you alone.
For better or for worse, Killer is autonomous. You only have yourself to blame and it can put a large amount of pressure on the player.
Contrasted to Survivor, while likely more frustrating, it's easier to not take it quite so hard. After all, you're one of four players and you can lose through no fault of your own.
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for me it's because killers objective and survivors objective aren't equal and with the devs actively tipping the scale with nerfing killer perks mainly gen regression if killers have a bad first chase or don't down fast enough/survivor actually knows how to loop (it got better so only 1 or 2 gens pop now used to be 2-3 gens pop) you have a better chance of losing
healing meta nerfs m1 and in turn makes survivors more efficient since they aren't wasting time on healing
vigil is meta so any affects on a timer is cut down significantly since it stacks including exposed status so if all survivors are running shoulder it's just buffed
endgame is still an auto win for survivors
all this on top of 2nd chance perks still being really strong and weren't addressed with knock out change
so basically they want more blights in game
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Vibe with match means what sounds like - go with the match flow. Obviously if the Survivors are being sweaty or BMing, it feels bad, but by that same token, Killers performing toxic strategies also feels bad. You can't stop toxic players from being toxic, but what you can do is not let it get to you.
And no, this isn't a competitive game. There's a distinct difference between a competitive game and a PVP. A non-competitive PVP is one where winning, overall, doesn't actually matter. Yes, your goal is to win, and yes you should aim to get that win, but at the end of the day, the game is about having fun. That's what DBD is. A competitive game is one where there's an actual reason to win, and has a competitive mode, where your goal is to win to increase your rank for some kind of reward. DBD doesn't have a competitive mode, and the only reward for winning the match are Bloodpoints, which aren't that hard to get even in defeat.
You can play to win without being a tryhard. Let the atmosphere of the match determine your actions and mindset, not your want for a win. If the match is a standard match, where everyone is trying to win, then play it normally. If the match is more chill, be chill. If the Survivors are being sweaty, then you can be sweaty to. Regardless, don't go into the match with a competitive mindset.
And yes, you're right. No one likes to lose, but a loss only truly hurts if you take the game too seriously. With a competitive mindset, even wins feel empty because you didn't actually have fun.
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"No reason to win."
Winning is the reason to win. Winning feels good. Losing feels bad. Therefore, I like to win. I don't need a competitive mode or imaginary internet points to tell me that winning feels good and losing feels bad.
And competing IS the fun part. Testing your mettle against your opponents IS the fun part. What else is "fun" in DBD? Honestly. Running in circles? Pressing the same button for 90 seconds straight? Let me guess, crouching in front of the killer and booping the snoot? Is that the "fun part" in your eyes?
From my perspective, the fun part is doing your best to secure the victory against another team that is doing the same. That's the basis of every PvP game, and why they are, by definition, competitive. Anything that has a winner and a loser will ALWAYS be competitive, regardless of imaginary internet rankings or points.
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What do you mean endgame is a free win for survivors? I've been in so many games on both sides where the game turned around in the endgame.
I literally just played a match today when all 5 gens got done while the killer had 2 hooks, and the match ended on a 3k.
Now that was because of our reluctance to leave anyone behind combined with the killer having Starstruck, but it doesn't change the fact he went from 2 hooks to 3 kills.
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Likewise. Might come down to what peoples definition of BM is. I'm on console so I'm not subjected to post-game chat. I'd imagine there can be negative comments in there. And in-game, I rarely cop tbags. I think in the last month I've gotten 2 total? Even escorting them out the exit I don't get tbagged.
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Glad to know I'm not the only one. Sometimes I really wonder what causes the differences between what some people talk about here and what I experience and even see on Twitch. I'm even on PC, so I get postgame chat, and still don't see much of this. Sometimes I'll even switch over to killer just so I can have a more relaxed match.
It's possible that it's because I don't care much about the outcome, so for me some players might realize attempts at bm are ineffective or even counter to what they want. Hard to say :/
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usually for me the survivors just 99 and leave
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you’re not gonna win with these people. They’re the type to throw the wiimote because they lost in Mario party. DBD is just one of those communities plagued by an imbalance of casual enjoyment and… that..
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It's because BHVR has catered to those people for years that they just can't think different anymore. DBD is at its core a casual game, the same way that Smash Bros is. The competitive scene for it is small overshadowed by the casual playerbase, yet of course, the DBD "competitive" players are so vocal and outspoken that its impossible to go anywhere without their ramblings being shoved down your throat. We see it with the Springtrap nerfs from today, lots of people exclaiming that he's a B tier killer, yet he had multiple add-ons nerfed for explicitly overperforming, something that is just not in line with what they are saying, because they are so detached from what the actual game is it's barely possible to even speak with them.
If most of the people who act like this played the game with 4 other friends and acted hyper tryhard like they do in most of their matches they wouldn't be friends anymore, the same way they wouldn't have friends for try-harding in a game of Smash on the weekend when everyone is just trying to have fun. We wouldn't have a multitude of posts everyday about some sort of toxic strat someone is using ruining fun if that wasn't the main focus of everyone's time when playing games like this to begin with. I can guarantee the majority of these new FNAF players aren't coming into the game expecting to win every single game or even a majority of them, they are coming in to play against or as Springtrap and have fun, whatever way that may be. Hell its incredibly easy to see a large number of new killers coming in and getting 1-2 kills a game and having a damn blast.-4 -
I feel like playing killer 1 mistake is more costly than on survivor. When i play survivor i can moonwalk, have fun with other survivors and still win pretty easily ( depending on killer of course and map ).
As a killer i have no time for goofy stuff, unless the survivors are clearly newish, when usually i do release my leg from the speed and let them experience the game before i kill them.
Also the toxicity. I feel like when i play killer i get it way more often than when i play survivor. Because of this ive started to play this game on anynomous mode. I got pretty tired of the horrible comments i got in my steam profile, didnt matter if i won or lost quite often someone had something extremely nasty to say.
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It's funny how these topics always end up being survivors complaining that killers don't let them escape while also complaining that killers are playing the game with the intent to win. Unaware they are doing the exact thing they accuse killers.
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This.
"My team isn't doing well" = stress, when that team is just you.
"My team isn't doing well" = frustration, when that team relies on others.
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Killer is super easy mode, followed by 4 man SWF which is Easy mode, and solo Q which is Hard mode. I play killer if I want a break from the challenge of solo Q survivor. It's like playing American Truck Simulator. Just easy auto pilot execution for the most part. But it gets really boring fast. And the so-called "hardest" killers in the game like Blight and Nurse, are actually the easiest killers. You just have to put in a few hours to get over the learning curve. Whereas the "weakest" killers are still overpowered and can easily 3-4K if you apply yourself a little bit, since mechanically you can master these killers in just a few minutes.
The issue with many killer mains is they feel entitled to super long win streaks. So the occasional match against a 4 man SWF on comms that actually sweats hard and is good, yeah, that can be stressful because you're actually being challenged for once. Then they come on here to complain how overpowered survivors are. But in comparison to Solo Q it's super easy mode.
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It's only more "common" for survivors to gloat because there are 4 times the number of survivors. Control for the ratio of 1 to 4 and killers BM as much if not more than survivors.
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It’s considered poor sportsmanship to run up the score against an opponent in most sports when you’re already clearly the winner. Rushing towards a 4K at 4-5 gens is the same thing and something I see a lot of in solo queue matches.
When I play survivor, I care far more about being able to accomplish anything in the match - popping a gen, cleansing a totem, successfully having a chase last longer than a few moments, or being able to engage with event items than I do ‘winning’ when it comes to whether I find the match frustrating or not.
Killers in aggregate, not knowing when to stop punching down likely contributes to why there’s almost always a blood point bribe for people to play survivor and comparatively longer queues for killers. Whenever I see the 2.5x value I know it’s a choice between either a long wait to play killer or an extra miserable survivor match
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Killers are tryhards ( play to win )
Survivors are additionally scrubs ( play by arbitarily chosen handicaps and demand the opponent to also do so, dont tunnel, no nurse etc). " No throws" in fighting games is a common example.
In dbd its simply worse cuz the asym nature means that survs can be hypocrites ( see tunnel vs genrush, both is focusing a target down asap)
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That’s a bit disingenuous - a gen doesn’t get frustrated it wasn’t able to do anything all match.
They’re both objectives yes, but tunneling prevents a player from accomplishing ANYTHING other than being run down and hooked, gen rushing doesn’t mean the killer can’t do anything.
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Playing solo q is sometimes super relaxing when your team isnt bad but more you get that titanic feeling like no mather how much time you spend on gens or in chase it doesnt matter if the one meg falis 3 skillchecks on 90% above gen and then doing nothing all match or that one sable wanting to be onlz chased and flashlight saving but she fails every safe and dies to quick.
Killer is deffinitly more stressfull because you know every second is against you and all the preasure is more harder to bear, you can have uncoordinated team or seal team rushing gens like crazy with fast heals and good loops with strong team.
This changes if you play with friends as survivor (game is more easy, you get info) and if you play strong killer (s-tier or high a-tier) then game feels different.
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May I ask where i talked about generator feelings? They obviously dont have any except seething hate of getting touched, cant explain the skillchecks otherwise.
Jokes aside, It's obviously the killer who's frustrated when the survivors escape before the killer reached his arbitrarily chosen goal (often 4 kills). just as survivors who are frustrated when they get hooked (and possibly killed) before they reach their own arbitarily chosen goal (often escaping).
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This mindset is the very reason many new players find Killer stressful and why many older Killers rage when they can't secure a 3 - 4K. Winning alone is not a good reason to tryhard. In a game like DBD, where the balance is so off that one side has a much, much easier time than the other, focusing solely on winning is never going to result in a good time every time.
You can play to win, and I hope you do, but if winning is the only thing on your mind, you're not truly having fun. Losing can be just as fun as winning if your head is in the right place. You don't need to run around letting Survivors boop you, but you also don't need to stress getting kills. There is nothing wrong with goofing off during the match. When I tell you to go with the flow, that is what I'm trying to teach you. The Killer's one goal is to kill Survivors, this is true. However, working towards a goal is never the only way to have fun in a match. You can goof off, you can completely dominate a match, you can run builds that serve a funny purpose (like jumpscaring the Survivors), you can befriend the Survivors, you can try Killers you're not good with, you can do so many things beyond just trying to force a 4K, things I definitely haven't even listed. Party games do have a winner and loser, but that's the result, not the point.
Yes, the gameplay loop, especially for Survivors, is incredibly stale, and that's on the developers. But, as it's not going to get better for that side, the best you can do is enjoy each match as they are. Yes, you will lose sometimes, but the easiest way to ensure that loss doesn't feel bad is to not take the game seriously in the first place. The Killer role doesn't have the same oppressive atmosphere that Survivors have - you are the one who decides the flow of the match. If you go in with competitive mindset, it's going to feel bad. But if you go in simply not caring if you win or lose, and simply go with the flow of the match, even losing won't feel like a loss.
And no, PVPs are not inherently competitive. Competitive games are always fair match-ups, where neither side can dominate without having actual skill. Dead By Daylight is not designed that way - it's designed so that the Killer will have the easier time overall. It's a 1v4, that's not a competition, that's nothing more than a party game.
Finally, the learning curve for both sides is completely different. Killers have a low ceiling (depending on the Killer, anyway), while Survivors have a high ceiling. A competitive game is where the ceiling is the same height for everyone.
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Competitive games are always fair match-ups, where neither side can dominate without having actual skill.I'm sorry but that's extremely false. Many competitive games incorporate ban systems to prevent extremely bad matchups, but even without there have been plenty of terrible matchups between characters/loadouts/maps/etc across tons of competitive games in multiple genres. Even games like Marvel Vs Capcom 2 have 9-1 matchups.
Not only that, but the competitive mindset isn't about winning, its about improving so that you can win more later. A hard loss is worth more than an easy win because you can learn more from it, allowing you to secure more wins more consistently. If you actually have a competitive mindset, an easy win is in the same category as a loss you learn nothing from.
That said, most games are structured around all comers in the competition having as close to a fair shake as possible, but the moment that preparation is allowed, the die has already been cast. Loadouts inherently disrupt the balance of any competition, yet they are present in many competitive games in many genres.
So again, a game doesn't have to be a 50:50 to be considered competitive. Even at the most rudimentary level, games can have their outcome weighted by the very first interaction any player makes with the game. Even sports tend to use coin flips to start for that reason.
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Mostly-casual playerbase + alone versus 4.
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If that's how you have fun, then great for you. However, a lot of people like to compete. Who are you to tell them that they're "playing wrong" because they don't just… let the survivors win? And the balance of this game isn't "so, so bad." Afaik, global kill rates are at about 60% for pretty much every killer.
I don't find "befriending the survivors" or "goofing off" very fun. A lot of people feel the same way. What that ends up looking like is standing around for several minutes while the survivors finish gens. It's very boring. There's only so many interactions you can have with a survivor. Maybe if there were more things to DO while "goofing off" or "befriending the survivors," but there's not. You dink around for a couple minutes nodding, then they do the gens, then you get about 10k BP. So much fun.
I'm sorry, but you find this game difficult for either side? The skill ceiling for DBD is depressingly low. Let's go over the roles:
Killer:
- Basic FPS movement and camera controls.
- No need for pinpoint accuracy. Headshots do the same as any other hit.
- Few, if any, demanding reactions or hand-eye coordination requirements.
- Very few mechanically difficult powers to master. Mainly Blight and Oni flicks. A case could be made for Xeno and Nemi drags, but they're still not really difficult.
- There are 30 maps to learn, but most of the individual tiles are recycled between maps.Survivor:
- Basic Third Person Movement and camera controls.
- No need for accuracy. Even flashlights (the only thing a survivor has to aim) are very forgiving.
- Few demanding reactions. Dead Hard is pretty much the only exception, and even that has a full half second leeway.
- No mechanically difficult things to master. Skill checks are easy. Looping is mechanically easy. It's literally just running around in circles using basic third person movement.
- There are 30 maps to learn, but most of the individual tiles are recycled between maps.
- 40 killers to counter, but most are countered in similar ways. For instance, some killers, you leave the tile, others you loop the tile. You really only have to learn a handful of ways to play. All projectiles are extremely telegraphed and relatively easy to dodge for anyone who's ever played action video games before. Killers generally only have one power, so you only have to learn to counter 40 different things. Compare this to, say, a fighting game, where you have to learn every character's moveset, frame data, gaps and punish windows, and the difference is staggering.People like to pretend like this game is some super difficult game, but it's not. You have knowledge checks, but that's true of any video game. Literally anyone who cares to get decent at the game can do so. There are no "hand eye coordination" or "reaction speed" barriers to getting good.
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You're using the wrong comparison. Securing a win isn't "running up the score." It's not "running up the score" to score 35 points in the first quarter of a football game. The only time in sports when it's considered "unsportsmanlike" to keep trying your best is when the result of the game is beyond question. For instance, if you're up by 40 points in the 4th Quarter.
However, tunneling a survivor isn't "running up the score." It's securing the win. It's scoring the original 40 points, not tacking on extra ones.
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Timber is cooking in this thread. Yes, survivors BMing no matter how the killer played is common in 90%+ of matches. Even when the survivors have objectively lost, that last remaining survivor will bag you out the gate or wait until you walk over to him so he can hop out the hatch.
Bottom line is survivors can play as toxic (bully squads deliberately only playing to frustrate the killer and get him to DC), BMing in general or as boring as possible (split and slam gens, comp drop the map, make non stop call outs on comms, stack all meta) and it's totally acceptable. There's no outward community pressure for them to stop that. It's like how survivors can BM the killer non stop and killers get told to get thick skin even though people experience real negative emotions caused by bullying. But if a killer does it, BHVR introduces in game mechanics to make sure the survivors can't get a taste of their own medicine.
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While I agree, you can read some of the stuff being said here currently. All that matters is the win, they don't care if it was easy or not, or if they had to learn to actually reach that point. They just want the win. Exclusively because "winning is fun". On top of that DBD is inherently a poor competitive game, it suffers the exact same problems that fighting games do but with less feedback. With enough skill you can beat stronger characters in fighting games, that's not always the case in DBD because of the increase in players. Its more akin to bad matchups in league of legends, where in some of them you just never have a chance, but not because of skill, because you just brought the wrong thing to the game.
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I think the point is that there's a double standard in the community. The killer player is expected to take everyone else's feelings and fun into account, while survivors can use every trick and BM in the book and not catch any flak. The killer has a long list of things that they're not allowed to do because it's "unsportsmanlike," while survivors can do whatever they want.
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You're missing the point.
The competition is the fun part. Testing yourself against an opponent is the fun part. Using macro strategy, scoring hits off of mind games, or hitting with your power is the fun part. Winning is the icing on the cake. Sure, the cake is okay by itself, but it tastes REALLY good when it has the icing. Losing normally wouldn't be so bad, but survivors can and do take every opportunity to rub it in your face that you lost. So not only did you not get icing on your cake, but someone hocked a big ol' loogy on it.
Running around "goofing off" with survivors isn't fun, from the killer perspective. What, realistically, are you going to do? Point at each other? Pretend to do a gen? It's funny for about 30 seconds, then it's really freaking boring. And you make zero BP.
"…not because of skill, but because you just brought the wrong thing to the game."
You're so close, so close to getting it. Unless you're using an S tier killer, not using "unsportsmanlike" strategies is "bringing the wrong thing to the game" when you're playing against survivors that are efficient on gens. You just don't have the time to 12 hook the whole squad. You have to get someone out by hook 5 at the absolute latest, or you're going to get crushed. And that's if you're getting fast downs and have some map mobility.
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Too many people have to "win". If they don't get their win, they are devastated. Lack of self-esteem and self-confidence are key here. People don't understand that losing is perfectly acceptable as long as you played your best. This type of attitude, where people are willing to do anything to win, I find thoroughly amusing. They come up with the most ridiculous excuses when they lose, or fail to meet their own interpretation of a win condition.
I enjoy playing all the Killers I "main". Hag, Myers, and Pinhead. They aren't top tier, although the snowball capability of Hag or Myers is tremendous, but I don't have to be top tier either. I play for pure enjoyment. If you want to flashy flashy me, or teabag, or whatever, I personally don't care. I won't even tunnel you out or whatever toxic nastiness Killers do to the problem children. Trying out the Houndmaster right now, and starting to like her. She has some interesting gameplay. Not suited to top tier play, but I'm a middle ranker, maybe upper middle ranks, so B and C is perfectly fine for me.
It's a generational thing. A lot of it comes from participation trophies, and the complete lack of any real competition in schools (in the US at least). Kids don't learn how to accept the fact that they lost. Everyone has to "win" something. If they don't, they throw a temper tantrum and that is quite visible on the Steam Forums, and here as well. When you get an award for finishing last, first place becomes meaningless.
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Putting an entire group of survivors on death hook, slugging 3 of the 4 survivors, camping hooks, or tunneling while 4-5 gens remain is not securing the win, it's overkill. If someone demonstrates that much of a gap between their performance and a given group of survivors then explain to me exactly how are they at risk of the match miraculously swinging in favor of the survivors just because they back off a bit and let the survivors get a little gameplay in beyond being abruptly mowed down. A killer doesn't get more points for shorter matches.
Whenever I play killer, it's usually plainly obvious how my gameplay is going to stack up against a given team of survivors early enough in the match for me to have plenty of time to adjust the tactics I use and how optimally I play. The point is killers don't have to play as hard as they can in every match to 'secure the win'.
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That's pretty disingenuous though, you have to admit. Killers are always talking about the Survivor rulebook. It's dominated the conversation of balance as far as I can recall. I don't know how that's not catching any flack.
Likewise, Killers expect the same of Survivors as well. Are we going to pretend that keys weren't incredibly unsafe to bring to the trial for years? There's always some threat regarding offerings, whether those are maps or event offerings (there's a thread up right now about that); individual Survivors (as in the characters) end up targeted; specific builds; you name it. There's just as many things Survivors can't do or they'll be punished by facing poorly implemented catch up mechanics. The only difference is that the list of complaints for Survivor tend to be less obtuse (camping/tunneling/slugging, I don't like X killer, etc.).
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It's an odd feeling, but if I haven't booted up the game in a hot minute, I'll get the jitters in lobby. I guess I'd chalk it up to the amount of focus and knowledge the game can sometimes ask. A lot of people will scoff at that idea, but being able to identify when a survivor is baiting for a dead hard based off body language (does that term even apply in this context) can be extremely difficult and game deciding depending on how good the survivor is. Even beyond that, trying to properly keep gens, pressure Survs, deplete resources, end chases quick, it's a hard game sometimes, we all know the drill.
In a 1 v 4, it can feel easy to feel ganged up on, especially if you get bmed in match or in chat afterwards, but it is just a game at the end of the day. My jitters usually fade pretty fast, some around when I get into the rhythm of the first chase.
I think it's that same aspect that makes the game so rewarding sometimes. Trying to retroactively track the three other survivors while you're in chase with one, counting the amount of time it took to complete a gen to determine whether it was a double attack or toolbox. It can straight up feel like goddamn spider sense when you catch a survivor trying to flashlight save based off vibes alone. I guess the stress of it is what makes it fun, is what I'm getting at.
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while survivors can use every trick and BM in the book and not catch any flak.
That's not it.
The reason survivor BM isn't talked about much is because there's nothing to discuss. It'd be a bunch of people agreeing that it's bad, which makes for very poor conversation.
On the other hand, some folks are staunchly defending something that's bad for the game, which is why that gets far more flak. Disagreement creates far more conversation than agreement. It's why engagement-farming bots on twitter post the most asinine takes, as opposed to generally agreeable ones.
Regarding the topic at hand…
I do think that part of the problem with killer gameplay being seen as more stressful and frustrating is that there's no dynamism to it. On the survivor side, you have your tense moments with hiding (Or had, since that's been scaled back rather aggressively), then there's the action moments with active chases, and lastly, there's downtime. Healing someone or working on a gen are downtime, which allows you to process the rush of a chase and catch your breath. That way, when you next get into a chase, you are ready for the excitement.
Killers don't really have this, since they are always on the clock. They are either in a chase, or looking to start one. They don't get this downtime, and thus there's no dynamism to their gameplay. It's always high tension. And when it's always high tension, eventually the adrenaline fades and you're just left with frustration. I actually quite liked this about Texas Chain Saw Massacre's rendition of the killer role, since it had blood gathering as something killers could do that could resemble downtime. It added that variance in the gameplay that made it far more manageable.
As for how to fix it… It'd be quite invasive to the overall game structure, but I'd be more than game to try it. I think it'd be incredibly healthy for the game to give killers their own form of downtime, it just needs to include more than having survivors sitting in a locker, waiting for it to end.
Some side objective that allows the killer to block all gens until survivors do something on their end might be an option to explore. Something PvE to take the edge off and give killers a chance to relax a bit. I've always been frustrated that the glyphs were introduced and subsequently just never actually utilised…
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Lack of skill.
Unable to approach a macro mindset. Focusing on the 3 losses they have across 12+ games they dominate every day.-1 -
Because MMR is so useless that you have to constantly be prepared to go up against some comp team going for survivor winstreaks even if you only have 100 hours in the game yourself. Every match requires you to fully lock in and almost any mistake can guarantee a loss.
On the survivor side, you might spend 75%+ of the game on a generator just clicking buttons if the killer is busy chasing the rest of your team. Or 75% of the game on a hook if you are hard tunneled, but that's more angering than stressful.0 -
Pretty much this.
The caveat is that it is more stressful if you really want to win, and moreso if you prefer non-S/A tier killers.
But as a survivor, the pressure to complete objectives is spread out, and the killer's attention is spread out. There's more downtime where you're just working on mindless objectives. And when people lose, they most often can (and do, with gusto) spin it into being their teammate's fault, whether or not there is any truth there.
While being at the mercy of your team is frustrating in many ways, it's also liberating. Rarely does a single survivor own their losses or wins.
As a killer, it's just you (and RNG) versus the world. And if the RNG is against you, you're just screwed from load-in.
People who are really loss averse will mitigate that by maining s-tier killers and doing things like tunneling, but for many they have to be fully "on" the whole match in order to win.
Of course, if you're just playing for fun all that goes out the window.
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What’s depressing is that even when you are winning the mind games and getting quick downs while shredding through pallets, that you can still lose to the gen timer even though you feel you couldn’t be more efficient. It doesn’t feel as bad losing when you feel you’ve been outplayed but losing when you feel you’ve been the one outplaying all match feels awful, especially when you then get bm’d for it at the end as if you lost due to being outskilled when it often just comes down to the fact the survivor objective is faster and easier to complete than what is expected of the killer for their objective, especially when trying to play in a way where survivors won’t complain you used unfair strategies.
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