http://dbd.game/killswitch
The hard truth: why killer mains think Dbd is survivor sided even though it isn't
the game is heavily killer sided according to science and objectivity. why then the killers crying so much about it being survivor sided? let me tell you...
- their MMR is inflated
first thing which happens is a new killer curb stomps their opponent when playing at their true MMR because the game balance holds killers hands. then their MMR skyrockets and who do they go against? primarily cheaters, sweaty swfs and the best solo Q vets Dbd has to offer. then their win streak is broken and they post a video demanding survivor nerfs. like yeah, when your opponent is primarily the sweatiest upper skill bracket with a bunch of subtle cheaters in the mix, that's gonna feel survivor sided. but you're ignoring the huge percentage of solo Q players that you effortlessly massacred on auto pilot to get to that point.
2. entitlement
since killer is so easy they get used to getting 3-4k almost every match so they don't feel like they're "winning" unless they get a 4k every game. even though 2k is a perfectly balanced draw, in many killer mains eyes they see that as a loss because you can literally just meme around and get a 2k on auto pilot with even the low tier killers so it never really feels earned. they see their idols like momo and otz and true talent getting huge killer win streaks and they think they're a failure if they only get a balanced result like 50% kill rate avg. to be honest you kinda are since killer role is easy mode in 2025
3. killer main politics
I watched a recent dev live stream on YouTube and a dev said to type K, S, or B in chat to see if you're a killer main, survivor main or hybrid. overwhelming the chat was flooded with K's. there were hardly any S's and B's.
this didn't surprise me. I've always noticed how much louder killer mains are on social media. there's a killer main culture where they learned to cry very very loud on social media. the moment a sensible balance change is implemented by the devs, social media is inundated with an angry mob of killer mains posting doom videos about how they're quitting dbd.
so this scares BHVR who then reverts the changes until they are a joke (cough cough...anti tunneling, slugging and camping). survivor mains complain just not nearly as loud and the most popular streamers tend to be killer mains , like otz and true talent who are basically the mascots of dbd community. and since BHVR wants to be able to say they "listen" to feedback, game design choices get largely dictated by subjective politics instead of objectivity. cause what they're largely hearing is the noise of all those K's in the live stream chat.
more examples, Reddit killer mains have a dedicated Dead by daylight killers subreddit and survivor mains have no such equivalent. they're just not nearly as coordinated in their digital outcry. or Steam reviews, there are far more killer mains threatening to uninstall if anti tunnel changes are implemented.
4. survivor mains have learned to adapt, killer mains are stuck in their ways
survivors are always adapting to new killers added to the game, so we're used to learning new things and dealing with adversity, especially the solo Q vets. killer mains are set in their ways and not accustomed to adversity, so any sensible balance change that would make the game fair is perceived as BHVR ruining the game for killers. God forbid blight and his crutch slowdown perks be nerfed...we can't be letting momo lose his nearly 2k win streak now can we. that would be far too upsetting for all the wannabe momo blights that think they're actually good.
lastly if you think about killer mains, a lot of them play a bunch of different killers and expect to perform well on all of them. so for example they put like 500 hrs into killer role but that experience is spread across 10 different killers, which means they only have an average of 50 hrs of experience on any given killer, or maybe 100 on their favorite killer. so if they go up against survivors with 500 hrs dedicated to survivor role, the survivor actually has 5-10 times the experience in their specialty.
there you have it, the hard truth about why killer mains think a heavily killer sided game is survivor sided
Comments
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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
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There is an undeniable objective proof that DbD is indeed survivor sided: the abandon mechanic.
Survivors get to abandon whenever they are outplayed. The killer has no such luxury. The killer only gets to abandon if he wins and all the survivors already abandoned before him. Otherwise, the killer has to endure whatever humiliation survivors decide to throw at him, including the two minutes of teabagging at the gates, while survivors can even skip the mori animation, because of their high survivor privilege. If this is not a survivor-sided mechanic, then I don't know what is.
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Easy mode: push them out. Less humiliating than waiting or watching them t-bag. And probably quicker than hitting the abandon button, too.
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idk how youre supposed to 'adapt' to a fallen refuge spawn where theres literally 10 pallets in safe distance of a shack vault
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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.
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this is the whole SWF > Killer > Solo Q mantra, which is false. the hard truth is Killer > SWF > Solo Q
when BHVR released stats it was evident that duo and trio SWF performed only marginally better than solo Q players. in fact I remember that in one stat release solo Q actually had a slightly higher escape rate than duo Q. the elite 4 man comp SWF is not what the average killer faces most of their matches, at least not til they've blasted through a bunch of mediocre SWF's abusing cheese tactics to get a "high MMR". even at the top level killers win more than they lose.
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actually the abandon option was designed to prevent survivors being needlessly humped for 4min. it was designed as a way to get out of a hopeless situation instead of having time wasted for no reason. The abandon option has been used far beyond what it was designed to do. Now its used as a skip 5 to 10 seconds of mori (dont see why killer cant have abandon to skip 5 to 10 seconds of hitting people out the gate, thats what survivor currently have). Also used as a free go next. one throws, the team quickly finds out whats happening and decides "this match is a bust" and they all throw…when all downed or hooked all abandon, go next penalty free. i have seen players stand by and watch as team mates drop then last player runs out not to help the team mates but gets downed intentionally just to abandon.
My point is the abandon option was designed to let players out of a hopeless match where all are downed, saving them 4min. It has been used far beyond its purpose which is why so many killer feel they should either get the same choice or the survivor side abandon needs to be reworked.
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i'd argue that it has the potential to serve both purposes, allowing survivors to escape excessive slugging or unplayable experiences, while also skipping things that waste time (mori animations at the end of the game for example). both situations are the equivalent of skipping a cutscene to me and i see it justifiable, since things like cinematics or waiting for players to leave does not contribute to the core gameplay.
i can agree that the abandon feature is being misused, but also at the same time who's to say that it really is getting misused if the person is simply tired of seeing the same things over and over again and would like to move on? i'm not defending the serial disconnectors, the people who refuse to play the game, or people who "forsee" an outcome and pre-emptively leave, but i can understand if someone quickly wants to move onto another match because something is genuinely a waste of time or isn't necessary.
the problem is how do you account for those who misuse it? it's like the usage of a gun. a gun is a useful tool for hunting, gathering, or destruction of an object. yet, it can also be used to murder or cause undue harm. unfortunately there's really no real answer to something like that outside of either allowing it for everyone regardless of the circumstance, or simply not allowing it at all.at least i can't think of a way you could successfully stop malicious intent without limiting those who do have reasonable intent.
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Or:
1: Negative experiences tend to stick with people far more than positive ones, especially in an area centered around enjoyment as the expectation.Kinda like they do for survivors.
Anything on topics like entitlement or adaptation is on an individual basis, and applying them to entire groups in anything other than colloqial meaning is straight up us vs them if refusing to do the same for your preferred side. Both killer and survivor mains have equal potential to improve or be scrubs.
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That's kinda what I said? I just think there's more psychological aspects to it. Getting humped for four minutes or 4-man slugged isn't just a time waster, it's a morale killer. The faster you get away from it, the more likely you are to queue up again. Everything is about retaining engagement. Saying it's entitlement or favoritism is just silly.
I don't think there should be any abandon options so I'm not advocating for either the ones we have or any new ones. I still get humped/bled out for 4 minutes and I just accept it, but I'd like to see in-game solutions, like fast bleedouts or self-recovery. I don't want any more reasons for abandons.
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It's always funny when people complain about killer main entitlement while showing they have survivor main entitlement.
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exactly. "allowing it for everyone regardless of the circumstance, or simply not allowing it at all."
Thats what i have been saying from day 1 and what many killers are suggesting. Allowing it for ALL, including killers. which is why killers feel hard done by, survivors are allowed it but killers are not.
while survivors can skip the mori sequence, killers should be able to skip the gate sequence.
-9 -
I'm just being realistic here. if you listen to most survivors they tell you they don't even expect to escape most of their matches...because they don't. but most killers will not tell you they only expect a 0-2K. no, they know they are the power role and feel entitled to at least a 3K average, and many killers even think 4K is the win condition. and this difference in expectation is reflected in the stats.
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I mean I'm definitely taking a break. I've played for years, I main killer, and I don't enjoy playing survivor. In the last few years killers have had our toys repeatedly taken away. We can't three gen like we used to, we can't hit off hook, can't grab a survivor trying to unhook in front of us, we can't kick generators too much, we can't be too close to folks on hooks, and half a dozen other adjustments. Many of our killers have been nerfed, some to being nearly unplayable, and if we want games that require less sweat we have to play an s tier killer like nurse, blight, or the ghoul. Even being that bhvr has even called killer players bad people.
Meanwhile Survivors have been given gifts constantly. What more pallets on maps, better perks, and huge amounts of information to each other that survivors never had.
Enjoy your longer waits. I have games that are fun where I don't feel unappreciated or disliked by the devs. I mean I'm loving Arc Raiders where I get queued with other chill players who aren't looking to be crazy competitive.
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One thing I'd add that might even be the primary contributor is the psychology of the role.
Despite how comfortable Killer has been made to feel as opposed to Survivor, there is little that can be done about how Killer feels during the trial. The spotlight is always on them. They always feel the need to perform. If they lose the 4k, it's a massive fumble. In that case, you'd think something like bots would be ideal. But then there's the caveat that there's no one to perform for anymore. There's no power to be achieved, for those who crave it.
Essentially Killer has to feel like they're the star of the trial and that they're besting their opponents in a way that is both feared and respected. It must be seen, it cannot be handed to them (everyone gives up), and they cannot be talked down to (bagging, EGC roasting, etc.) as they do it.
You can imagine how impossible that is to create and why even attempting to coddle that will obliterate the game (in my opinion).
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that's a fair point. the only challenge i have for this response is that there's still going to be circumstances where people will simply choose not to engage at all if not given an ability to escape their situation as part of the same psychological aspects you're talking about, and it's primarily because of the emotional aspect.
people don't like seeing themselves in a losing situation, period. it's worse when they're forced to confront it and they're the type of individual to try and avoid something like that at all costs. even if there's a way out via. in-game means, as long as they are still in what they consider a dead match, they have no reason to continue. i can see fast bleed-outs being beneficial and a potential countermeasure to this, but depending on how it's implemented, a player may intentionally get themselves slugged so they have access to a "legal" way of leaving the match like they would with intentionally dying or throwing a game in general.i think the issue is less so the features and the game, but instead an individual-specific issue. you can't patch out emotions or the human ego unfortunately.
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I'm just being realistic hereHard disagree. Focusing on the loud ones who you think are unreasonable is the exact negative bias I was talking about.
if you listen to most survivors they tell you they don't even expect to escape most of their matches...because they don't.Which can (and often is) caused by the exact reasons you listed, as well as others more unique to the role. Personal responsibility and maximizing agency are an end user issue, but even players you agree with are not immune to it. Someone who loses a lot but learns from ever loss will lose less over time, and someone who refuses to will fall into the same pitfalls continuously.
but most killers will not tell you they only expect a 0-2KBecause this community has toxic perceptions about how killers are supposed to "4K every game without tunneling slugging or camping, and anything less is just a skill issue." There has actually been a few content creators making videos about topics like killer anxiety, with a lot of it stemming from the standard people feel required to hold themselves to because of the sheer hyperbole of their opponents. And that aspect of it in particular is universal to both roles. Nobody wants to admit to something that would get them labeled a scrub, even if the person applying the label is being unreasonable.
no, they know they are the power role and feel entitled to at least a 3K average, and many killers even think 4K is the win condition.You'd be surprised how many killer players would rather have games not full of nonsense, with actual honest competition, more than just 3Ks and 4Ks. You're projecting a need to be validated through victory onto an entire role of the game, when it might apply to some but certainly not all (or even most imo, though its impossible to have a specific value ofc.) This type of villainization is practically mandatory to us vs them focused arguments.
and this difference in expectation is reflected in the stats.The game is centered around survivors having maximum agency at the start, with diminishing returns as the killer grows in strength relative to the resources they spend. Its also a game where one side has shared agency, while the other has individual. The amount of players who don't even understand shared agency as a concept is a far bigger contributor to kill rates at any point in the game's health than killers being big-mean-oppressive-doodooheads could possibly achieve.
Its important to note that these all have exceptions, and sometimes the exceptions are very relative to the "rule." Sometimes the vocal minority makes a perfect lil guy who needs to see the wizard for a brain. The only "truth" is that broad strokes kill honest discourse.
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This is just (another) bait topic from TC with various name/shaming against numerous streamers/players in the OP.
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Perhaps, but I know there are people that think like that unironically, so might as well lay it out in case they could learn from it. And if they're being genuine, maybe they could up their game from the perspective.
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Be the light you want to see in the dark, friendo :)
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it's calling a spade a spade and citing relevant household names as clear examples. the only "bait" factor is that it goes against the killer main victim narrative being pushed on big social media platforms like YouTube, Reddit and Twitter. I tell the hard truth whereas the major content creators have an audience to pander to so they water down their PC opinions to gain acceptance from the hive mind.
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???????? thats because people like to overly slug people and bleed them out. literally a consequence of killer players actions. they added it because they said they value people's time. not because the game is survivor sided AHA
you dont think survivors had to endure being humped for 4 minutes straight? or being picked by a teammate and the killer insta smacking you back on the ground? lmfao
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You doing ok?
It's just a game - it's not that deep/meaningful.
You just seem obsessed in all your postings at talking 'down' to people instead of 'to' people.
Also very weird to be talking about [watered down PC opinions] and [hive minds] all of a sudden.
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look…they didn't believe Jesus when he told the truth, and now you still don't believe me. I am merely a messenger of factual information. that is all.
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If you're interested in things like hard truths and narratives, you might benefit from reading up on Plato's Dialectics. Its a fascinating perspective into how subjectivism can adapt into objectivity. Its also a topic about the hardest truths of all, like learning from one's mistakes and identifying when subjectivity can be a detriment to objectivism. Instead of looking up players on social media to be angry at for their opinions, it could be a more productive way to kill an afternoon.
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we respect you for providing a perspective to the discussion, but the opening post seems to have a heavy bias against killers and language that doesn't really feel like it's meant to promote conversation with you specifically. it sounds very 'my answer is the only right answer, this group of people i'm talking about is terrible'. this is very common of bait posts and 'us vs them' rhetoric on these forums.
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I agree.
Game is heavily killer-sided. That's why in Tournaments they have to nerf them heavily to avoid them using more than one of the same perk, the add-ons they can use in their items and other stuff for the survivors to have a chance.
Oh, wait…-3 -
+1 for being a philosophy buff. you wonderful human being
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DBD League is a different game altogether but don't ignore the extensive restrictions on killer side and the fact that killer role dominates in comp (I even read the DBD League tournament rules and they nerf killer side just as heavily as survivor).
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sounds like a skill issue complaint
“first thing which happens is a new swf bully squad curb stomps their opponent when playing at their true MMR because the game balance holds swf hands. then their MMR skyrockets and who do they go against? primarily cheaters, sweaty ghouls and blights and the best killer vets Dbd has to offer. then their win streak is broken and they post a video demanding blight nerfs. like yeah, when your opponent is primarily the sweatiest upper skill bracket with a bunch of subtle cheaters in the mix, that's gonna feel killer sided. but you're ignoring the huge percentage of killer players that you effortlessly escaped on auto pilot to get to that point.”
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false equivalence. best SWF streak by Team Eternal is something like 300, best killer streak by an S tier is almost 2K. that's a 20:3 killer to survivor ratio in terms of skill ceiling potential.
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You need4 good players vs 1 good player. If one player makes a mistake in that swf can cost the whole match. Normal that swf would have less winstreaks. Also, the winstreak enders tend to be billy, ghoul, blight, what about the other like 35 killers?
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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".
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The bleedout would have to have triggers. Maybe a 30s timer before you can start it, or when someone is slugged for the 4k. That would end that concept, since bleedouts aren't kills and the killer wouldn't want to risk the loss, so they'd hook. As it is, you can just abandon when you've been downed a few times, which is crazy. People are doing it my matches when there's sabos in play and I can't pick them up. I had a pair recently in a match abandon with almost no one having been hooked and 5 gens still up, because they kept trying to sabo and I kept downing them.
When they first mentioned the surrender option, they had said something along the lines that there would be big rewards for toughing out the match instead of using the feature. Whatever those were meant to be, they didn't seem to happen. There needs to be some satisfaction gained from matches you can't win.
But if the abandon option wasn't screwing up personal stats and MMR I would be less mad about it.
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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."Then what is survivors positioned so that they fall out of the exit when hit, on a killer without a basekit means of blocking the exits? Or even be in a position where things like heal tech make the skill requirement slightly higher to maintain that inevitability? Is that not a similar checkmate to waiting for a mori? Or is the fact that it's a cinematic the sole difference?
I know you're not defending how loosely it is applied to survivors in its current form, but the equivalence is only false because of the lens you're putting it in. Both sides absolutely have checkmate scenarios where the winner would need to actively weaken their own position to give their opponent a chance. The main reason I don't like that discussion is because people pick and choose which aspects they focus on while invalidating others.
-1 -
thats not the point at all. even without the mori, last person downed can just abandon even if the killer just hooks. They could have DS or wiggle free when killer is hooking but they still have the option to abandon.
killer downs a survivor twice, they get healed twice….they can play it out, the match is far from over but yet survivors can still abandon. Its about the choice. killers with no basekit ability to down a survivor at the gate knows the match is over regardless of technicalities. i mean teachnically when all survivors are slugged, match isnt over…. 1 can still crawl to the hatch location and get a lucky escape.
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You have valid points, sadly this Forum is not the place for that. This is a giant echo chamber with lots of Killers who REALLY struggle at the game. Here you can find people who say they play at the highest MMR and say things like "90 second chases are fast" or claim that Survivors "abuse" the AFC because they did not realize that the Survivor they were chasing next to a hooked Survivor has left the area and they chased themselves for so long that the Feature triggered. Yes, I am not joking.
I want to go over your points:
MMR Inflation
I would agree. Because there is one simple fact - it is easier to increase Killer MMR than Survivor MMR. If you tunnel (which most Killers do who want to increase their MMR), you will have an easy game once it is a 3v1. So if your tunneling at 5 Gens was successful, the game will end in AT LEAST a 3K. There is not really any other possible outcome, except the 3 remaining Survivors are far better than the Killer. However, if your teammate gets tunneled out, you will most likely die, because again - the game is not really winnable at this point, unless your remaining teammates are far better than the Killer. You can be good at chases or be efficient, but with 25% of your team lost early, it is hard to come back from this.
And because Killers can inflate their MMR like this, they will reach a point where they go against very, very good Survivors who almost always escape. And then obviously tunneling becomes harder, because those Survivors are hard to catch and even if you tunnel, you will most likely have problems with the remaining Survivors. Plus they will in general bring better Loadouts.
Entitlement
This is a very good point. Killer players seem to think that they NEED to win basically every game. Even if that is not true. And if they dont win a game, it is because they claim the game is survivor-sided. The game being survivor-sided is something which is not true for many years at this point, it is something which gets parotted because it was true until 2019 or so. Same Killer Mains also claim that they always go against good Survivors OR that all Survivors are bad, but they still win, because the game is so survivor-sided.
And yet you have people who play DBD for a living and win almost every game. And if you bring that forward, the response is usually that you cannot compare the average Killer Main to those players. Which is true, but then the next question is - if people who play the game for a living and play multiple hours a day rarely encounter very strong Survivor Teams, why do those people think that they only encounter good Survivors? The truth is, if you are not good at the game, even an average person can seem too strong for you.
Killer Main Politics
Sadly it is true that there are Killer Main Politics. And this will not stop, until the Devs have some courage and actually implement changes they have been working on. Because the Devs now backpaddled at least twice in recent times with the Anti-Tunnel and Anti-Slug changes. And they really should stop listening to the loud people and just blindly follow what they say. The correct way to implement the Anti-Tunnel changes would have been to bring them to Live and then tweak them. Increasing the Benefits for not tunneling, lowering the penalty for killing a Survivor early…Whatever would have been needed, because their idea of actual punishments for tunneling and actual rewards for not tunneling was great. Give people time to play and adapt to the changes. Yet both times they listened to the loud cloud of complainers and almost everything got scrapped. And because this happened at least twice now, Killers will ALWAYS do that if something gets into the game they dont like. A few years ago the Devs still listened, but did not do kneejerk reactions or blindly followed the loud people and this was way better.
Another example would be the changes to Breakdown and Wicked. I think both Perks would have been fine in their PTB-version. Yes, Wicked seemed to be really strong, but in the end, Killers dont need to hook people in the Basement (and barely do it anyway, because Pain Resonance exists and the way to the basement usually wastes too much time) and if a Survivor purposely goes down next to Basement, every semi-decent Killer should know what is going on. And Breakdown would have just been a decent Perk which would have found its way into some Builds.
And yet again - instead of testing, the loud people won.
(You can argue that the Pallet Density changes were also the Devs listening to the loud people rather quickly.. But Pallet Density was a mess overall and complaints were justified for many maps, even tho a full revert would have looked better for the Devs instead of going 180 and make maps super unsafe… Especially because a full revert would have also meant that Haddonfield would have been very killer-sided again, but nobody would really care since the map would be gone anyway)
Survivor Mains adapt
Fully agree here. The funny thing is that Killer Mains usually say that Survivors have to adapt, but if something is changed on Killer, they dont want to adapt but start to spam the Forums and Social Media. But I think that the main reason is that Survivors simply had more Nerfs in the lifespan of the game (which is an undeniable fact, even if some funny people really think that Killers get nerfed every Patch and Survivors get buffed every Patch). And while many of those Nerfs for Survivor were completely justified (since Survivors were busted for the first 2-3 years of DBD), it makes it easier for Survivors to adapt, since they are basically used to getting their things nerfed. For Killer, you dont really see that. If there is a Nerf to a Killer, you only see them slowly adapt to it.
So yeah, overall you are speaking the truth. Even if many people wont like it. Because they are stuck in their way that the game is survivor-sided and to play Killer you have to be very good, which is just not true (anymore).
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survivor mains have learned to adapt
Lol… Survivors adapted so well to Skully, right? (Second version was more than managable)
Whenever there is new perk / killer, they don't complain about it, right?
Survivors are exactly same as killers. It's funny to think otherwise.Balance of this game is same as it always was
- Top tier killers / SWF
- Most killers
- SoloQ / Lowest tier killers
But even after this, it still comes down to basically how much you want to win the game and that reflects your playstyle and build. Doesn't matter which side, both can came into the game with things, where other side kinda lose by default unless they match it...
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when BHVR released stats it was evident that duo and trio SWF performed only marginally better than solo Q players
Also when they released stats, it was clear Nurse is not the best killer in DBD… It's almost as just playing best thing you can do, won't compensate lack of skill.
Fact is SWF gets you on par with best killers in DBD. But neither of those can save you, when you are just bad at the game.
Killer > SWF > Solo Q
Those have to be some really bad players, if they are worse than low tier killers…
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Here you can find people who say they play at the highest MMR and say things like "90 second chases are fast" or claim that Survivors "abuse" the AFC because they did not realize that the Survivor they were chasing next to a hooked Survivor has left the area and they chased themselves for so long that the Feature triggered.
How dare you imply that these all people who know they're upper MMR because vibes could be wrong. Everyone knows that if you want to be upper MMR then you are. It's a wish-based system.
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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.
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Nothing else to say but this^
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while you are right some people believe they are in high mmr when they are not but when people maintain very high kill rates for years then logic says they would or should be in high mmr. if someone getting 4k match after match for years doesnt get someone into high mmr than im curious what would?
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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.
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yeah you have no good counter argument so you want to silence the truth, it's your political agenda. everything I am saying is based on observation including in-game but also the trends on social media. of course what I said does not apply to every killer main but there is definitely a trend if you are paying attention. it is necessary to generalize because I'm talking about the general tendency of an entire demographic of players. the purpose is to challenge the hive mind narrative which gets pushed by the biggest content creators.
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Interesting how Killers lose their #### over waiting two minutes for Survivors to leave, but they're fine with waiting twice as long for Survivors to bleed out.
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thats making the assumption that all killers that are complaining about it would slug for 4min waiting for them all to bleed out….. which is unlikely the case. i know i havnt intentionally left someone bleed out for 4min because i play to win not to be toxic.
much in the same vein, survivors are ok hiding all match up to an hour when its 2 v 1 hoping 1 dies so the other can get the hatch but they complained about 4min? cant tar everyone with the same brush and not expect the same in return
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much in the same vein, survivors are ok hiding all match up to an hour when its 2 v 1 hoping 1 dies so the other can get the hatch but they complained about 4min? cant tar everyone with the same brush and not expect the same in return
Except in that situation, there is still hope. When everyone's slugged, there's no more hope.
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there is hope when everyone is slugged, someone could have a perk to recover. slugs can move….when all spread out the killer cant defend all slugs, a slug could crawl to a hatch spawn location so when the other 3 bleed out hatch is an option. there is just as little hope for a slugged survivor as there is for the killer with literally no possible way to down a healthy survivor standing 1m from the exit so you cant swing the "hope card" to justify kicking up a fuss over wasted time because it still applies to both sides
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Buddy…why are you letting them tbag you at the gate for 2 minutes? That's a problem you're making for yourself. HIT. THEM. OUT.
I seriously need to understand something. Why are killer so thin skinned? It's tbagging. It happens in every pvp game, but dbd is the only game where tbagging is seen as such a detriment to someone's mental health? For god sake, read what you said "Bleeding the killer of his sanity". If such a mundane thing is THAT harmful to you, maybe pvp games aren't for you. You all make tbagging out to be the worst crime imaginable. It's pretty pathetic.Post edited by BigKingWoof on4