General Discussions

General Discussions

PSA: Surge Counter

Member Posts: 603
edited March 14 in General Discussions

Because of my games yesterday, I consistently kept getting Pop Goes The Weasel and Pain Resonance (I didn't even know Surge was so large - 32 meters).

Due to the consistency, I find that not many people know that you can indeed deny Surge its value by simply going into a locker right before you get downed.

As Surge works on basic attacks, if you notice a killer is running Surge, and keeps getting value from it - simply vaulting into a locker can deny them it. Edit: (obviously do this when injured). When you're in a chase and you're injured, you know the killer has Surge - you can jump into a locker to deny the Surge value.

I do hope that Behavior looks at gen spawn logic due to how close gens are and how small maps feel like with the retweaked loop system that they've made - it practically net-buffed Surge from how close gens have become.

It's gotten to the point where I dread loading in on Grim Pantry (usually the map spawns so many clusters of gens opposite side of main) where main has one gen on one single side.

They really need to go back to the whole basis of gens where one side has a spread out amount of gens and the opposite has a good mixture as well. Otherwise this game will not keep its newer player base and more veteran players will continue being upset and give up due to how close gens are.

There is no reason for gens to be in clusters of 5 gens all in a close radius of one another and the combination of this with no fog makes the game dreadful to play without a person with Deja Vu on.

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Comments

  • Member Posts: 2,120

    The 3-gens are getting worse.

    But, honestly, with maps like the recent Haddonfield, you can't really choose.

  • Member Posts: 603

    Yes, I've been pondering to just make a video on how to counter specific killer perks as I am very surprised to see that no one talks about Surge counters.

    A lot of the counterplay in this game involves a lot of playing how you normally wouldn't play!

    Especially in the case of Knock Out, which is what I highlighted earlier in the weeks. Hopefully my post reaches others to counter Surge due to the often large radius it encompasses with how small the gen spread is currently in the game.

    I understand how frustrating it is to have a gen have great progress to not only have Surge inflicted on it, but Pain Resonance and PGTW. So, I started developing that habit that once I recognize a killer has Surge, I jump into a locker to prevent further gen regression. Cheers, Buggy. 🎉

  • Member Posts: 2,007

    I’ve seen quite a few people hop in lockers with no DS, while in chase lately; now I know why. I always found that odd. Thanks.

  • Member Posts: 603

    I mean, I also force a grab if I'm the second to last survivor as I don't want to be slugged for four minutes additionally.

    I have specific things that I do, Surge included ^ as that is the only genuine counter to Surge, lol.

    The other is simply because I just want to get out of the game when it's quite obviously a loss and I don't want to be slugged for the 4k. 😊

  • Member Posts: 9,444

    Onto the next perk already.

  • Member Posts: 939

    I do it almost always to waste killer time when its like the last gen being worked on, a myers( until tombstone piece is reworked ill always assume they have it) is in evil 3 or overall stacking, prevent legion from stabbing my entire team or overall am about to go down, letting killer hit lockers then forcing you out is funny too boot. love when they think I have head on and keep backing up and forth for at least 10 seconds lol

  • Member Posts: 603
    edited March 15

    Lmao, what's that supposed to mean?

    Because I mentioned a counter to an already popular perk, haha?

    But people can talk about deciding to not hook people because gen regression is "too weak", right?

    Yet that's what I got all game two days ago, so it's a problem if I counter your perk?

  • Member Posts: 603
    edited March 15

    Yeah, I usually play with a duo typically so it's easier to figure out when a killer has Surge.

    If I am playing soloq, I still do the same - I just know that if I'm working on a generator and the gen blows up (32 meters is rather big), I just know for my next chase that once I'm about to go down I always normally jump into a locker to prevent further gen regression.

    I also normally take Deja Vu into a trial when solo queuing anyways and I'll always take the killer away from their three gens, so those gens can pop and the game gets easier. I think that's a huge reason why I can't relate when people say solo queue is bad for them, I usually have great games, but I usually only focus on three gens, I break them, and when I am in chase I always chase on the opposite side of the three gens. 😊

    Edit: a fun thing that I like to do with Wesker and Legion is that once they vault something, lets say a pallet or a window - I will vault back into the pallet or window because they are in animation of having their feet drop on the ground.

    I have had a feral frenzying Legion hit the pallet as I vault over it, along with a Wesker being on the other side of the pallet as I switch sides back over. I call it the, "Bait Tech" lol. ☠️

    Gives you some space between them, especially Wesker as his dashes are strong and closes the distance between you and him (and slowing you down if you're fully infected).

  • Member Posts: 17

    You know the entitlement is real when the survivors are complaining about a rarely used killer perk...

  • Member Posts: 698

    What the hell are you hopping into a locker because of surge for?

  • Member Posts: 698
    edited March 16

    Its a trade off though. You are countering the perk sure, you are also making pickup and pressure faster. All to avoid "POSSIBLE" generator regression.

    Possible being that you will only regress generators that are in its area, which may not be something your team is even working on/worked on. And you just gave the killer a quick grab rather than going down on a pallet or going down for a flash save etc…

    Or you just gave the killer a fast pain res/pop, that regresses the almost completed gen you wanted to avoid surge with, but now just gave the killer even more regression….

    The amount of ######### that could go wrong here, from you avoiding surge on…. a guess on A LOT of different things

    DISGUSTINGLY

    Outweigh,

    The amount of disadvantage of surges 8% regression.



    I guess if the situation presents itself and you KNOW all these things(parameters),

    Cause in soloQ, we just have all this information in those matches right?


    Sure go head, hop in a locker because surge.

    I personally wouldn't, in nearly every circumstance. It would have to be so NICHE, for me to even consider it.


    This is the equivalent of always 99% a gate when only very little times you should do it, resulting in you killing your entire team.

    Which happens wayyyyy too often, "because me see streamer do it, so me copy streamer"

  • Member Posts: 603
    edited March 16

    Okay, sure I denied a flashlight or flashbang save but at that point I would rather have my team doing gens than a hypothetical flashbang/flashlight save. Edit: that's even if the random Nea can get the flashlight/flashbang save unless they're running Background Player, hovering me the whole time (one person off a gen during my whole chase is horrendous), and potentially or not potentially getting the save - I will take my chances and minimize the general circle of a radius that Surge does to prevent multiple gen regression as a whole.

    I saw no one mentioning a Surge counter - even when I take a quick Google search - no counters were discussed.

    Possible being that if I go down near generators, 8% is applied like you've mentioned - in combination with other ones like Pain Resonance - usually I play with people - soloq specifically that know how to counter and let go of the gen. Pop Goes The Weasel would also be applied to a further out gen causing more regression as a whole.

    Are you arguing against 99ing a door? Sure, if the whole team is reset and you can ensure everybody is able to get out - yes, you can open the door freely. But opting to just open the door to open the door also kills your team depending on the endgame that is presented to itself as survivors can be overly altruistic in general.

    There isn't much of an issue with 99ing a door, now if you're 99ing a door and you don't open it when you recognize a survivor is running full speed ahead to you, yes - go ahead and open the door.

    People 99 doors specifically to counter endgame perks like NOED (they need time to go and search for the totem), Blood Warden (to prevent the exit gate from being blocked as a whole), and to allow their team to reset and take bodyblocks when necessary.

    I wouldn't want a random survivor or my teammate to hover over me for a potential flashlight save or flashbang save - at least I would rather them to be on generators for the best chance of survival as more gens done = the higher chance of getting out of the trial with more people alive as it minimizes tunneling out a survivor.

    But again, you're talking to someone who is constantly on gens so I would rather take the locker attempt, have my teammate (they typically do) get off their gen in preparation of Pain Resonance - again, you're thinking I am doing this every time I am in chase which is redundant and assumptions on your part.

    If I recognize that the killer has Surge as they will typically down another person and my gen is affected, in my chase with them I will hop into a locker especially if I am near many gens that I know are being worked on. 32 meters is a large radius to encompass for how small gen spreads are. I have had someone go down in the corner of Toba's Landing (opposite side of main) and my generator behind main on the other side is affected, so I'd rather take my chances. 🙃

  • Member Posts: 698

    I brought up 99ing a door because,

    much like your counter to surge proposal here as a general rule to "just hop in a locker".



    Which to say again, dont do it people, this is not a good idea.




    People think you should always "just 99 a door" to give more time at the end game.



    There are specific things that have to fall into place, and generalizing these things,

    Like your post says,

    Is not something anyone should do.




    There's a reason noone really does this. And noone has really posted anything about it (your words)

    And its because it would more than likely, lead to worse outcomes, than good ones.


  • Member Posts: 2,131

    The two of you play differently. Its all good. Both perspectives are appreciated. :)

  • Member Posts: 603

    So, you're asking me to rely on a random teammate for a potential flashlight save that they may or may not pull off?

    On top of that, let's say the save was successful. That's 8% in my 32 radius of my dead body, I get up, I get into a chase once more (I will bargain that this random will not take a protection hit anyways) so, I'm in the injured vulnerable state the entire time. I'm not magically healed and it doesn't remove my injured state, I will inevitably go down once more (another 8%) on my dead body. Sure, Nea could continually hover over me but this is generally a waste of time as a whole with 16% now being triggered around my two downs.

    Now couple this with Pain Resonance (20% and more if the survivor doesn't let go) and another 20% from PGTW, this is a lot of regression going on. You're acting like PGTW, PR, Surge, and another gen regression or another choice of your perk is not a build that you see consistently.

    Evidentally, Mr_K recognized my counterplay by highlighting that they need to use another perk as I mentioned counterplay to a "niche" #7 most used perk. Gen regression is primarily used in mid to high MMR, which is where I am.

    Therefore, yes I will take the more reliable route of denying Surge its value than have a hovering Nea do more and more damage as Surge works on every single hit that a survivor undergoes to go into the dying stage. My point is to minimize gen regression as a whole - I routinely would face killers with a myriad of PGTW, Surge, PR, DMS (pairs strongly with PR), Corrupt Intervention - and by implying that these perks are niche is absurd.

  • Member Posts: 698
    edited March 16

    And I think the best part about this is like pre-routing yourself to a locker. Otherwise it just wont happen. Usually you have this ammount of freedom with Meyers, because you just assume the worst of your team and hes always 99d with 1 of of two broken addons he has.

    Like you usually are not at this amount of freedom in the game when you get downed. That, or you are severely nerfing pathing to always be next to a locker when you suspect surge making a giga play and you feel like you just cant make the chase any longer.



    Im glad you play like this and think its great, its just not realistic.

    And also terrible advice.

    Edit: Niche was your situation you painted to where it would be good to get a locker versus surge. Not the perk itself. Cmon now….

  • Member Posts: 603
    edited March 16

    @ChuckingWong

    Brother, you know exactly what I mean when the comment above yours mentions how Surge is niche.

    I can talk about multiple things and not particularly be you, I am aware you are calling it niche due to me choosing to deny a perk its value.

    I am aware it is niche, hence why I shared it on a game forum … that I am playing ... to other survivors who by the way ... come on here for discussions lol.

    Edit: that is what the forums are for, right? It's not just hey, killer main to killer main - let's exchange tips. Imagine me having the most neutral takes on here, along with the neutral topic at hand and I am called an entitled survivor main. My lord, apparently sharing a tip makes you entitled.

  • Member Posts: 698
    edited March 16

    1)Plethora amount of lockers around?

    No, no youre mistaken. This is maybe true on a couple maps but the majority of them this is not the case.*****


    Just search the forum for how many dredges are constantly annoyed by this problem.



    Bunch of things here which I am unsure why you are responding to me about them.

    2) Never said you were an entitled survivor main, not sure who did.


    3) Never said gen regress is weak

    4) Never said anything about fog

    5) Never said anything about map nerfs/deadzones and terrible loops (in this thread at least) ***
    Which is where you get caught in maps more common now, and you will not have any
    Ding ding ding, lockers to hop into.

    Yamoka for like nearly 1/2 the map after a single pallet is broken. (sanctum of wrath)
    Coldwinds (rotten fields lol)
    Hadonfield (only lockers in houses) Unless you are seriously running to the friggen dead pallet on the 2 bushes on either side lol
    Ormond
    Shattered sq
    Toba/Alien (garbage delete please maps)

    Most of these maps gens are so spread out (because they are outside) I dont know why youd get in a locker to counter surge that wouldnt reach anyways.

    And theres almost NO lockers in these variations im giving the HARD variations where its pretty much blank everywhere.

    6) Never said to rely on a random survivor who hovers all game….


    *
    **** I think what this entire thread is, is about indoor maps which is where this can be true.

  • Member Posts: 603

    Alright, let's go back and forth shall we -

    You know, there is a difference between a survivor directing themselves to a jungle gym or main (loads of mid to high MMR survivors do this) - obviously, you will be in situations where a locker is not nearby but to compare this to a killer who relies on lockers isn't a strong argument.

    When I loop a killer, my first instinct is to run to tiles where there are pallets that I know from playing for thousands of hours. My first instinct is to spot a pallet, go to the pallet, greed/predrop depending on the killer I am going against and chaining tiles together. Eventually, I am going to reach or at least be near a jungle gym. Again, you are assuming that I am going to take a locker after I get hit. No, if I am looping and I do not know that Surge is active I will not do it because there is no point of doing it.

    Comparing ^ to a killer like Dredge who relies on his lockers and having them be a little away from gens and having their lockers locked are a bad comparison. I should know because I've also played Dredge (the survivor main that I am 😜) - these are not comparable. It's easier for me to find a locker to get into to deny, let's say another perk - A BBQ mobility killer, so I can continue doing my generator uninterrupted versus a killer like Dredge that can have it disrupted if they're teleporting to a locked locker or one that is not so accessible near a gen - redundant point and two entirely separate situations.

    Maybe if you noticed, that was me pointing out a multitude of issues that were wrong with the game that needs to be addressed for both newcomers and veteran players. I have been saying for the longest time that they need to recognize the WHY people DC and go next, versus continue to ignore these issues that continually persist.

    Many people on the forums and even the Reddit itself have posted pictures of gen spawn logic where they still have not fixed, still have done nothing, or even acknowledged it.

    Notice how a lot of the maps that you mentioned all have jungle gyms (lockers), main building (lockers), and shack (lockers). You're acting like I am doing this every single time I am in chase - if I'm near a locker, I go into the locker. If I'm not near a locker, I go down normally and crawl to a pallet or crawl outwards in case a flashlight/flashbang save is possible.

    You are the one insinuating that I, myself, am always in these perfect situations where a locker is magically nearby for me to go into it. My counterstrategy is works when I am near a locker to deny its value, it is not hard to find a locker to jump into as a survivor and comparing that to killers who rely on lockers is not the same type of argument.

  • Member Posts: 698

    You keep taking things I say and not like…. responding to what I am saying

    Ie:
    Niche situtation - you applied it to the perk surge
    Dredge - you think I am countering your entire argument with dredge.


    And then loading up a comprehensive list of things …. I havent said to you.

    Keep things short and …. what I say I think is the advice here.



    Keep the other things out. Entitled survivor main, and all that other crap that I didnt say.


    ————————————————————————————————————————————————————————————————-

    Your entire idea of countering surge, seems to be more of a indoor and small map sort of situation. And still knowing a lot. *

    As you wouldnt need to do this on coldwind, yamaoka, hadonfield, autohaven, swamp, springwood, forest, ormond, Eerie, GOJ/Greenville, …… they are large enough… etc…



    Pretty much the only maps that would should be attempting this on would be:
    -Lery's
    -RPD
    -Gideon
    -Hawkins
    -Midwhich
    -Dungeons and dog sh…


    Everything else is spaced out enough.




    *Which if you have all of this knowledge. Its undeniable what you should do.
    The real counter here is not to go into a locker, but to run edge map. Which would … actually help far more than giving a fast pickup/hook/locker grab.

  • Member Posts: 603
    edited March 16

    Like I mentioned prior, I can respond to you and what @DarthYooDar45 said.

    Sure, you didn't mention that but bringing up a lukewarm argument that Dredge complaints in lockers is the same as a survivor finding a locker isn't the same.

    Does Dredge have to go up to a locker and search it to go teleport elsewhere? No.

    Dredge pulls up his power, teleports to a locker, that may or may not be locked. Those are two separate actions and comparing both of those are an oversimplification.

    You keep going on and on about how unrealistic a locker is for me as a survivor to get into - yet lockers exist in many areas, especially near gens unless they're in a corner where a deadzone is located - still you can walk a few feet and go into a locker - look at Temple of Purgation and Mothers Dwelling as prime examples of these generator spawns.

    The whole point was that if you are about to go down, you're near a locker, the killer has Surge, you can deny its value.

    You are the one overanalyzing and doing all of these "what about, what about, what about" scenarios that do not matter. If I am near a locker, I go into the locker to prevent Surge. Like @Spare_Them_Mori_Me mentioned, we can have two different playstyles and you can do your little strategy and hope that a survivor is nearby for a save. I would rather have my teammates doing gens and for the MMR bracket that I am in, they do that - they do them separately and don't double anyways.

    So, most of the time when I load into a game - all four survivors are doing gens. If someone goes down and I notice Surge, I play around Surge, that is all.

  • Member Posts: 698

    Again I have no idea what you are talking about here.


    Dredge is something I brought up for your "lockers are everywhere" idea.
    As they arent, and map RNG is a real thing with lockers.



    Your list of knows for your strategy:
    1) You know the killer has surge
    2) You know there is a generator within the area of surges activation
    3) You know the generator has progress

    And you chose to, when you are about to go down, path to a locker. To counter the perk


    If this is the case, why not, path outside of the generators range?
    Ie: Edge map?

  • Member Posts: 603

    And how does edge map work for the hypothetical attempt of crawling underneath a pallet or having a hovering teammate flashlight save?

    Surge still gets value for going edge map regardless - my counter completely voids Surge.

    This is my last response because this conversation is going nowhere and it's just, "What about this, what about that, what about here, what about there?"

    We're talking in circles at this point, I look forward to others and their responses - thank you for the conversation, Chucking.

  • Member Posts: 698
    edited March 16

    Again. Hovering teammate is just one option.

    If you play at the MMR you keep bragging about then flashlight saves (hey another thing that is commonly complained about on the forums), should be pretty common. Or pallet saves (cant imagine why killers slug survivors sometimes).

    Free hook and fast pressure, with no way to save you by running into a locker< < < < < < < < <just going down


    Its not a what if its just a why not.


    You apply the same logic to the situation you do for a locker but for edge map/away from the generator.

    = Killer farther away, wipe animation, pick up animation


    You just dont like that its a better option is all.

    Ergo:

    What the hell are you hopping into a locker because of surge for?



    PSA: Counter surge
    Run away from generators not run into lockers. Or play as a team, dont brag about MMR but then say your teammates cant pallet/flash save you.

  • Member Posts: 2,131
    edited March 16

    @CautionaryMary @ChuckingWong

    Personally, I'd rather just not proc surge at all and keep running the killer. Ideal scenario, right?

    So now if I know the killer has surge, I have options!

    1: Hop into a locker before getting hit so Surge doesn't proc.

    ~I would do this if I had the game sense to know if I could get away or not. If there are no gens in vicinity to pop, I would rather be hit to the ground than use the locker strat. But the locker strat does have its time to shine. It's all about where you are at the given time.

    2: Run to edge of map.

    ~This is if I am already kind of there and again, if there are no gens around. If it's a corner gen and Surge is in play, locker strat still wins here. Hopefully its shack corner.

    3: Continue running, using up map resources.

    ~If its mid to late game, this is always a great option. But it is solely dependent on what's been used and how good you are at looping, AND trumps both locker and edge strat. In fact, it trumps any strat with 'going down' as the end result.

    I see both your points, but I don't understand why it has to be a wartime battle and not a conversation.

  • Member Posts: 698
    edited March 16

    Cause the locker strat requires way too much guesswork which if you have all that, just run away from the area. Not give a free grab, fast hook, and fast team pressure.

    The idea with 3rd point of just not going down, is good as well. Continue using resources.


    Its more of a planning to be downed approach. Like you know you are going to an area where youll probably be dead (dead zone)

    Which…. just go edge map/away from the generators. Which the overwhelming majority of maps in this game, this works on. Not much unlike the locker guess and hope strat.

  • Member Posts: 603

    No, if you are injured and you are going down - you go into a locker to prevent Surge entirely as it only works when survivors are going into the dying stage.

    Example: I know a killer is running Surge because I take a mental note myself (I do this a lot when I play both soloq and with SWF) - I remember that a killer has a specific perk.

    Let's say I am in chase chaining loops together and I am about to go down, I am already injured. There is a locker nearby, I am already injured, I completely void Surge from multiple gens in general.

    I am aware of "comp corner" and dying in a corner, it still does not prevent Surge from proccing - which is the entire point of what I'm saying.

    The difference between pick up off the ground versus locker is negligible - given the scenario is either go into locker to prevent Surge entirely or to have Surge proc on multiple gens if going down.

    Going into a corner to prevent Surge, sure - you can do that - but why willingly take yourself to the edge of the map to a complete deadzone to prevent Surge? It still procs regardless unless there is legitimately no gens in the 32 meter radius that you're downed in.

    The strategy I said prevents it entirely, which is the point of the post regardless as in an ideal situation dying in a corner involves you willingly putting yourself into a dead zone for a "niche" scenario that we like to throw the word around in.

    Relying on a teammate who may or may not help you isn't feasible either, hence why my strategy prevents it as a whole.

  • Member Posts: 9

    Some days it seems to me like my fellow survivor players won't be satisfied until the Entity itself spawns into the match and holds our hands throughout.

  • Member Posts: 603
    edited March 16

    How does that relate to the post other than basic ad hominem?

    Where do I say that I want survivors to be hand held? On the contrary, as I am sharing a tip to others.

    Is this not what the forums are for or should I see myself out somewhere else where people talk about gameplay strategies in a video game we all play?

    Where is the handholding in my post, hm? 🙂

    Edit: You know, I expect the same discourse when killers decide to give tips to others.

    I guess Otzdarva, Scott Jund, and Hens all hand hold killer mains by sharing tips and strategies, correct Mikey?

  • Member Posts: 2,336
    edited March 16

    ad hominems left and right on here. That’s how you know they have no gas in the tank for a discussion, it’s just passive aggressive insults and name calling. Also locker jumping for surge is 100% the better play tactically when you’re between a rock and a hard place. I would do corner as a last ditch effort because there are literally no other options. Realistically people should be looping as close to progressing gens, and using locker hop to dodge surge as long as possible, and then chaining so you’re not creating dead zones where people have to eventually move to , to do other gens after. Also correct going to a corner doesn’t stop surge if there’s a progressing gen nearby.

    Post edited by HeroLives on
  • Member Posts: 66

    What a surprise, survivor main complaining about a gen regression perk while explaining about how it can get completely denied.

  • Member Posts: 603

    Yes, people might think me saying the casual base can't chain loops together is handholding.

    But Scott Jund does the same about syringes and even mentions how he wins most games, but we need to think about the average killer.

    But when I mention a tip and how loops are progressively getting worse for the average survivor who cannot effectively chain loops and tiles together, apparently that's a handholding take - yikes.

    Going down into a deadzone is a horrendous aspect, you go down, get hooked in that edge of the map with nothing there to protect you - good luck getting out of that one, tunnel target.

    My counter effectively avoids Surge as a whole, yet I have people trying to tell me how niche the perk is, when it's a perk many utilize and even I use on Onryo. It's quite telling, isn't it?

  • Member Posts: 2,336
    edited March 16

    while I’m at it the maps are too small, and some of these killers are too fast for these gens to be spawned as closely as they are. I said what I said. For the love of the entity please space out a lot of these gen spawns, they’re ridiculous.


    add more buildings with height if you have to. Just spit balling.

  • Member Posts: 2,336

    only gas they are cooking with is light. You’re 100% correct. You didn’t even say nerf surge, just hey this works against surge and brought up a lot of concerns that most survivors have, only for it to be completely derailed and have no real input added. Your concerns are my concerns as well.

  • Member Posts: 173

    The amount of salt this thread caused which is basically a can be useful advice is astonishing.

  • Member Posts: 603

    Thank you, Boris - adding on in a positive way.

    I have no idea why it garnered so much salt when all I said was, "jump in a nearby locker to prevent Surge."

    I only made this post because my friend thanked me for telling him that tip and how he wished his soloq teammates did it.

    I make this post and everyone is up in arms over it.

    I always come at people respectfully at all times, I give advice when needed, and I have never had any "entitled survivor main" takes since I've been on this forum, so it's funny watching people label me as one for simply mentioning a Surge Counter and things I wish the game would do better.

    It's very eye-opening.

  • Member Posts: 603

    I'm slowly waiting for myself to be called a Sluzzy, lowkey. I feel it'll come sooner or later. 😂

  • Member Posts: 2,336

    hey some of their takes were spot on sometimes underneath all the boisterous stuff.

  • Member Posts: 603

    Lmao, I always kinda laughed when Sluzzy would make a post and everything.

    I agreed and disagreed with her at times, more likely I would probably disagree with her if she was still here on the forums.

    But I hope that Sluzzy still sees that I will carry her torch, but in a more balanced and respectable way. 😎 Still miss her and her exaggerations at times, however. Forums aren't the same without dear ol' Sluzzy.

  • Member Posts: 2,336

    lol. A heavy torch to carry. Your take is incredibly balanced, and very true.

  • Member Posts: 173

    I believe the "survivor main vs killer main" mentality has always been bad but it just feels worse compared to many years ago.

  • Member Posts: 603
    edited March 16

    Yeah, I think with that it's because it's inherently a PVP game at the end of the day.

    You have one side who plays for wins, another side playing for wins.

    I've noticed that when you compare the famous people from both sides, killer and survivor - a lot more killer main focused people are quite analyzing, similar to myself - think of an Otzdarva.

    I don't think survivors really have an equivalent to an Otzdarva. Many survivor content is more focused on flashy saves and chase oriented things. I hardly if ever see survivor content geared towards helping one another other than looping tile related videos that you can find online. It's very odd in a way, lol.

    You have many analytical people on the killer side, hence all of the plethora amount of knowledge, tips, and strategies there.

    Then I just come on here, trying to share a little tip that I found, I've been doing it for years - I thought it was more common knowledge but I guess not - hence, the amount of backlash my post got.

    You'll have people who say survivors suck and how they're in such a horrible state, I won't name names - but yeah... You try to name out a tip to help fellow survivors and it's just ad-hominem attacks galore. You can tell how tribalistic the forums are, I just didn't know it was that bad for it to be centered on me just sharing a tip to others.

    You'll be thinking I said something awful to some of these people, it's always passive aggressive behavior and I really have no idea why Dead By Daylight has cultivated that type of conduct, both in killer and survivor. People are just stuck in their ways metaphorically or just are so used to having emotional spats with one another. I'm not gonna have an emotional spat with anyone on anything on here, it's a waste of my energy, either you take the tip or you don't as @Spare_Them_Mori_Me said.

    I appreciated them earlier because I never promoted people to play like me, it was simply me sharing information.

  • Member Posts: 622

    Just wanted to pop In and say thank you for the tip, and I’m sorry people have been demonizing your intentions. Not long ago you were the one who gave me the locker tip when knock out was in play. I was really thankful for the advice and it sucks to see you doing the same thing for others and then getting baselessly attacked.

    Honestly, I try very hard not to fall into the us vs. them slope. I try and catch myself if I’m leaning one way too much or not being sensitive to an issue I may not have extensive knowledge about. We all have our personal biases. But watching this kind of thing unfold certainly doesn’t help with trying to keep my personal bias in check. Sharing a simple tool tip somehow turning into accusations about entitlement, ignorance or laziness is truly baffling.

    It only feeds false validations of unfair generalizations of roles.

    Sorry your post has become that. Thanks for the tip Mary. It is appreciated.

  • Member Posts: 603

    Aw, thank you Hermit for the wonderful comment. ❤️

    It was quite disheartening to see the reaction, I didn't think it would devolve in the way that it did! I'm still glad I gave people the tip I gave, you can utilize a multitude of different things to avoid Surge of course. I do try to also keep my biases in check - if you check my profile, I have said numerous times that tunneling and camping are strategies for killers to use - on the reverse, me wasting your time being on the hook to allow my team to progress the game forward and do gens are also strategies survivors utilize.

    I run Deja Vu when I play soloq a lot of the time and I still stand by the fact that Deja Vu is a game changer for soloq due to the horrendous gen spawns that Behavior needs to fix.

    I like to do the three gens early and just move from one cluster to another, some people might find it boring but I mean, gens are how you escape lol.

    If I find myself in a chase, I run opposite side of the 3 gen to ensure my team gets them done.

    If I notice Surge, I do my tip. If I can't find a neighboring locker, I will obviously go down normally and if I am slugged - I crawl away from my starting position, I know that's another controversial take — but you can't imagine how many times a killer has left me slugged, come back to where they downed me, I'm gone, and I'm able to be reset.

    Yes, I do utilize comp corner when I go down - I even use it at times with Deja Vu, go into a corner, go down, but you know what? I can do that because if I'm hooked in a deadzone I Sprint Burst away. So, telling people hey, you can go down in a corner with a potential dead zone does nothing if they cannot move away if the killer returns - they'll just easily be tunneled out due to no resources.

    I also do not like healing at hook anymore and will oftentimes (when I played soloq a lot) would Sprint Burst to someone doing a gen, pop the gen with them, and reset.

    But those are all tips that I utilize myself when I play soloq and if anyone wants to utilize those, you can, I just wanted to share things to help people both in soloq and SWF.

    Best of luck to you and your future games, Kermit. 💙 I am glad that in the future you do not need to jump into a locker to prevent being on the ground hidden away from your team in soloq and can have healthier games in the future.

  • Member Posts: 9,444

    It means once survivors are done with one perk they move to the next.

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