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I do not condone t-bagging, abusing the killer, etc.,. There is a big difference between one survivor trying to get a flashlight save because they're near a downed partner, and a team of survivors actively seeking to frustrate the killer into dc'ing because every move he makes is deliberately coordinated by a bully squad.
But, as Peaches said above, welcome to online gaming. There are people who put their life's value into how well they play this game (or at least act like it).
Concept 1: Humiliation DbD's gameplay is centered on humiliating your adversary. I would argue that every aspect of the gameplay is an act of humiliation, not competition, like you see in other games. The reward-based outcomes combined with asymmetric gameplay makes DbD uniquely painful to emotionally process both your losses AND wins. Let's look at the various aspects of gameplay:
Killer Humiliates
Frustrates a survivor's ability to contribute to their team (social humiliation)
Frustrates a survivor's ability to level up and earn points (reward-denial humiliation)
Frustrates a survivor's ability to appear competent in front of their survivor peers (mild self-esteem humiliation)
Survivor Humiliates
Frustrates a killer's ability to appear competitive and threatening in the game environment (social)
Frustrates a killer's ability to level up and earn points (reward-denial humiliation)
Humiliates the killer in post-game chat, something that while survivors aren't immune to, but have group social support resources to easily heal from (severe self-esteem humiliation)
Concept 2: Rollercoaster of Emotional Injury If a killer wins, but doesn't win "right" (camping, some glitch, lag, etc) they are deprived of their celebration by the survivors (survivor decides whether killers can celebrate, another humiliation). If a survivor wins, but everyone doesn't survive, the sacrificed survivor is deprived of joining in the celebration (the killer can take this opportunity to humiliate them). Through all of this, both player sides undergo extreme stress.
Killer Stress
Killers experience states of stress throughout the game: trying to find survivors, being evaded by survivors, losing track of survivors, and protecting hooks from survivor saves. Killers, at no point, have any moment of emotional peace or sense of "safety" from these states. The emotional injury ALWAYS ramps up in post-game end chat, and at the gate, where killers are ritualistically humiliated by twerking/circling/various taunts.
Survivor Stress
Survivors experience states of stress, too, with waves of calm: hiding, peacefully working on gens with their peers, being in the terror radius, evading, and being on the hook. Successful evasion and successful hides are followed by positive feelings of calm, while being chased is stressful, and being caught, hooked, and killed is a very substantial, large loss. A hooked survivor has disappointed their team, lost a huge amount of point potential, and been humiliated by the killer. Watch streamer facial expressions change when they realize they cannot be rescued and are dead, after a long match. There is pain in their face.
Conclusion and Mental Health Self-Heal Advice
Some people might argue that a lot of these issues are common in multiplayer games, but I would argue that they are not found ALL together, with so few resources to heal with.
Collectively, I think DbD's gameplay experiences have a huge potential to disrupt a player's personal life and their overall mood state.
Here are some tips that will help you stay healthy while playing:
Mental Health Self-care Advice
In-game, try to focus on the strategies you're using, rather than on the outcomes of those strategies. Streamers are experts at doing this. They attribute every loss to the failure of the strategy, not to themselves. Those that don’t can be seen raging and screaming regularly in their streams.
Rationalize more of the game. For killers, this involves predicting survivor movement, and recognizing that some survivors are better than others, and will be harder or even impossible to catch. For survivors, this means evaluating your killers’ and your teammates relative skills and recognizing that they all have different skill-levels and different gameplay styles. Sometime they just aren't competent enough to risk help.
Accept the things you can’t control. Some killers camp every single game. Some survivors never go for saves. Some survivors loop every object. You can’t control that, or change them, so accept it as a certainty. Try not to read into why they do things - accept them for what they are – like an Evil Dwight. There are evil survivors that just want to loop: accept them as evil loopers and rationalize their gameplay style as an effective one, and rationalize over a new strategy. If the strategy fails, the strategy fails, not you.
Use the “close chat” button. If you insist on reading the chat, come up with a standard nonsensical response to taunts and abuse. It can't be sensical, because then it can result in a painful counter-response. Be silly, and be disconnected from the outcomes of the game. As killer, I make growl sounds or just spam HAHAHAHAHA. Asian cultures do the same thing to diffuse social tension (laughing). As survivor, you need to rely on speaking to your teammates, like remarking on how much fun you had playing together. That helps them too!
tldr: keep your brain focused on the strategies and success/failure of strategies, not the situational reasons why you lost/died. And use self-care to heal yourself by focusing on and learning from your strategies (survivor and killer) or mentally commiserating with your peers (survivor). I hope this helps some people understand why the game gets to them as much as it does …
https://www.reddit.com/r/deadbydaylight/comments/60j6se/hi_im_a_dead_by_daylight_player_and_psychologist/
If the killer succeeds at his job, the survivors are left feeling powerless and stepped on.
Vice versa, if the survivors juice the killer and leave him blueballed and whiffing he feels powerless. Either way playing well means making the other part feel humiliated. I assume a lot of people just can't handle these feelings and it turns into resentment.
True, true. Recently I met survivor that teamed up with a killer for a hatch. I spectated after I skidaddle into the sky, and saw he literally showed killer where other surviv is hiding.
And yea, some people are acting like their fhole life depends on that game. I'm truly worried for them .
Sadly, good-hearted people are a minority in life.
Over the 8 years of DbD we've seen cheaters hold game hostages for 2 hours, 2 hour hatch standoffs, god mode heal exploit, abusing out of bound exploits, immortal locker save exploit and so on
The biggest culprit of griefing in DbD is stalling the match
Taunting, be it teabagging, waving, pointing or flashlight clicking, does not affect gameplay on the same problematic scale as stalling the match, eventually you can become numb to BM, similar to a teabagger in fighting games, its rough at first when your still learning
Currently the #1 griefing issue is 4 minute slugging, an archaic 8 year old mechanic still has not been addressed with basekit Tenacity faster bleedout, there is no reason killers should get 4 minutes to look for the last survivor, the trial is over
DbD is in its best state since launch, however there is still much to be done for the Survivor side player experience, especially SoloQ