Personally, I find the 1v1 at tiles get tedious after a while, unless you're at low MMR, both parties know the mindgames, and it just becomes a matter of who makes the first wrong prediction. I'll usually try a couple mindgames, but I'm not going to waste a ton of time at a tile, especially if the team is pushing gens.

There is no reward to it. Why would I want to play a mindgame I could lose (or get cheated out of with a perk like Dead Hard), when I can just kick your pallet and? I'd rather lose 3 seconds of chase time than 10+. The risk is not worth it. I mess up a mind game, you get a whole tile of distance. Not worth it.


Mindgame


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Old e key (dead hard) has made it to risky to mindgame. You lose a lot of time just to bait out an exhaustion perk so onga bungaing thrpugh pallets is your bedt shot to get anything. Some are gonna lament dead hard and in someway i do. But after it got "more consistent" the perk became a massive nusciance actively discouraging the fun part of dbd chases the mindgames.

Yeah, it's not because of dead hard. I am so glad dead hard is gone but that is not the reason for the lack of mindgaming. I still mindgame myself, but a good majority of the time, I am at the tile alone because the survivor just went to the next one. It is a little sad but I get it. A large factor of fun in the game are the mindgames.

To look at the differently, account for leaving the tile as another possible option, try to mindgame so they leave the tile. I'll always throw in mindgames, just because that is what makes the game fun.

You might see more of it with iron will and holding W getting nerfed. There's no mindgames to be had when the survivor is running in a straight line and instadropping, as for iron will you can moonwalk all you like around tiles but they ran off ten minutes ago

I have no idea what mindgame, moonwalking, tile or any of these other dbd terms mean. Is there a dictionary of unnecessary reference words online somewhere that I could read so that I could decipher what the heck people are referring to in proper English?

How does giving killers equal agency in loops dumb down the game? there are many positions that not only cannot be mindgamed, but are also a guaranteed bloodlust reset as well as distance gain (forced pallet breaks) if killers specifically don't have a way to get around them. The problem is the same as it has always been, with map design itself.

Similar to what GoodBoyKaru said, half of the killer roster (specifically the newer killers) have some sort of anti-loop in their power. And because of that, there's no need to try and mindgame survivors. In response, survivors learned to hold W since it's proven to be more effective against anti-loop killers.

In the Super Smash Bros. series, mindgames are strategies or techniques employed for the purpose of outwitting opponents psychologically. Alongside technical skills, mindgames constitute players' play-styles, and are considered to be an important counterpart of technical skill in competitive play.

Predicting an opponent's option is the most basic example of a mindgame. It involves observing an opponent's behaviour and discerning habitual patterns in their play-style, then predicting these actions and punishing them. Successfully predicting a player's action is commonly referred to as a read, and furthermore, there are two types of reads: a soft read and a hard read. The relationship between the types of reads is a matter of risk versus reward; a soft read occurs when a player punishes an opponent's options while covering other options (often resulting in sub-optimal punishment), whereas a hard read occurs when a player specifically reads a single option with its optimal punishment but at the expense of not covering other choices the opponent could have made. An example of a soft read would be covering tech options. For example, if an opponent is put into a tech chase, they only have four options: tech-rolling towards the player, tech-rolling away from the player, a neutral tech, or missing the tech on purpose. By dash dancing near the opponent, a player effectively covers three of the four options: the neutral tech, the missed tech, and the tech roll towards the player (since these three can be punished upon reaction). An example of a hard read would occur if, in the scenario described above, the player picked one tech option and charged a smash attack in the location the opponent would end up after picking that said tech option. Such an example of a hard read occurs in the GIF to the right. Another occasionally used term is a call-out. While it has been used interchangeably with hard read, it specifically is used in the context of a player being overconfident and the opponent exploiting their hubris by punishing what everyone believed to be a completely safe strategy.

Another example of a mindgame is baiting, also known as luring, which is a slightly more complex form of predicting and punishing. It involves tricking an opponent into putting themselves in a vulnerable position. This is done by recognizing and remembering an opponent's reaction to a particular situation and inducing that situation in order to punish their reaction. In other words, this is punishing a player's habits.

Another type of unexpected option is known as a tomahawk. A tomahawk, also called an empty hop, is a mindgame performed when a player nearby an opponent does a jump, typically a short hop, and simply lands back on the ground without using an attack. The intent is to make the opponent believe an aerial attack is coming and cause them to raise their shield (making the technique a bait). The jumper then has a free move on the shielding opponent, most commonly a grab.

I may not like the play, but the popular press didn't mind it too much, except for NICHOLAS DE JONGH of THE EVENING STANDARD who says, "When it came to suffering, the real, hard work was done by an audience condemned to watch this strident, silly piffle." However, PETER HEPPLE for THE STAGE says, "Of course it is all rather silly at the end, the playwright having contrived a conclusion which is not unexpected, but still oddly unsatisfying. But, as the title says, this is a mindgame, and we must except the play as such." CHARLES SPENCER for THE DAILY TELEGRAGH liked the play describing it as an "Highly entertaining schlock-horror show." He goes on to say , "Richard Baron's production, wittily designed by Ken Harrison, combines efficient slasher thrills 'n' chills with outbreaks of pitch-black humour." JEREMY KINGSTON for THE TIMES says, "Some plays are merely absurd and the quicker they limp to the final curtain the better. But some are enjoyably absurd and such a one is Anthony Horowitz's Mindgame at the Vaudeville." ff782bc1db

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