Devs losing touch with community

After over three years and 2.3k+ hours, I have never felt more 'meh' about loading up and playing DbD. The amount of bugs that are introduced or never fixed, the player voices that go unheard or unaddressed about severe balance or gameplay issues, the list goes on...

I know it's a different set of developers, but the below screenshot just about sums it up for me. Rather than doing something about the boring and hostage-esque face-camping of the game (which exists on all platforms), the mobile devs take the time to make this loading screen 'tip' - which gives credence to the gameplay style and basically says to let your teammate die. Don't be altruistic, don't give that player another chance in the trial... let the killer set up a tent and get a free kill. Such a boring situation with little or no counterplay, when Borrowed Time doesn't trigger on half your killers now or Bubba/ranged/small heartbeat killers.

Please make your game a more enjoyable and fair experience for all players.

DbD Mobile camping prompt.jpg


Tagged: Trusted

Comments

  • @quickreview said:

    2k surv here too, they stop caring about surv almost 2 years ago when they found out killers buy dlc and surv dont.

    Since then surv are basically treated as npc, and with people coming and going they dont even waste time improving the experience.

    And when killer queue become 10 minutes, they do a free weekend and there is fresh meat for campers again.

    Playing less and less in the last year...

    <3

  • @PrettyFaceKate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1363853#Comment_1363853

    We can go on and brainstorm a thousand ideas that would at least improve the situation. Kindred basekit has been suggested many times, for example. Make it so that hook grabs don't work anymore, similar to the hatch, so at least survivors can get a 1v1, which is still advantageous for the killer. Make BT proc upon any unhook so it's not cheese countered by sneaky camps. Disconnect hook time and hook stages, i.e. you die on your third hook or after 2 minutes total, so instant re-hooks are not as rewarding. There are many possibilities that could at least be considered and tested to see how they work out. Obviously, it doesn't have to be all of them. Do that and stuff like DS could be nerfed into oblivion and the game still be fair.

    But the devs are convinced otherwise. @Almo says that it's the survivors that reward camping, despite evidence that is not always the case. @Peanits says that camping is an intended mechanic because it can be punished by survivors, despite solos not having anywhere near enough information to do that. On top of that we get Pyramid Head and his cages that don't count as hooks for anything except... wait for it.... hook stages. Oh and moris, they count for moris too somehow. It seems clear that 'consistency' is something that is used very conveniently as justification only for those changes that are cherry-picked.

    https://forum.deadbydaylight.com/en/discussion/comment/1363864#Comment_1363864

    This is exactly what killed Deathgarden. Just saying. Nobody likes to load into a casual game and have an insignificant chance to play it. Again, another issue, because the devs view DbD as competitive, despite the bugs and the plethora of unbalanced items and features.

    Instant rebooks should not be nerfed. If a survivor rescues another survivor in a situation where it's easy to down one or the other, that is absolutely the rescuers fault, the killer should not suffer a penalty because the survivor made a really dumb decision.

  • @burntFuse said:

    https://forum.deadbydaylight.com/en/discussion/comment/1363863#Comment_1363863

    I don't know about 90%, but that's a better fix than the piddly Emblem penalty the game currently has.

    @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1363853#Comment_1363853

    Name a fix? Entity progression slows up to 90%, based on killer's proximity to the hooked survivor. There you go.

    Already did it, survivors abused it with 2 ppl just outside killers range so the killer would hook someone. See two people. If he chased one the hooked.person got freed, if he didnt the hooked person would take forever to die.

    Survivors encouraged the tunneling and camping meta and dont wanna deal with the consequences of it.

  • What would you suggest the devs do about this then? There's nothing they can do that keeps it fair for the killer. 2 - 3 survivors keep going to save the hooked survivor? Too bad, camping isn't allowed and you have to let them save the survivor? If you're going to cry about a "problem" offer advice to fix it. Not that it's a problem in the first place, considering it's very easy to counter just by repairing.


    If it was a strategy that works way too well and carried you to rank 1 then id get doing something about it, but that's just not the case. Instead those people lose out more than they win. The only time they win is when dumb survivors reward them for the behavior by not letting the survivor go.

  • @GoshJosh said:

    After over three years and 2.3k+ hours, I have never felt more 'meh' about loading up and playing DbD. The amount of bugs that are introduced or never fixed, the player voices that go unheard or unaddressed about severe balance or gameplay issues, the list goes on...

    I know it's a different set of developers, but the below screenshot just about sums it up for me. Rather than doing something about the boring and hostage-esque face-camping of the game (which exists on all platforms), the mobile devs take the time to make this loading screen 'tip' - which gives credence to the gameplay style and basically says to let your teammate die. Don't be altruistic, don't give that player another chance inthe trial... let the killer set up a tent and get a free kill. Such a boring situation with little or no counterplay, when Borrowed Time doesn't trigger on half your killers now or Bubba/ranged/small heartbeat killers.

    Please make your game a more enjoyable and fair experience for all players.

    https://us.v-cdn.net/6030815/uploads/15JIB0M777NO/dbd-mobile-camping-prompt.jpg

    Honestly I already found away they can fix it add a new mode that's what they need add a mode called like 3 death game mode the killer can mori 3 times in the game after first down you die you wait 1 min and respawn till all 3 lives are gone from the survivor no bleed out time either so he cant camp while downed boom problem solved benefits killer by always having a mori faster then being hooked and help ls survivors from being camped problem solved but the dev's dont know what a new game mode is so idk what tf they are doing.

  • @3067774 said:

    https://forum.deadbydaylight.com/en/discussion/162540/devs-losing-touch-with-community

    Honestly I already found away they can fix it add a new mode that's what they need add a mode called like 3 death game mode the killer can mori 3 times in the game after first down you die you wait 1 min and respawn till all 3 lives are gone from the survivor no bleed out time either so he cant camp while downed boom problem solved benefits killer by always having a mori faster then being hooked and help ls survivors from being camped problem solved but the dev's dont know what a new game mode is so idk what tf they are doing.

    The people who suggested that the sacrifice speed be slowed when the killer was near the hook thought they had all the answers, too. Turned out they didn't.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1363863#Comment_1363863

    https://forum.deadbydaylight.com/en/discussion/comment/1363888#Comment_1363888

    So if a killer is chasing a survivor near a hook? The survivor is just invincible are they?

    Tried, tested, abused by swf. Try again.

    Remove the effect if the killers in a chase? That way if survivors are wasting time around the hook trying to pull killer away only 1 is probably doing gens

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1363863#Comment_1363863

    https://forum.deadbydaylight.com/en/discussion/comment/1363888#Comment_1363888

    So if a killer is chasing a survivor near a hook? The survivor is just invincible are they?

    Tried, tested, abused by swf. Try again.

    They could do something like that, just negate the reduction in sacrifice speed if another survivor also happens to be nearby.


    The biggest issue with all of this, when playing as a survivor, is how long it takes to get into a match. Nobody likes to wait for an extended period of time just for camping and tunneling. A killer with real skill won't have to do either.

    Win or lose, I just want a healthy match for the 30+ minutes of waiting I just did to get into said match.


    As a killer, it's far more entertaining to just harass and scare the ever loving ######### out of survivors. Go for kills, but prioritize keeping pressure on the map. With smaller map sizes it's never been easier to patrol gens and keep the pressure on everyone. Hell, there are even more deadzones now. Even if a few escape (which is still not as often as I would expect) I still, most of the time, get at least a brutal killer rating (or better) and plenty of bloodpoints to boot (35k or more).

    To feel the need to deliberately ruin someone else's day must be a telltale sign that one must actually feel quite small and pathetic IRL.

  • @GoshJosh said:

    After over three years and 2.3k+ hours, I have never felt more 'meh' about loading up and playing DbD. The amount of bugs that are introduced or never fixed, the player voices that go unheard or unaddressed about severe balance or gameplay issues, the list goes on...

    I know it's a different set of developers, but the below screenshot just about sums it up for me. Rather than doing something about the boring and hostage-esque face-camping of the game (which exists on all platforms), the mobile devs take the time to make this loading screen 'tip' - which gives credence to the gameplay style and basically says to let your teammate die. Don't be altruistic, don't give that player another chance inthe trial... let the killer set up a tent and get a free kill. Such a boring situation with little or no counterplay, when Borrowed Time doesn't trigger on half your killers now or Bubba/ranged/small heartbeat killers.

    Please make your game a more enjoyable and fair experience for all players.

    https://us.v-cdn.net/6030815/uploads/15JIB0M777NO/dbd-mobile-camping-prompt.jpg

    This is exactly what I do and more survivors should do the same. If the killer is face camping just rush all the gens and escape.

  • That image imo is false, they don't just wait there they commit suicide simple as that.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1364812#Comment_1364812

    The people who suggested that the sacrifice speed be slowed when the killer was near the hook thought they had all the answers, too. Turned out they didn't.

    I guess I didnt try to act like I know everything either way I think it would be good solving it or not I just want a new game mode I cant play the game anymore it's the same ######### every game get old real fast especially if you have better games to play

  • How could the survivors abuse that? It's a mechanic that would litterally be in the killer's hands whether it's in play or not. Also when did they try that? I don't remember seeing something like that being tested ever.

  • @Nurgling7 said:

    It's so cute how Survivors keep throwing around hostage taking for the things that arent, but they hate because they know it's something the devs actually ban for.

    "take hostage

    1. To hold someone captive and threaten violence to them in order to prevent another party (e.g. the police) from using force or in order to create leverage so that another party will agree to meet some demand.

    2. To assume constraining, limiting control over something in order create leverage to achieve something."

    This is litterally the very first thing that pops up when you search the term "take hostage" and it fits perfectly to the situation

  • @GoodBoyKaru said:

    They've said many times facecamping is a strategy that if you want to employ, they won't ban you. Plus, name a fix that wouldn't be incredibly exploitable, I'll wait.

    This tip was added because it'd very prevalent on movile, maybe because they don't know better, maybe because it's free to play so more trolls exist than normal.

    Also, this isn't anything like a hostage situation. You die in 2 minutes and survivors can take the risk to save you.

    You preetty much described a hostage situation in your last point. I agree with you on most of what you said but that last point is just nonsense and so is the fact that it's impossible to name a way to fix it without it being exploitable, it's a game... the devs decide what they can and can't do, what we can and can't do to stop this

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1363827#Comment_1363827

    There is no such thing as a safe unhook for the situation described above. The killer will NOT leave the hook. Say that player happened to be caught first thing in a match.. they get 400 chase points, hooked, then get to die? And again, let's disuss how many killers you can not even get Borrowed Time off of in camping situations...

    1) Cloaked Wraith

    2) Pig crouched

    3) Asleep vs. Freddy

    4) Ghost Face in Night Shroud

    5) 'Tiny heartbeat killers' (i.e. Monitor and Abuse on Deathslinger)

    The list goes on...

    You can safe unhook on that situation, it's just harder to pull off because it depends on how the killer reacts to the attempt, the basics of it is you need 2 people for the save, 1 to get the killer's attention and the other to unhook, the aproach depends on how the killer reacts to the survivor that would take the risk of distracting him, if the killer is smart about it, it would require more risk, but if the killer is more aggresive on trying to keep others away then all it takes is someone to make him swing at them so the other gets the chance

    When it comes to borrowed time (which is a really good perk in this situation) it doesn't matter who the killer is, it just takes a little bit of finnesse to use it against those that can nullify it, for exaple the wraith and other stealth killers, you have to bait them into exiting their respective ability or in the case of ghost face you just need anyone to take him out of his shroud

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/162540/devs-losing-touch-with-community

    Survivors aren’t entitled to 2 extra chances. They’re simply an available possibility. If a survivor gets caught and hooked, they need to accept that they may very well die, hence be more careful in the first place.

    If the game were intended that survivors should be 100% guaranteed 2 additional chances, then the game wouldn’t have a hook system but a respawn system instead.

    Actually survivors are entitled to 2 extra chances, that is the point of having to hook them 3 times to kill, it's just different when they reach a new phase in the hook system, like if you were hooked but weren't saved before you reach the second phase then it cost you 1 aditional chance. Also no matter how carful you are, you will always have a run in with the killer at some point and the killer does have the power to down you, so it's just a matter of how good are you at loosing him

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1363888#Comment_1363888

    Nope. Look up what happened during the first PTB for how it was abused.

    Bottom line is, when you play survivor, you sign up to be the victim and have to overcome a powerful opponent (the killer). The killer should be able to stop you from doing certain things, or else the role becomes pointless.

    What you're saying here is that if you want to unhook you should always be successful, no matter what the killer does. This is not "fun", it's just giving the survivors the ability to ignore the killer's presence. The killer, meanwhile, gets shafted, because his presence is irrelevant. The survivors want to do something so they do it, end of story. The killer has zero agency.

    And before you say the camped survivor has no agency either, yeah, that's true. On the other hand, even if the survivor wasn't being camped, the hooked survivor still wouldn't be able to do anything, they'd be reliant on their teammates. That's because being on the hook is what takes away the survivor's agency. It's a consequence of their multiple failures, not of anything the killer does to them.

    It's not about the survivors always being sucsessful in this situation it's about making the killer choose between risking the chance at killing the others just to kill 1 or hunt the others, risking the kill he could have.

    Also even though it is mostly the survivor's fault he was hooked, it isn't his fault to die if he was camped, the survivor doesnt get to decide if he isn't rescued that is mostly in the hands of the killer in this situation since he would be the one stopping the others from saving him

  • @GoshJosh said:

    After over three years and 2.3k+ hours, I have never felt more 'meh' about loading up and playing DbD. The amount of bugs that are introduced or never fixed, the player voices that go unheard or unaddressed about severe balance or gameplay issues, the list goes on...

    I know it's a different set of developers, but the below screenshot just about sums it up for me. Rather than doing something about the boring and hostage-esque face-camping of the game (which exists on all platforms), the mobile devs take the time to make this loading screen 'tip' - which gives credence to the gameplay style and basically says to let your teammate die. Don't be altruistic, don't give that player another chance inthe trial... let the killer set up a tent and get a free kill. Such a boring situation with little or no counterplay, when Borrowed Time doesn't trigger on half your killers now or Bubba/ranged/small heartbeat killers.

    Please make your game a more enjoyable and fair experience for all players.

    https://us.v-cdn.net/6030815/uploads/15JIB0M777NO/dbd-mobile-camping-prompt.jpg

    Agreed.

    But at least with this tool tip killers can no longer claim "face camping" is a term made up by survivors, located only in the "survivor handbook". 🤷

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1364049#Comment_1364049

    I'm talking about cases where there's no sight of other survivors, no scratch marks, no groans of pain... absolutely no reason other than the killer is mad/bad that they stay near the hook. Come on now.

    you can't just pick and choose what makes your point best, you have to look at all scenarios. but, for the sake of explaining why you're wrong about it not being a good idea, let's discuss both and a third one as well.

    To start, No survivors (actual camping)

    in this scenario it works fine, nobody is nearby so it's not possible to be abused. but, once someone approaches or if it's scenario 2, then we have an issue.

    Scenario 2: survivors are (supposedly) nearby

    now I say supposedly as sometimes your BBQ doesn't show all available auras, which means either someone has an aura disrupting perk, they found a locker, or they are near the hook, so staying to check for others is justifiable in that situation, but still costs time.

    anyway, if the killer finds someone and they get into a chase, it is in the survivors favor to stay near the hook, as this will give the others more time to get to them and unhook, so the major exploit has been found. on top of that, even leaving the area puts him near the hook for a couple seconds, which wastes a bit of time in a game where every second is important. not an exploit but a problem nonetheless. now then, we've seen the exploit, but it's time for another glaring flaw.

    Scenario 3: the 3-gen

    this scenario imagines the killer having hooked a survivor near the finale 3 gens because the survivors three genned themselves.

    Hooking a survivor near a three gen is the best thing you could do in the scenario. it allows you to quickly attack unhookers while defending gens, and leaves you with no real reason to leave the area. of course, staying near the area and defending the gens means being near the hooked survivor. this would mean the killer gets punished for doing his job effectively, and helps the survivors because they messed up and three genned themselves.


    in conclusion, the idea is good on paper, but in practice it's exploitable and flawed in ways that punishes the killer for doing their job.

  • @xFAKExAxoN said:

    https://forum.deadbydaylight.com/en/discussion/comment/1363913#Comment_1363913

    It's not about the survivors always being sucsessful in this situation it's about making the killer choose between risking the chance at killing the others just to kill 1 or hunt the others, risking the kill he could have.

    Also even though it is mostly the survivor's fault he was hooked, it isn't his fault to die if he was camped, the survivor doesnt get to decide if he isn't rescued that is mostly in the hands of the killer in this situation since he would be the one stopping the others from saving him

    The killer is making that choice by camping. That's literally its main drawback, that the killer might be forced to let every other survivor go because they're focused on one kill. The problem is that other survivors feel entitled to the unhook, so instead of using the two minutes of free reign on the map wisely, they instead decide to crouch around the hook and waste that time.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1363863#Comment_1363863

    https://forum.deadbydaylight.com/en/discussion/comment/1363888#Comment_1363888

    So if a killer is chasing a survivor near a hook? The survivor is just invincible are they?

    Tried, tested, abused by swf. Try again.

    Killers are faster than survivors for a reason, and if they aren't then they have the means to stop them, I mean no survivor can just run in circles around the hook and not be downed, also it doesn't make the one that is on hook invincible because it's not stopping the progression its just adding more time to the progress which wouldn't be much either way, it takes about a minute and a half (if i'm not mistaken for the hook to progress completely through all phases so adding 90% would just add about a minute more, and that is if the killer stays within the radious of the hook there would still be a lot of ways around it though, like watching it from further away or patrolling around it or checking on it every once in a while

  • @NekoGamerX said:

    https://forum.deadbydaylight.com/en/discussion/comment/1363888#Comment_1363888

    if killer see a survivor near by why should he not stay that how it got Abused 1 or 2 survivor would stay near hooked person.

    Then that 1 or 2 survivors would just be waisting as much time as the killer making it harder on themselves because the killer would already know where they are and once he doesn't have to camp anymore, it wouldn't take him as long to get another survivor on hook

  • I always see the 'just do the gens' argument. Since when were survivors able to do all the generators in the time that one person dies on first hook? Maybe with two-three gens left, but no one takes into account having to actually locate/get to the gens first and the time that takes. You wouldn't believe the amount of killers that act like having 3 gens left is the end of the game.

    Odds are if they don't get saved they'll struggle for that 4% just to get redowned off the hook, ultimately giving them more points because they want to play too, not play lobby simulator for thirty minutes just to sit on a hook for two, which only decreases the amount of time the other survivors have to do the gens.

    9/10 Games where the killer face camps a person on their first hook to death they still get 2-3 kills (even when the victim is left to die because it's not like they're on the hook for 6-10m) and somehow 18-20k+BP while the survivors get nothing for healing, altruism or chase resulting in 10kBP at best and less because there's no interaction.

    Point is they'll always camp for their own reasons, but especially so if they're getting rewarded about the same as if they had not face camped someone. Less effort, about the same outcome or better if people are stupidly altruistic. Bottom line is no one is saying you can't play that way, but just because you can do something doesn't mean you should.

    It's still a ######### outcome but I feel as though people may be a little less worried about this scenario if finding a match didn't take so long.

  • @Letche said:

    I always see the 'just do the gens' argument. Since when were survivors able to do all the generators in the time that one person dies on first hook? Maybe with two-three gens left, but no one takes into account having to actually locate/get to the gens first and the time that takes. You wouldn't believe the amount of killers that act like having 3 gens left is the end of the game.

    Odds are if they don't get saved they'll struggle for that 4% just to get redowned off the hook, ultimately giving them more points because they want to play too, not play lobby simulator for thirty minutes just to sit on a hook for two, which only decreases the amount of time the other survivors have to do the gens.

    9/10 Games where the killer face camps a person on their first hook to death they still get 2-3 kills (even when the victim is left to die because it's not like they're on the hook for 6-10m) and somehow 18-20k+BP while the survivors get nothing for healing, altruism or chase resulting in 10kBP at best and less because there's no interaction.

    Point is they'll always camp for their own reasons, but especially so if they're getting rewarded about the same as if they had not face camped someone. Less effort, about the same outcome or better if people are stupidly altruistic. Bottom line is no one is saying you can't play that way, but just because you can do something doesn't mean you should.

    It's still a ######### outcome but I feel as though people may be a little less worried about this scenario if finding a match didn't take so long.

    120 seconds to die on the hook. Assuming a survivor is caught and hooked in 60 seconds, that's 180 seconds. Gens take 80 seconds to complete and survivors always spawn directly next to one (travel time is essentially zero), so by the time the survivor has been on the hook for 20 seconds, three generators should have been repaired.

    You then have 90 seconds to repair two more generators and open a gate, assuming it takes 10 seconds to reach the next gen (it doesn't, it's a gross overestimation). Gates take 20 seconds to open, true, but with three survivors and two generators, one of those generators is going to be repaired in around 50 seconds, with two survivors working on it. The last one will be done very quickly as well, with three survivors working on it, and you'll have plenty of time to open the gate and GTFO before the hooked survivor dies.

    Now, you're probably thinking this requires too much coordination, right? The good news is that the devs have you covered.

    • Kindred
    • Better Together
    • Detective's Hunch

    Those perks will allow you to have increased coordination, even if you're playing solo survivor. You can also bring a map if you want, that will help as well.

  • @mentalpopcorn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1364376#Comment_1364376

    A killer can abuse certain types of camping, sure. But the fact is there are perks and strats to be abused on both sides. I personally think survivors have no right to talk about any dirty killer tactics as long as infinite looping exists, because that should just be blatantly impossible as a survivor.

    Devs have been fixing infinite loops and the truth is that loops are still not perfect because of the sudden boosts in speed killers get when chasing survivors for extended times, and those two things are being acomplished because killers have been voicing their problems in the game so saying a survivor cant do the same is just selfish and biased

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1363880#Comment_1363880

    The only way this can be "abused" is if the killer decides to stay next to the hook! LOL!

    Or if a survivor decides to loop near a hooked survivor to give their team almost double the time to do gens. Like as a killer if I knew someone was there I wouldn't leave. That's abuseable.

  • @Nurgling7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1365201#Comment_1365201

    Aw, now go find out what it means in DBD, kid.

    It has specific circumstances.

    First of all I'm not a kid, but then again you wouldn't believe me anyway so why bother with someone that starts off a comeback with a comment like that

    Second of all taking hostage isn't a maleable term there are two cases in dbd where the term fits camping and slugging the second to last survivor just so the killer can get an unchallenged 4k, which is taking the game hostage which is also punishable because in both cases you are depriving the survivors of any chance. I can simpathize with camping, tunneling and slugging on very specific circumstances but the reality of the situation is that in most cases the killer just uses those tactics to get easy kills, which again I can simpathize with on very specific circumstances, like camping/slugging a survivor if you haven't killed anyone and the gates were powered. I'm not against any of those tactics I'm against people abusing those tactics just to get easy kills

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1365318#Comment_1365318

    The killer is making that choice by camping. That's literally its main drawback, that the killer might be forced to let every other survivor go because they're focused on one kill. The problem is that other survivors feel entitled to the unhook, so instead of using the two minutes of free reign on the map wisely, they instead decide to crouch around the hook and waste that time.

    I completely agree with you on this but what I meant was that there is nothing on play that forces the killer to make the choice they just decide based on their style of play, if the killer likes easy kills they camp if the don't or don't care enough to want easy kills they don't. What I meant with my previous comment is that if there was something that forced them to choose between them like say survivors being next to hook then they should at least be forced to think about their aproach to it not just camp for no reason. If they camp then I want it to be for a tactical reason rather than just camp to satisfy their style

  • @GoshJosh said:

    After over three years and 2.3k+ hours, I have never felt more 'meh' about loading up and playing DbD. The amount of bugs that are introduced or never fixed, the player voices that go unheard or unaddressed about severe balance or gameplay issues, the list goes on...

    I know it's a different set of developers, but the below screenshot just about sums it up for me. Rather than doing something about the boring and hostage-esque face-camping of the game (which exists on all platforms), the mobile devs take the time to make this loading screen 'tip' - which gives credence to the gameplay style and basically says to let your teammate die. Don't be altruistic, don't give that player another chance inthe trial... let the killer set up a tent and get a free kill. Such a boring situation with little or no counterplay, when Borrowed Time doesn't trigger on half your killers now or Bubba/ranged/small heartbeat killers.

    Please make your game a more enjoyable and fair experience for all players.

    https://us.v-cdn.net/6030815/uploads/15JIB0M777NO/dbd-mobile-camping-prompt.jpg

    There is nothing wrong with them giving you a tip on how to deal with a situation, especially when most times there is some way around it. And this doeant make them out of touch with their comunity if anything they would be more because of it because they know about the situation and are trying to help you through it also the term facecamping is another factor that solidifies this, since that is a term that the comunity invented

  • @Artemis_LH said:

    https://forum.deadbydaylight.com/en/discussion/comment/1364001#Comment_1364001

    They could do something like that, just negate the reduction in sacrifice speed if another survivor also happens to be nearby.

    The biggest issue with all of this, when playing as a survivor, is how long it takes to get into a match. Nobody likes to wait for an extended period of time just for camping and tunneling. A killer with real skill won't have to do either.

    Win or lose, I just want a healthy match for the 30+ minutes of waiting I just did to get into said match.

    As a killer, it's far more entertaining to just harass and scare the ever loving ######### out of survivors. Go for kills, but prioritize keeping pressure on the map. With smaller map sizes it's never been easier to patrol gens and keep the pressure on everyone. Hell, there are even more deadzones now. Even if a few escape (which is still not as often as I would expect) I still, most of the time, get at least a brutal killer rating (or better) and plenty of bloodpoints to boot (35k or more).

    To feel the need to deliberately ruin someone else's day must be a telltale sign that one must actually feel quite small and pathetic IRL.

    Sometimes, actually alot of times you get survivors going for the instant saves and then what? Are you supposed to just play dumb and pretend they aren't right there. I think I get screwed by survivors pulling me off the hook too fast and hanging me out to dry as camping killers. I also find it helps to maybe first pop a gen to punish killer, then find a teammate to go for a tandem save to further punish them. The game doesn't need to be changed. You just have to play differently imo. I'm not even super good either.

  • @TuckzysGayMeng said:

    https://forum.deadbydaylight.com/en/discussion/comment/1363888#Comment_1363888

    Or, You can have one person fake the save for all of that time. Keeping the killer there for probably about 5-10 mins. Meanwhile. All gens have been done, and the dude on the hook is literally nowhere even near being on second state. Granted for anyone that’s smart that wouldn’t be any issue whatsoever. But about 5% of players that play the game are smart. So that’s a pretty big percentage swinging the other way!

    But the mechanic can be improved to prevent that, let's say the penalty stops whenever the killer enters a chase or another survivor is also in the hook proximity

  • @3067774 said:

    https://forum.deadbydaylight.com/en/discussion/162540/devs-losing-touch-with-community

    Honestly I already found away they can fix it add a new mode that's what they need add a mode called like 3 death game mode the killer can mori 3 times in the game after first down you die you wait 1 min and respawn till all 3 lives are gone from the survivor no bleed out time either so he cant camp while downed boom problem solved benefits killer by always having a mori faster then being hooked and help ls survivors from being camped problem solved but the dev's dont know what a new game mode is so idk what tf they are doing.

    You are drunk mate, right?

  • @MongolPSR said:

    https://forum.deadbydaylight.com/en/discussion/comment/1363863#Comment_1363863

    so this is broken tenfold. a survivor from the moment they get hooked has 2 minutes of being on the hook. in this two minutes if the killer decided to camp, or even worse face camp. Almost all five gens can be done. Lets assume these are the most average survivors to ever survive. they will never fail a skill check nor will they ever get a great skill check. All 3 survivors who are not on hook each get on a gen as soon as the 4th survivor is hooked. 80 seconds go by and 3 gens pop. one survivor goes off by himself to work on a gen and the other 2 meet up to work on a gen together. 40 seconds go by and the hooked survivor died, 7 more seconds go by and the 4th gen pops and only 33 seconds remain for the lone survivor to pop the 5th gen. thats a lot of power that the kiler is giving away by camping. The only thing survivors are doing when they try to unhook the camped survivor is wasting time and giving the killer control of the game. if you are on comms you just let the others know hes camping, work on gens. If your not on comms and you spend say 20 seconds trying to unhook the survivor or at least checking out the situation the best thing to do is abandon the survivor and pressure the killer by doing gens. the killer will most likley leave if he sees a bunch of gens pop off.

    With all that in mind giving a slowdown of up to 90% is absolutely broken. lets say he gets a middle ground of only 45% for the whole 2 minutes. that means the survivors get and extra 54 seconds to work on gens and still go and save the survivor, that means that they are guaranteed to get all 5 gens done and have time to spare to save the other survivor with ease as the 2 survivors who finish gen 4 would go grab the survivor and the other survivor would finish gen 5. The math for this is of course if the survivors could magically teleport to the next gen one after the other and isnt taking into consideration travel time but even then one hooked survivor is at least garunteeing 3 gens done if the killer refuses to leave them. At the same time this is also ignoring great skillcheck bonuses and toolboxes, and the perk prove thyself. This again is also only based on a 45% slow down if you do it to the max of 90% the survivors get a whole whopping additional 108 seconds. This means at max survivors on hook can get a whole 228 seconds on hook making them be able to spend almost 4 minutes on hook. This simply holds the hands of the survivors in a situation they already have the advantage in. Camping on hook is a terrible strategy and is already punishable there is no need to make the punishment even more severe since its already a fail state strategy. if it happens to you, last as long as you can on hook and call it a game, move onto the next match. Just like killers arent garunteed a 4k you aren't guaranteed an escape.

    first, no one is gonna know if the killer is camping or not. If survivors see the hooked one doesn't get saved, they will go try to save, and that's time wasted running towards the hook. Since no one knows if it's a camper or not, all 3 survivors WILL go check on the hook. By the time they realize it's a camper, its already too much time wasted. Camper usually gets rewarded for 2k-4k cuz survivors don't have enough info to know if its a camper. You don't get the full 2 min for all 3 survivors on gens, cuz there's walking time, finding gens time, checking on the hook time, realizing camper time. The camper is guaranteed with 2k unless it's a sweaty swf, and sadly those are unicorns, you are lucky if you can find one of those match in 100. And if there's still 2 gens left and only 2 survivors alive, they have no chance escaping, period. Results in 4k for camper, ultimate reward for no brain play.

    Also for the fix he suggested, it can be simply improved upon. Think about how to prevent abuse instead of instantly shutting down a valid solution. The hook penalty can simply pause whenever the killer enters a chase or when another survivor is in the proximity of the hook. There, fixed, no abuse, but penalize camping at the same time.

  • @Letche said:

    I always see the 'just do the gens' argument. Since when were survivors able to do all the generators in the time that one person dies on first hook? Maybe with two-three gens left, but no one takes into account having to actually locate/get to the gens first and the time that takes. You wouldn't believe the amount of killers that act like having 3 gens left is the end of the game.

    Odds are if they don't get saved they'll struggle for that 4% just to get redowned off the hook, ultimately giving them more points because they want to play too, not play lobby simulator for thirty minutes just to sit on a hook for two, which only decreases the amount of time the other survivors have to do the gens.

    9/10 Games where the killer face camps a person on their first hook to death they still get 2-3 kills (even when the victim is left to die because it's not like they're on the hook for 6-10m) and somehow 18-20k+BP while the survivors get nothing for healing, altruism or chase resulting in 10kBP at best and less because there's no interaction.

    Point is they'll always camp for their own reasons, but especially so if they're getting rewarded about the same as if they had not face camped someone. Less effort, about the same outcome or better if people are stupidly altruistic. Bottom line is no one is saying you can't play that way, but just because you can do something doesn't mean you should.

    It's still a ######### outcome but I feel as though people may be a little less worried about this scenario if finding a match didn't take so long.

    Also killers can't instadown a survivor at the start of the game, so survivors HAVE time to find gens.

    Every time when a killer come out a facecamp better then the surviros (and there is no huge skill gape between them), then they desperatly wanted to save them. Don't do it. Do gens. Period. In worst scenario he can kill 2 survivors.

    If you think killers can win games only cause this, then you maybe really forget that the survirvos are the prey for the Entity, and shouldn't be stronger then the Killer. Or the whole point of the game is gone.

  • @AvengerBear said:

    https://forum.deadbydaylight.com/en/discussion/comment/1364450#Comment_1364450

    But the mechanic can be improved to prevent that, let's say the penalty stops whenever the killer enters a chase or another survivor is also in the hook proximity

    And how that would prevent abusing that, and have the hooked still unfunny time and penelty when somebody deicide to crouch near him to prevent the slowing of the timer? Or we should add another factor that if a survivor is near a hooked one too much time he got kicked in the ass by police or something? When this will stops?

    Devs said that is a valid tactic, and go do gens to counter it. Accept it, or play something else - seriously...

  • @xFAKExAxoN said:

    https://forum.deadbydaylight.com/en/discussion/comment/1364762#Comment_1364762

    Devs have been fixing infinite loops and the truth is that loops are still not perfect because of the sudden boosts in speed killers get when chasing survivors for extended times, and those two things are being acomplished because killers have been voicing their problems in the game so saying a survivor cant do the same is just selfish and biased

    Between the infinite looping and sfw with voice though, survivors have much more advantages. When people are calling for changes on survivors it's for genuinely broken things. Other than the called for nurse changes and some perk changes on killer, there isn't a whole lot that's broken. Camping isn't a feature of the game, it's a playstyle. Are you going to just tell players to not play a certain way or get banned? That would be nothing less than idiotic. I'm all for voicing concerns on the game, but if that concern is something like camping, a strategy that by all accounts doesn't work unless the survivors let it work then I don't think it has any business being brought up. If the person brought it up and added some genuine advice that would help fix the problem, that's different. But as far as I can tell there's no way to fix something like this. Why? Because it's not broken. It's a strategy that causes the killers to lose more often than not.

  • @kaoraku said:

    https://forum.deadbydaylight.com/en/discussion/comment/1365812#Comment_1365812

    And how that would prevent abusing that, and have the hooked still unfunny time and penelty when somebody deicide to crouch near him to prevent the slowing of the timer? Or we should add another factor that if a survivor is near a hooked one too much time he got kicked in the ass by police or something? When this will stops?

    Devs said that is a valid tactic, and go do gens to counter it. Accept it, or play something else - seriously...

    there's simply not enough time for one hook to repair everything by the time all 3 survivors checked and realized it's a camper. If a survivor realizes camping, they should just go do gens instead of crouching around the hook, and the penalty should give them enough time to repair and escape. As it's right now, the camper is guaranteed of 2k, and 4k most of the time cuz survivors don't have enough info to know it's a camper and need to gen rush. And, it's doesn't stop there, if you think there's flaws in the mechanic, why don't you come up with ideas to fix the flaws instead of bashing on it and willing for the problem to stay?

  • This is always a circle of an arguement with each side having their own complaint...some killers will always camp...some survivors will always gen rush....im telling you if matchmaking times were faster...people wouldnt complain as much...good day

  • We need more game modes. That's the only way to fix this. Imagine the possibilities! There could be a game mode with no hooks. There could be a game mode for rank 1 players only. There could be a game mode that prevents face camping. The possibilities are endless, and it would freshen up the game!

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1365390#Comment_1365390

    120 seconds to die on the hook. Assuming a survivor is caught and hooked in 60 seconds, that's 180 seconds. Gens take 80 seconds to complete and survivors always spawn directly next to one (travel time is essentially zero), so by the time the survivor has been on the hook for 20 seconds, three generators should have been repaired.

    You then have 90 seconds to repair two more generators and open a gate, assuming it takes 10 seconds to reach the next gen (it doesn't, it's a gross overestimation). Gates take 20 seconds to open, true, but with three survivors and two generators, one of those generators is going to be repaired in around 50 seconds, with two survivors working on it. The last one will be done very quickly as well, with three survivors working on it, and you'll have plenty of time to open the gate and GTFO before the hooked survivor dies.

    Now, you're probably thinking this requires too much coordination, right? The good news is that the devs have you covered.

    • Kindred
    • Better Together
    • Detective's Hunch

    Those perks will allow you to have increased coordination, even if you're playing solo survivor. You can also bring a map if you want, that will help as well.

    Thing is with this you're assuming a hell of a lot and the attitude is not helping your case (and don't act like you don't have one with the snarky 'but the devs made these' comment).

    It's one thing to have a scenario, it's an entirely different and disingenuous thing to map out a theoretical game to the very second and base that as fact for your narrative that every game works that way when you know it doesn't. This is equivalent to telling killers to just 'run the perfect build at all times' to any and all scenarios. That isn't an answer. The survivors nor the killers should be tasked with having to balance the game for the devs. Hell, that's what one of Cheryl's perks is. The only direct counter to Pop. Have a problem? Just make a perk for it. That's how they fix things.

    At the end of the day all you're doing here is protecting a #########, lazy and effortless play style and before people go 'but the devs allow it'; if the devs wanted people to play like this and solely like this they wouldn't have implemented a penalty for being near a hooked survivor point blank period, no matter how meager it is.

    God forbid someone actually wants to play the game. At least when you play killer there's no impending threat of the survivors taking you out of the game so early you get not only no points but have no fun whatsoever and get to go back to a horrendous que. Even if you have a crap fest of a game, you still only que for a minute or two before finding a new match as killer.

    Spawn camping in some games is allowed, doesn't make it right. People are still gonna do it, it sucks and there's nothing you can do about it but move on because there will never be a fix. People are gonna be #########, that only reflects on them. 🤷‍♀️

  • @kaoraku said:

    https://forum.deadbydaylight.com/en/discussion/comment/1365390#Comment_1365390

    Also killers can't instadown a survivor at the start of the game, so survivors HAVE time to find gens.

    Every time when a killer come out a facecamp better then the surviros (and there is no huge skill gape between them), then they desperatly wanted to save them. Don't do it. Do gens. Period. In worst scenario he can kill 2 survivors.

    If you think killers can win games only cause this, then you maybe really forget that the survirvos are the prey for the Entity, and shouldn't be stronger then the Killer. Or the whole point of the game is gone.

    Killers can't insta down? Let's see.

    Billy. Leatherface. Ghostface. Huntress if she's good with hatchets or has iri heads. Clown with pinky finger. etc.

    Y'all grossly underestimate how quickly you can go down no matter how skilled you are.

    I'm not asking for survivors to be more powerful than the killer. Nobody in their right mind is. Don't think it's unreasonable to be asking that people be reasonable and not face camp someone to death on their first hook with no gens done shortly into the match. Can't believe that's too much to ask. 🤷‍♀️

    I spawned once and got exposed by a Ghostface literally two seconds after taking my first step. This isn't a common occurrence, but I was flabbergasted. He must have spawned looking directly at me before I could even look around. He had exposed me and was close enough to get a hit not even 10 seconds into the match starting. Not only did I spawn within view of him, I spawned in a dead zone on the map. He then proceeds to face camp me in the basement to death. I waited an hour to get into that match. Fun and balanced, right? But nah, let's keep defending this behavior. 🙄

  • @GoshJosh said:

    After over three years and 2.3k+ hours, I have never felt more 'meh' about loading up and playing DbD. The amount of bugs that are introduced or never fixed, the player voices that go unheard or unaddressed about severe balance or gameplay issues, the list goes on...

    I know it's a different set of developers, but the below screenshot just about sums it up for me. Rather than doing something about the boring and hostage-esque face-camping of the game (which exists on all platforms), the mobile devs take the time to make this loading screen 'tip' - which gives credence to the gameplay style and basically says to let your teammate die. Don't be altruistic, don't give that player another chance inthe trial... let the killer set up a tent and get a free kill. Such a boring situation with little or no counterplay, when Borrowed Time doesn't trigger on half your killers now or Bubba/ranged/small heartbeat killers.

    Please make your game a more enjoyable and fair experience for all players.

    https://us.v-cdn.net/6030815/uploads/15JIB0M777NO/dbd-mobile-camping-prompt.jpg

    @GoshJosh said:

    After over three years and 2.3k+ hours, I have never felt more 'meh' about loading up and playing DbD. The amount of bugs that are introduced or never fixed, the player voices that go unheard or unaddressed about severe balance or gameplay issues, the list goes on...

    I know it's a different set of developers, but the below screenshot just about sums it up for me. Rather than doing something about the boring and hostage-esque face-camping of the game (which exists on all platforms), the mobile devs take the time to make this loading screen 'tip' - which gives credence to the gameplay style and basically says to let your teammate die. Don't be altruistic, don't give that player another chance inthe trial... let the killer set up a tent and get a free kill. Such a boring situation with little or no counterplay, when Borrowed Time doesn't trigger on half your killers now or Bubba/ranged/small heartbeat killers.

    Please make your game a more enjoyable and fair experience for all players.

    https://us.v-cdn.net/6030815/uploads/15JIB0M777NO/dbd-mobile-camping-prompt.jpg

    I really agree with u man like seriously why couldn't they fix the rankings when the 4.0.0 update came out and also what's next a tip to not flashlight save a survivor and only use it during a chase lol

  • i complete agree with you I'm just sad that not a lot of people see the problem with this and just shrug it off. i ever wrote my own opinion and thought of how to count this, but people just said to do gen and let them die which is a pathetic and selfish response.

  • Run camaraderie if you are upset about face camping instead of all using sprint burst, self care and dead hard. Face camping is a baiting tactic which works, as survivors would rather taunt a face camping killer instead of doing gens.

  • @GoshJosh said:

    After over three years and 2.3k+ hours, I have never felt more 'meh' about loading up and playing DbD. The amount of bugs that are introduced or never fixed, the player voices that go unheard or unaddressed about severe balance or gameplay issues, the list goes on...

    I know it's a different set of developers, but the below screenshot just about sums it up for me. Rather than doing something about the boring and hostage-esque face-camping of the game (which exists on all platforms), the mobile devs take the time to make this loading screen 'tip' - which gives credence to the gameplay style and basically says to let your teammate die. Don't be altruistic, don't give that player another chance inthe trial... let the killer set up a tent and get a free kill. Such a boring situation with little or no counterplay, when Borrowed Time doesn't trigger on half your killers now or Bubba/ranged/small heartbeat killers.

    Please make your game a more enjoyable and fair experience for all players.

    https://us.v-cdn.net/6030815/uploads/15JIB0M777NO/dbd-mobile-camping-prompt.jpg

    This IS pretty stupid. There might be a problem with your game, guys, if you are issuing a collective shrug at the idea that it's fine and even desirable for everyone to play around one person getting their game experience completely trampled on. And it's for no other reason than that the killer thinks it's funny, and decides it's OK to do it even though it flies in the face of the intended game flow and reward structure.

    Your game might have a problem here, Behaviour. I know it's competitive and adversarial, and that's cool, but we also all know this strays really far from how a match is supposed to play out. You're legitimizing it instead of addressing it, which seems to me that it means you're either out of ideas, or you just don't care. Neither of these endpoints is acceptable.

  • @xFAKExAxoN said:

    https://forum.deadbydaylight.com/en/discussion/comment/1365359#Comment_1365359

    I completely agree with you on this but what I meant was that there is nothing on play that forces the killer to make the choice they just decide based on their style of play, if the killer likes easy kills they camp if the don't or don't care enough to want easy kills they don't. What I meant with my previous comment is that if there was something that forced them to choose between them like say survivors being next to hook then they should at least be forced to think about their aproach to it not just camp for no reason. If they camp then I want it to be for a tactical reason rather than just camp to satisfy their style

    Indeed, survivors cannot force the killer to play in a certain way. Like I said, that's par for the course when you choose to play survivor. The killer is the one who can force you to do something differently.

  • @AvengerBear said:

    https://forum.deadbydaylight.com/en/discussion/comment/1365845#Comment_1365845

    there's simply not enough time for one hook to repair everything by the time all 3 survivors checked and realized it's a camper. If a survivor realizes camping, they should just go do gens instead of crouching around the hook, and the penalty should give them enough time to repair and escape. As it's right now, the camper is guaranteed of 2k, and 4k most of the time cuz survivors don't have enough info to know it's a camper and need to gen rush. And, it's doesn't stop there, if you think there's flaws in the mechanic, why don't you come up with ideas to fix the flaws instead of bashing on it and willing for the problem to stay?

    Kindred takes care of the "checking" problem.

  • Imagine if there were some mechanic in Overwatch to make it so that one player just doesn't ever respawn. The person applying this mechanic doesn't get XP for the match -- but they don't care about this at all, and they do it anyway. Why would Overwatch's keep that mechanic in the game? Why would they ever introduce that mechanic and then defend it as a plus?

    There needs to be more of a deterrent to keep killers from doing this. Ideally, there needs to be a reason why killers would actively want survivors to be rescued so that they can be hooked three times. The fact that Behaviour can't figure this out is a big part of what drives new players away, and what pushes the game into this narrow meta that everyone constantly bitches about here, and what fuels all this political-party-esque toxicity between "killer mains" and "survivor mains." God damn, deal with it. This is your game. Get your house in order.

  • @Letche said:

    https://forum.deadbydaylight.com/en/discussion/comment/1365429#Comment_1365429

    Thing is with this you're assuming a hell of a lot and the attitude is not helping your case (and don't act like you don't have one with the snarky 'but the devs made these' comment).

    It's one thing to have a scenario, it's an entirely different and disingenuous thing to map out a theoretical game to the very second and base that as fact for your narrative that every game works that way when you know it doesn't. This is equivalent to telling killers to just 'run the perfect build at all times' to any and all scenarios. That isn't an answer. The survivors nor the killers should be tasked with having to balance the game for the devs. Hell, that's what one of Cheryl's perks is. The only direct counter to Pop. Have a problem? Just make a perk for it. That's how they fix things.

    At the end of the day all you're doing here is protecting a #########, lazy and effortless play style and before people go 'but the devs allow it'; if the devs wanted people to play like this and solely like this they wouldn't have implemented a penalty for being near a hooked survivor point blank period, no matter how meager it is.

    God forbid someone actually wants to play the game. At least when you play killer there's no impending threat of the survivors taking you out of the game so early you get not only no points but have no fun whatsoever and get to go back to a horrendous que. Even if you have a crap fest of a game, you still only que for a minute or two before finding a new match as killer.

    Spawn camping in some games is allowed, doesn't make it right. People are still gonna do it, it sucks and there's nothing you can do about it but move on because there will never be a fix. People are gonna be #########, that only reflects on them. 🤷‍♀️

    I've been camped more than enough to know that only doesn't work if survivors try to unhook. I was once camped in a basement by an Insidious Bubba while using Kindred. Everyone saw him there, so they rushed gens. I hadn't reached halfway on the sacrifice progress by the time there were only 2 gens left. You know what happened then? They completely dropped the ball and two of them stopped working on generators just to come and "rescue" me. The killer ended up with a 3k.

    Survivors are primarily responsible for camping being as big of an issue as it is. If they stopped rewarding it, it would stop being a problem. However, despite them having created the problem and having the key to solve it, they want the devs to punish the killer for playing in a way that they (survivors) make worthwhile.

    If you think my scenario is unreasonable despite all those coordination perks, then point out the ways in which it's unrealistic. Make a more realistic scenario, still taking into account all the facts (survivors spawn directly next to generators) and the premise (that survivors are using all those coordination perks and the killer camps every survivor to death).

  • @Rydog said:

    Imagine if there were some mechanic in Overwatch to make it so that one player just doesn't ever respawn. The person applying this mechanic doesn't get XP for the match -- but they don't care about this at all, and they do it anyway. Why would Overwatch's keep that mechanic in the game? Why would they ever introduce that mechanic and then defend it as a plus?

    There needs to be more of a deterrent to keep killers from doing this. Ideally, there needs to be a reason why killers would actively want survivors to be rescued so that they can be hooked three times. The fact that Behaviour can't figure this out is a big part of what drives new players away, and what pushes the game into this narrow meta that everyone constantly bitches about here, and what fuels all this political-party-esque toxicity between "killer mains" and "survivor mains." God damn, deal with it. This is your game. Get your house in order.

    Here's the thing: there have been many, many mechanics proposed over the years to reward killers for not camping. From having hooked survivors suffer an interaction penalty, to speeding up the sacrifice process depending on the killer's distance to the hook. I myself have proposed mechanics to stop unsafe unhooks with a redefinition of what it means to unhook unsafely (unsafe unhooks being of the main reasons why camping works and a big problem when playing survivor).

    Every time, without fail, these suggestions were met with massive derision and opposition. Why? Because nobody actually gives a #########. They want the killer to be punished, so the killer should be punished, just like they want to unhook, so they should be able to unhook.

    I was even one of the supporters of the "have the sacrifice speed slowed down if the killer is near the hook" idea, thinking (naïvely) that there was no way survivors would abuse this and that they'd rush gens. The PTB sure showed me - survivors would rather troll the killer by forcing them into a lose-lose situation than just win the game outright. Then it hit me: no solution that depends on punishing the killer will work, because the killer is not the problem, the survivors are.

    You can argue with my conclusion as much as you want, but it's drawn from a very real example of survivors getting exactly what they asked for and abusing it to the detriment of the killer and the game as a whole and supported by four years of playing this game. You think it's not fun to hang on the hook for two minutes? Give it a try when it's four or even twenty (like the OP was suggesting with the 90% slowdown), all because your teammates won't win the game since they prefer trolling the killer.

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