70 seconds hook states duration. Let's talk about it.

Let's talk about it.

What do you think?

Is this good for the game? Is this bad?

Is it gonna make tunneling more needed, considering survivors now have more time to finish a gen and then go for a save last second?

Or is it gonna incentivise spreading pressure once in a 3v1 better?

What do you think?

Comments

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772154#Comment_3772154

    I mean, sure, but the thing that puts you on the back foot is you failing to play well in your next chase, not the fact that you left the hook. Leaving the hook is the default expectation and a requirement to play killer well, it's not a risk.

    default expectation. why is it default expectation for killer to play for the fun of survivors? the dev should be rewarding killer to leave on their own accord to acquire hook-states. right now they're punishing the killer.

    Camping also does not give you the same rewards as playing aggressively. Remember, camping gives you practically nothing if survivors just all make the simple decision to stick on separate generators instead of running into you. Playing aggressively doesn't require your opponents to make a boneheadedly stupid move, it just gives you that value as a reward for your gameplay.

    it gives you the ability to pressure hook regression. In other words, regressing hook is more likely. your conclusion is missing component is killer gameplay.

    https://us.v-cdn.net/6030815/uploads/BVO6XDCPWBQA/image.png

    the reason why they are doing this change according to the post is to combat camping but increase time to generator is related to killer's generator defence perks being nerfed. we nerfed generator defence perks and traded additional time to generators. this means that either generator defence perks now need to be buffed or camping should the stay the same. Pop goes weasel should go to 15% max generator progression per kick and Pain res should be usable an unlimited amount times for total of 14%. alternatively, the perks stay weaker and killer gets advantage through camping.

    default expectation. why is it default expectation for killer to play for the fun of survivors? the dev should be rewarding killer to leave on their own accord to acquire hook-states. right now they're punishing the killer.

    @jesterkind talked about most of the rest but I wanted to point out two things on this.

    1: It's weird to use the word punish. I could say that the timer should always have been 70 seconds and that survivors have been punished for years with the 60 second timer. I could say 70 isn't sufficient and survivors are still being punished.

    Game mechanics are arbitrary numbers, there's no inherent reason the place they are set at is correct.

    2: Killers don't have to care about survivors fun, but devs need to. If a certain killer playstyle results in unfun games they need to address it. That's just how game development works. It's why we can't sabotage all the hooks or auto finish a gen with a BMP (or more recently not destroying hooks when a survivor dies).

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772180#Comment_3772180

    Ah, the hook timer, got it.

    The thing about the hook timer is that it rarely actually matters for you, as the killer. Your expectation should be that the survivor who is currently hooked will be rescued, and it's just a matter of how much damage you can do to the team's efficiency on generators before that happens.

    That's why it's better for you that they're stuck on there longer. You aren't milling around waiting for them to be unhooked, you're going and chasing survivors. What you get out of this situation is enhanced by the hooked survivor dangling there for longer, because you're the thing that damages generator efficiency. The more survivors you have out of the action at any given moment, the better, generally speaking.

    It's not a freebie for survivors because, frankly, if they make any decisions based on the timer being longer, they're putting themselves at extreme risk of the killer dismantling their gen efficiency and putting them at a time deficit because they need to scramble to reset. You could hypothetically call this change a noob trap enticing players into making bad decisions, if you wanted to be dramatic.

    Their generator efficiency in this scenario is up to you. Will you camp and let them use those ten extra seconds? Or will you go disrupt them and generate pressure by chasing? They don't automatically just get ten extra seconds on generators without being interrupted, because it's your job to interrupt them.

    the longer hook time delays the rush to need save the survivor. they can stay on generators longer before doing the hook trades. you can read dev post but it is somewhat implied for survivor to get 10 extra seconds for free to do the generator. in my opinion, survivor should be on the backfoot when killer gets the hook. survivor should only be at advantage when nobody is hooked. that is why it is risk to leave hook for killer because you might land up with a late hook. the change also buffs mobility killers and punishes immobile killers because mobile killer are able to leave the hook and comeback the hook quicker. Most people agree that mobile killer tend to be stronger on average so why are we punishes weaker killer archetype? why does hag for example need +10 second nerf on hooks? Why is trapper being punished? so on.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772185#Comment_3772185

    the longer hook time delays the rush to need save the survivor. they can stay on generators longer before doing the hook trades. you can read dev post but it is somewhat implied for survivor to get 10 extra seconds for free to do the generator. in my opinion, survivor should be on the backfoot when killer gets the hook. survivor should only be at advantage when nobody is hooked. that is why it is risk to leave hook for killer because you might land up with a late hook. the change also buffs mobility killers and punishes immobile killers because mobile killer are able to leave the hook and comeback the hook quicker. Most people agree that mobile killer tend to be stronger on average so why are we punishes weaker killer archetype? why does hag for example need +10 second nerf on hooks? Why is trapper being punished? so on.

    They only all get ten extra seconds to do generators if you're camping, which is how it should work.

    The killer shouldn't be rewarded for just standing in place. If you want your hook to matter, you should definitely have to keep actively playing the game and push your advantage yourself.

    I'll say it again, because it really does matter: If survivors choose to ignore a hook and prioritise generators, that CAN absolutely put them on the back foot, if YOU make that happen. What you're describing, where a killer is advantaged while there's someone on the hook, is already how it works - the killer just has to appropriately react to the situation and not stand in place.

    Survivors are only advantaged while someone's on the hook if the killer is being passive and trying to defend that hook instead of pushing their advantage. In other words, passive play makes your advantage disappear. In pretty much any other kind of game, if you react to an opening by turtling up, you don't get to benefit from that opening. In a fighting game you'd need to actually punish a whiff and start a combo, in a shooter you'd have to pop up and shoot, etcetera.

    This is only a punishment for killers who play passively, not to any particular archetype.

  • @Leonardo1ita said:

    Let's talk about it.

    What do you think?

    Is this good for the game? Is this bad?

    Is it gonna make tunneling more needed, considering survivors now have more time to finish a gen and then go for a save last second?

    Or is it gonna incentivise spreading pressure once in a 3v1 better?

    What do you think?

    don't just change the hook states from 60s to 70s but you should make Monstrous shrine base kit.Not only do you have to punish camper killer, but you also need to buff the killers who don't camp.
  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772193#Comment_3772193

    They only all get ten extra seconds to do generators if you're camping, which is how it should work.

    The killer shouldn't be rewarded for just standing in place. If you want your hook to matter, you should definitely have to keep actively playing the game and push your advantage yourself.

    I'll say it again, because it really does matter: If survivors choose to ignore a hook and prioritise generators, that CAN absolutely put them on the back foot, if YOU make that happen. What you're describing, where a killer is advantaged while there's someone on the hook, is already how it works - the killer just has to appropriately react to the situation and not stand in place.

    Survivors are only advantaged while someone's on the hook if the killer is being passive and trying to defend that hook instead of pushing their advantage. In other words, passive play makes your advantage disappear. In pretty much any other kind of game, if you react to an opening by turtling up, you don't get to benefit from that opening. In a fighting game you'd need to actually punish a whiff and start a combo, in a shooter you'd have to pop up and shoot, etcetera.

    This is only a punishment for killers who play passively, not to any particular archetype.

    the killer is reacting to the survivor play. the killer does not get to decide what survivor play is. there is suppose to be inherit trades offs between rushing generators and hook-states. Refer to @Zakon05 post that further goes into detail regarding this.

    when a killer entirely leaves the hook to commit to separate chase, there is no world where a survivor will ever hit second stage with 70 seconds. An efficient team never lets survivors hit second stage in current 60 seconds while the killer is away from the hook. It is not like hook timer goes 1.5x faster or anything when the killer is away from the hook. If survivor are so concern about killer camping hook timers, why does the survivor not use Reassurance? The 10 second change is giving survivor a free mini reassurance with no downside. it is global effect.

    The killer is not getting any free base perks in this update. I respect disagree with survivor getting free reassurance.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772195#Comment_3772195

    the killer is reacting to the survivor play. the killer does not get to decide what survivor play is. there is suppose to be inherit trades offs between rushing generators and hook-states. Refer to @Zakon05 post that further goes into detail regarding this.

    when a killer entirely leaves the hook to commit to separate chase, there is no world where a survivor will ever hit second stage with 70 seconds. An efficient team never lets survivors hit second stage in current 60 seconds while the killer is away from the hook. It is not like hook timer goes 1.5x faster or anything when the killer is away from the hook. If survivor are so concern about killer camping hook timers, why does the survivor not use Reassurance? The 10 second change is giving survivor a free mini reassurance with no downside. it is global effect.

    The killer is not getting any free base perks in this update. I respect disagree with survivor getting free reassurance.

    …Why would the survivor ever hit second stage? That's not an expectation at all, that's not what the win state for the killer is here.

    The survivor is absolutely going to be saved before they hit second stage. That's true now, and it'll continue to be true after the ten seconds are added. The survivor is supposed to be saved before they hit second stage.

    What the killer should be aiming for here is to already be close to a second down before the survivor is unhooked, and even if they don't achieve that they're still keeping up pressure if they're forcing three survivors off generators at once, even if only briefly.

    I'm not sure where this idea that a survivor should be hitting second stage if you go chase someone else came from, but it's definitely wildly off the mark.

  • @Coffeecrashing said:

    It should have been implemented with an update for toolboxes, that changes all toolboxes to only have 16 charges.

    Generator speeds are too quick, when survivors stack generator perks/addons with a 32 charge toolbox.

    Gen speeds were fine with 80s gens and 25% max Pop and 0% basekit on kicks. Gen speeds were fine with 90s gens and 30% current Pop and 5% max basekit on kicks. Gen speeds only weren't fine with 4 gen slowdowns, or things that were effectively 4 gen slowdowns (infinite respawning Ruin+Undying without perfect RNG), and insta full gen BNPs. We hard deleted BNP's capabilities, but we couldn't do the same with gen slowdown.

    Toolboxes come pre-nerfed compared to every other item in the game, due to how their bonus works. You get the % bonus for the X charges worth of progress, not X seconds. That means a 50% 32 charge toolbox is only progressing 32 charges in 21.33s (and draining it to 0 toolbox charges), or in other words, saving 10.66s. A Brown medkit takes 24s to self-heal compared to the base altruistic heal of 16sx2 or 32s, saving 8s. That means the best gen toolbox is only ~33% better at saving time than the worst medkit.

    @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771656#Comment_3771656

    Killer generator perks have been nerfed multiple times. And sometimes we are directly told it’s because killer generator perks need to be balanced around the possibility of killers stacking multiple of them together.

    The same should apply to survivor generator perks/item/addons. The survivor generator stuff should be balanced around the possibility of survivors stacking multiple of them, and the fact that some toolboxes have 32 charges, is what causes all the stacking issues.

    And let’s be real here. My only suggestion was for all toolboxes to have 16 charges, and that would make me happy. We don’t need to slippery slope here, that I’ll keep moving the goalposts until survivors auto-lose every game. Literally just make all toolboxes have 16 charges…… that’s it.

    Killer gen slowdown perks were nerfed because too many sweatlord Killers were stacking 4 gen slowdown and ruined the game for the rest of us. I used to comfortably run only PR on Ghostface as my sole gen slowdown. I still do, but I used to too. If there was a unique perk buff (that only applied to gen slowdown) then that would be ideal. Something like 25%-50% more regression/longer blocked durations (respectively) if that is the only gen slowdown perk selected. That also means it could still function with Killer add-on forms of regression (for the rare few they deem 'worthy'/'deserving' of having such an add-on). Personally I don't stack Driver's License with PR, and use one or the other, but the option would be available for people.

    The flaw of all Toolboxes having the same amount of charges is the same flaw of all medkits having the same amount of charges. It was a mistake, and I'd hoped we had learned from it. Medkits needed a nerf, but not the boring one we got. The Purple should have kept 32 charges, and the Green should have lost the self-inefficiencies (and remain at 16 charges). All the medkits are now pathetically dissimilar, and we don't need the same mistake to be applied to Toolboxes, especially given the (in)efficiency of Toolboxes as is. I would only agree to such a change if Sabo's were dropped to something like 2-3 charges per Sabo. Nerfing charges also nerfs Sabos, and any theoretical Toolbox nerf should only target gen progression. Nerfing Alex's Toolbox charge count was also a mistake in the Sabo rework patch.

    Survivors stacking items is a bit different of an issue, and the 2v8 class mechanic is a good limiter (no more than half of the lobby can be one class). Maybe try 2 of the same class of item per lobby, although make it known if your item is 'disarmed'. Maybe I need a heal tome, and I'd need to back out to use my medkit in a different lobby. Alternatively, only allow items and characters to be changed before you ready, but that might be annoying unless we had a strictly ranked mode for that limitation, and an unranked mode without.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771556#Comment_3771556

    Those pesky Survivors. They DESERVE to be punished. DESERVE!!

    Seriously, it will be a change which will be implemented and one week after implementation nobody will talk or care about it.

    So what? Shouldn't killers be punished for not defending gens? Who makes a mistakes "deserves" to be punished, in every game.

    If you don't think so, then killers should also have a catch-up mechanic, like Noed basekit Endgame, but I don't think you want that.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771555#Comment_3771555

    Killers actually do have an incentive to leave the hook. To slowdown the other 3 survivors who are working on the gens rapidly and unimpeded.

    @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771558#Comment_3771558

    I mean, yeah? If you make a mistake, that mistake should be somewhat punishing. That's what a mistake is.

    As for the original topic, I'm on the fence. It'll allow efficient Survivors to repair gens while leaving the Survivor on the hook for longer, which is a pretty nasty strategy since you can bang out most of a gen and THEN go for the save with basically nothing lost anyway.

    Then again, camping is annoying to go against, so it being less effective in general is a good thing for survivors. I feel it'll make an already effective tactic have a much larger margin of error, though, which isn't really a good thing.

    "Gens before friends" strategy is surprisingly good if you know how to manage hook timers and not just immediately bomb towards the unhook. I'm leaning towards this being a negative change overall.

    Not on all killers. The best play is still, and always be 99,999% of the times, to go back to the hook.

    There needs to be an "incentive", a reward, for getting different hooks.

    @Jacknalls_Paw said:

    A killer who tunnels would do it regardless and we know that, now he will be punished a little more or he will think twice before doing it.

    Problem: if they don't tunnel then survivors can immediately negate the pressure with Resurgence, and heal in 3 seconds with a medkit. So there is no option.

    @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/422634/70-seconds-hook-states-duration-lets-talk-about-it

    Should have been done with the gen changes, but 10 is probably too much, it should be proportional to the gen changes.

    I.E. gens were 80 seconds now 90, thats a 12.5% increase, so 12.5% more of 60 is 67.5 seconds.

    This seems more fair, even if I would have done different durations for the different hook phases.

    @Crowman said:

    I don't think it'll solve what people think it'll solve.

    Survivors going for immediate saves or hiding around the hook waiting for the killer to leave will still have the same end result.

    Exactly, which doesn't solve anything really. It just punishes low tier and mid tier killers for no reason.

    @SkeletonDance said:

    I think it will change nothing

    Yep.

    @Jaysax said:

    They justify this change in the post by saying it will hurt camping, which is fair enough. I hate camping, its boring, but I wouldn't have to do it if the maps were bearable and didnt have pallets facing eachother 10m away like on Eyrie for example.

    They fail to realise though that making the hook stages 70s will hurt killers who dont camp more than it will hurt killers that do. Every time you hook someone the rest of their team has an extra 10s on a gen before they have to go unhook that person. Thats more progress than a Surge proc, for example.

    Its more likely you can defend the hook than get another survivor hooked in the same time they will do 1 or 2 generators, and say if you did get a second hooked, thats spread pressure, and with only 2 or 3 gens left to do in the mid-game, its not looking good for the killer.

    The rest of the game, particularly the maps, is not balanced enough yet to make this a good change.

    "They fail to realise though that making the hook stages 70s will hurt killers who dont camp more than it will hurt killers that do. Every time you hook someone the rest of their team has an extra 10s on a gen before they have to go unhook that person. That's more progress than a Surge proc, for example."

    EXACTLY THIS. Couldn't explain it better.

    @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771554#Comment_3771554

    I think 60s→65s of hooktime was warranted with 80s→90s of gentime. I initially thought and equal time change was the right call (back when they first floated the idea of 90s gens), but now I think 65s is enough to match the gen time. I would also say the anti-facecamp grace period would also be a fine equal 'paused timer', so with the current 7s, we could have 67s per stage. I wouldn't want to go above that though.

    Also with @Reinami pointing out, gens got a 12.5% increase, so hooks getting an equal 12.5% increase to 67.5s would mathematically be 'just right'. That would probably be better than me just going off 'vibes'.

    If survivors leave the teammate reach second stage, not saving them, USUALLY there is something that went wrong in their macro pressure. Which is why, imo, if that happens, the second stage should be shorter, being 50 seconds.

    @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771559#Comment_3771559

    Camping is still often mathematically better that not though. Think of it this way.

    If you don't camp, you have

    • 1 survivor on the hook, 3 survivors on gens.
    • You start looking where to go next.
    • Probably around the time you find out where the next survivor roughly is, a survivor is leaving a gen, now you have, 1 survivor on hook, 1 going to the hook. 2 on gens. Lets say this process takes around 20 seconds to get to (about 20 seconds, to get to the middle of the map from the edge accounting for having to pick the survivor up and hook them)
    • Another say, 5 seconds later you find your target and get them off the gen, now you have 1 survivor on hook, 1 going for save, 1 on gens, and 1 being chased.
    • Probably another 5 seconds later, the survivor on hook gets saved.
    • Another 16 seconds later, that survivor is healed.
    • Another 10 seconds later, both of those survivors are on a gen.
    • And around now you probably get the down from your chase.
    • How much gen time elapsed?

    For 20 seconds, you have 3 survivors on a gen = 60 seconds

    For 5 seconds, you have 2 survivors on a gen = 10 seconds

    for 29 seconds, you have 1 survivor on a gen = 29 seconds

    this is a total of 60 + 10 + 29 = 99 seconds of gen progress, a little more than 1 gen.

    Now what if you camp?

    • 1 survivor on hook, 3 survivors on gens.
    • You start camping
    • This probably lasts around 20 seconds as before, then the survivors start to wonder
    • Now the question is, are they an organized team or not? More often than not, they are NOT an organized team, but lets assume the OPTIMAL scenario in most games?
    • So, 1 survivor starts going for save, you have 1 survivor on hook, 1 going for the save, and 2 on gens.
    • After about 10 seconds or so, the survivor going for the save realizes you are camping.
    • Maybe they poke you, or emote you to "come here" but overall they probably goof off for 15 seconds or so, before they realize you aren't budging.
    • At this point, often times multiple survivors will now get off the gens to come for a save because multiple is needed to not trade. But again, maybe they just have the 1 guy guy go back on gens, so now you have 3 survivors on gens
    • The guy on hook has now been on hook for 45 seconds. You only need another 15 to hit second stage. Which if you are smart, is what you are looking for, then you go interrupt them.
    • So now you have a 2nd stage hook, similar to before, but just on the same survivor and how much gen time has elapsed?

    For 20 seconds you have 3 survivors on a gen = 60 seconds

    For 10 seconds you have 2 survivors on a gen = 20 seconds

    For 15 seconds you have 2 survivors on a gen = 15 seconds

    For 15 seconds you have 3 survivors on a gen = 45 seconds

    That is 60 + 20 + 15 + 45 = 140 seconds on a gen, about 40 seconds more than the above.

    Well, what do you get for it? Well the reality is, that first chase typically lasts 3 gens anyway. And if it doesn't the survivor getting chased is bad, or the survivors doing gens are bad. So it often makes sense to do this because during the scuffle to find the next gen, the survivors aren't doing anything. Additionally, this is assuming that survivors play OPTIMALLY. Which you know they don't the vast majority of the time.

    Secondly, what you get is still 2 hook stages, the difference though is that if you camp, the 2nd stage is on a single survivor, instead of 2 different survivors. This is far more powerful, because now survivors have to spend even MORE time either protecting said survivor, and body blocking them. That survivor needs to spend more time trying to hide, or they risk being eliminated completely.

    If you get down to 3 survivors and there are 2 gens left, it is often a win for a killer at that point, because survivors can't keep up unless the killer makes a big mistake. If there is 1 gen left, its possible for them to come back if you make small mistakes.

    All in all, camping is often more effective than not, because the vast majority of the time, the survivors will not play optimally. And even when they do, it opens them up for a quick tunnel into a long drawn out 1v3.

    Now it's not even "16 seconds later they healed", it's 2/3 seconds with Resurgence HAHAHAHAHA. So to avoid it you gotta stay super close to the hook.

    @fussy said:

    Obviously awful change, leave a way bigger room for mistakes for survivors. Especially on comp scene, I don't even know what they will do with these 20 sec in a matches, where literally every second can decide outcome of the match. Probably survivors will play itemless or even more perks will be banned, while public matches will have 4 Resi/4 Adren / 4 Toolboxes still without any problem, lol.

    In comp this is LITERALLY terrible. Literally terrible. Awful change.

    @Coffeecrashing said:

    It should have been implemented with an update for toolboxes, that changes all toolboxes to only have 16 charges.

    Generator speeds are too quick, when survivors stack generator perks/addons with a 32 charge toolbox.

    EXACTLY. Commodious toolboxes are still so so broken.

    @th3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771610#Comment_3771610

    Gen speeds were too quick when toolboxes had 90-180 charges in them. Now they are too quick when toolboxes have 16-52 charges, skill checks only give out 1% bonus progression to the gen, gens have 10 additional charges, and coop inefficiency is buffed to 15%. Will gen's always be too fast or will they be just right when you can end the game at 4 gens every time as killer?

    Alright, then you don't really know how insanely fast some generator builds make the game go.

    You know what, fine....just give the killer a funny little perk that, when you hook a survivor they go directly second stage, why not. What could go wrong...

    @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771558#Comment_3771558

    I mean, yeah? If you make a mistake, that mistake should be somewhat punishing. That's what a mistake is.

    As for the original topic, I'm on the fence. It'll allow efficient Survivors to repair gens while leaving the Survivor on the hook for longer, which is a pretty nasty strategy since you can bang out most of a gen and THEN go for the save with basically nothing lost anyway.

    Then again, camping is annoying to go against, so it being less effective in general is a good thing for survivors. I feel it'll make an already effective tactic have a much larger margin of error, though, which isn't really a good thing.

    "Gens before friends" strategy is surprisingly good if you know how to manage hook timers and not just immediately bomb towards the unhook. I'm leaning towards this being a negative change overall.

    Pretty much. Yeah, why shouldn't a mistake be punished?

    @HexHuntressThighs said:

    Really just a big boost for smart survivors. Many times I have found myself hooking someone and then going to find someone else and 3 gens pop. I could usually return back to hook to secure a second stage or force a trade but now it will be more difficult. In those scenarios I’ll probably just force stage two and then tunnel them out immediately. I’m not buying the whole “punishing camping” because they already have base kit Anti Camp and they have Camaraderie and Reassurance which were made just for that reason.

    EXACTLY. It's just a big boost for smart survivors.

    Yep.

    @ays12151 said:

    I have 6200 Hours in the game and I'm a Killer Main. I'm even a Bubba Main.

    Increased hook phases are good and bad in the same time. It's hard to tell. If it gonna push Killers to play more for chases and apply pressure - that's great. Removing camping & boring Gameplay is very good idea. But in the same time it makes Killer harder to punish Survivors for their mistakes and late reactions. After hooking a Survivor, Killer is going away to get another chase. He played well and ended chase quickly. Survivors choosed to stay on the Generator and they finished the Generator before going to unhook and these additional 10 seconds give them opportunity to get a trade or even safe unhook. Just an example where Killer wanting to apply pressure in fun way and play for chases is punished and he can't punish Survivors for their mistakes. Like I said - it can be bad - it can be good. Personally I wouldn't change hook timer, but okay. I think adding Kindered Base Kit & Corrupt should be the next step.

    Exactly: make Kindred basekit.

    @Neaxolotl said:

    Not enough, make it 180 seconds and tunneling or camping will ceases to exist

    I don't know if it's a joke or not, but unironically this would actually kill camping.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771598#Comment_3771598

    The "comp" scene perfectly illustrates why this change only hurts killers who camp.

    The best survivor strategy is to get your teammate out of time out and off hook as fast as possible, so those extra 10 seconds will never come into play if survivors have any choice in the matter.

    What this should, and hopefully will do, is put more pressure on killers who want to stand still at a hook. Now, maybe they'll consider their time better spent pressuring survivors off gens instead of watching a literal piece of furniture whole the rest of the survivors do whatever they want (hint: it's gens).

    So, if the killer decides that standing around and letting survivors do gens for free is the best play, they're kinda the exact players this change is targeting tbh.

    Then this tells me you don't really know how the competitive Dead by Daylight scene goes on average.

    With all killers, especially low tier killers with no mobility, you absolutely have to secure a second stage no matter what, unless an extremely lucky situation.

    So what you say is just incorrect, I'm sorry to say.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771656#Comment_3771656

    Killer generator perks have been nerfed multiple times. And sometimes we are directly told it’s because killer generator perks need to be balanced around the possibility of killers stacking multiple of them together.

    The same should apply to survivor generator perks/item/addons. The survivor generator stuff should be balanced around the possibility of survivors stacking multiple of them, and the fact that some toolboxes have 32 charges, is what causes all the stacking issues.

    And let’s be real here. My only suggestion was for all toolboxes to have 16 charges, and that would make me happy. We don’t need to slippery slope here, that I’ll keep moving the goalposts until survivors auto-lose every game. Literally just make all toolboxes have 16 charges…… that’s it.

    I totally agree with this.

  • @Leonardo1ita said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771680#Comment_3771680

    Then this tells me you don't really know how the competitive Dead by Daylight scene goes on average.

    With all killers, especially low tier killers with no mobility, you absolutely have to secure a second stage no matter what, unless an extremely lucky situation.

    So what you say is just incorrect, I'm sorry to say.

    I'm not even a fan of comp DbD, and I find that the comp scene creates a ton of issues in normal gameplay.

    Have you ever seen comp DbD and watched a whole match? Cause all of the most common complaints from killers are there: hook bombing, gen rushing, pre-dropping, and shoot, it's literally called "running to comp corner".

    Being competitive doesn't make it a fun strategy to play as or against. However, since we're talking about extra hook time, comp is also one of the biggest examples of hook bombing. Survivors will literally unhook the instant the killer finishes the hook animation to keep the pressure to a minimum.

    So somehow, were supposed to believe that all of these things are "being maximally efficient", except survivors somehow want their teammate to be in time out for an extra 10 seconds to give the killer more pressure? C'mon now.

  • @Coffeecrashing said:

    It’s not proportional though, because killer generator perks have been massively nerfed since then… but survivor generator stuff is still just as strong as it used to be.

    And there is way too much value, when survivor generator stuff is stacked with a 32 charge toolbox.

    Exactly, it's not proportional.

    @Krazzik said:

    It punishes camping more but it's not gonna do anything against tunneling, sadly.

    Exactly. Unless you consider camping a part of tunneling.

    @Backmon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771680#Comment_3771680

    Why this style even punished. I think it should be player choice how to play. Put presure or stayed around hooked survivor. Developers ruin all fun from the game try make it healthier. You can say that stay around hook the entire game is not. I believe it should be player choice and not developers. Cause developers literally took away all freedom and just say "you play wrong, play like we say to you and no other way". Camp with insidious the only fun killer can have in this game and now they ruined even this. I understand why the doing this, cause last year update only favours survivors and killers get nerfs after nerfs. So its not a surprise that new patch would be the same (only buffs for survivors and only nerfs for killers).

    I disagree with this. Camping should be punished, but this is not the way.

    @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771722#Comment_3771722

    The devs have decided that camping isn't the way they want the game to be played.

    In a big picture sense, the killer drives the core part of the game, especially since it's pvp. If the killer is afk, the game is just "do gens and leave", and there's no interaction at all. When the killer just stands at a hook, there's a bit of interaction in the first chase, but there are still 3 survivors out there. If you stand at a hook waiting around, doing nothing, you're not engaging in pvp at that point.

    The devs aren't taking anything away from anyone. If you enjoy sitting at a hook, that's still your choice. It's a slightly less efficient choice now, and you may want to consider pressuring survivors instead.

    Why can't they also make it a less efficient choice to "gen rush" so fast with perks? Or instantly heal with Resurgence? So make things that instantly destroy the killers' pressure.

    @Star99er said:

    10 more seconds to have your teammates work on gens is all I see coming from this. Might be nice for solo queue survivors but it’s a major buff to SWFs doing gens.

    Exactly. Strong swf and comp like players are just going to destroy even more. Even just 4 solos that are good.

    @dwight444 said:

    our fellow solo q randoms will now crouch behind a rock for an extra 10 seconds

    This is unironically true: without a Kindred basekit change, this won't change. They will just crouch 10 seconds near a hook.

    @Paternalpark said:

    Good. Had a game last night where the killer just camped first 2 survivors to death then slugged for 4k.

    Soloq needed this.

    This won't change a dang thing for solo Q.

    You won't get to the endgame in solo Q with this change.

    @Monarch said:

    This is a fine change, I suppose, it disencourages camping (good for all sides, in terms of fun), it helps solo q, as solo q teammates often have the mentality of "I'm sure someone else will get it", so I get to stare at 3 teammates doing gens while i die, only for them to save me when im hitting stage 2, which is incredibly unfun.

    But I can see it being annoying in comp circles and, to a degree, sweaty matches, it messes up a lot of the killers pressure, as a hook is now so much less important or scary, if anything, nerfing hooking might make slugging more valuable and be used more, but hopefully not.

    It will help solo q (good), stop camping being so bad (good), encourage chases and ending chases quickly in order to have more pressure (good but also double edged, might make tunnelling and slugging more encouraged) and gives sweat squads and comp teams more time to levy saves (definitely fun for survivors, altruistic plays are the most fun things imo for surv, but could lead to seeming unfair situations for killer where survivors can seemingly mess around and play carelessly, take hits and reset many times, and still be able to pull off a save in the endgame).

    Overall, it's positive, and I cannot see it being an awful change, or some life saving messiah as some might say, and the negative I mention is more of a nit pick and will likely not affect you unless you happen to have 10,000 hours, a phobia of grass and an interest in competitive dbd.

    It's an awful change because it won't actually stop camping. So not even that is going to happen.

    @Eelanos said:

    Terrible game design. It should be 90 per hook state.

    Unironically yes, they should actually be 90 seconds to stop camping, the problem is that this would completely nerf killers to the ground of course.

    @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771554#Comment_3771554

    my question is, where is generator defence perk buffs in this patch? Like whole reason why generator defence perk were nerfed was to make killer less reliant on generator defence perks. The way they did that is by making camp more effective. Now they're nerfing camping, so where is generator defence perks at?

    Increases hook stage - > survivor can gen-rush more by leaving survivors longer on hooks but the killer don't have same gen perks they had prior to said change. My thought on this change is gen-rushing is stronger and killer got all their perk nerfed.

    so where is all base-kit generator regress stuff at or what perks are killers suppose to use that have high impact like before?

    EXACTLY. Playing with no perks is even more impossible now.

    Now, with this change, they really messed up: as killer, you're even more gonna be forced to use Corrupt Intervention, Deadlock, Ruin, Pain Res, or No Way Out.

    @drsoontm said:

    The first idea that comes to mind is "gens-before-friends is now more powerful".

    That means the killer will have to punish it even more harshly, tunneling being the first option coming to mind.

    In a nutshell, yes 😂.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772195#Comment_3772195

    the killer is reacting to the survivor play. the killer does not get to decide what survivor play is. there is suppose to be inherit trades offs between rushing generators and hook-states. Refer to @Zakon05 post that further goes into detail regarding this.

    when a killer entirely leaves the hook to commit to separate chase, there is no world where a survivor will ever hit second stage with 70 seconds. An efficient team never lets survivors hit second stage in current 60 seconds while the killer is away from the hook. It is not like hook timer goes 1.5x faster or anything when the killer is away from the hook. If survivor are so concern about killer camping hook timers, why does the survivor not use Reassurance? The 10 second change is giving survivor a free mini reassurance with no downside. it is global effect.

    The killer is not getting any free base perks in this update. I respect disagree with survivor getting free reassurance.

    the killer is reacting to the survivor play.

    This is exactly backwards. The killer determines the gameplay, hands down. If the killer goes afk, the game boils down to "do gens and leave". The only other things survivors have to complete are things the killer provides as objectives/tasks: chase, rescue, or healing/recovery, while still doing gens.

    The thing that appears to be missing here is the picture of how pressure works once the killer has a hook. What the killer wants is for a constant cycle of one survivor on hook, one in chase, one going for rescue, and the last one on gens.

    If you leave the hook, you interrupt one survivor on gens to be in chase, and ideally have short chases (which is admittedly determined by skill). The rescuer will naturally stop doing gens to rescue, since, again, it's always in the survivors best interests to have a 4v1 have and not a 3v1 for as long as possible.

    Doing it this way leaves at most one person on gens at all times.

    If someone is camping, however, the pressure is only on the hooked survivor. The other 3, as long as they know the killer is doing nothing, will do gens. Again, this is because the survivors react to killer gameplay, not the other way around.

    If you want survivors to do something other than gens, you need to be giving them something to do. This is usually the big 3: chase, rescue, or on hook, but can also be killer power (go take your pig hat off, go find the box) or even perk related (go find your plaything totem).

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772250#Comment_3772250

    I'm not even a fan of comp DbD, and I find that the comp scene creates a ton of issues in normal gameplay.

    Have you ever seen comp DbD and watched a whole match? Cause all of the most common complaints from killers are there: hook bombing, gen rushing, pre-dropping, and shoot, it's literally called "running to comp corner".

    Being competitive doesn't make it a fun strategy to play as or against. However, since we're talking about extra hook time, comp is also one of the biggest examples of hook bombing. Survivors will literally unhook the instant the killer finishes the hook animation to keep the pressure to a minimum.

    So somehow, were supposed to believe that all of these things are "being maximally efficient", except survivors somehow want their teammate to be in time out for an extra 10 seconds to give the killer more pressure? C'mon now.

    The competitive sene is good, because it shows what the actual problems of the game are.

    Btw, it's not just those words you used, it's a lot of macro strategy, efficient chases, skill.

    A lot of people actually like the competitive side of the game. Many.

    " Survivors will literally unhook the instant the killer finishes the hook animation to keep the pressure to a minimum. " : This is just factually not true.

    In comp, if you just rescue immediately, you will get tunneled, plain an simple.

  • This change may be dangerous.
    No impact on non-camping killers, really?

    The 10 second grace period gives other survivors time to heal or repair.
    That gives you 10 more seconds to complete the task at hand.
    I think highly skilled survivors understand this and know how to make the most of their teammate's time on the hook.

    Doesn't this change also punish regular killers who don't camp?

    Regardless of the pros and cons of camping, this is simply a survivor buff, making the act of hooking survivors for the killer even less useful.
    I am concerned that this change will lead to more slagging and bleed outs.
    The time it takes to pick up a survivor, carry them, and get executed will be closer to the time it takes to bleed out with this change.

    Honestly, this is horrifying.

  • @Leonardo1ita said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771554#Comment_3771554

    This can also be bad: if survivors do mistakes, and deserve to get punished....now they just have more time to recover for free and do gens!

    I would say this could be the case. But the same should happen with killers making mistakes, and given how much they are removing the risk out of killers kits. Id say this is very fair. A lot of the killers are losing most of the risk out of their kit, Billy's chainsaw has almost no cd and no overheat, huntress got 7 baseline hatchets, bubba has significantly lower stun on hitting something, Doctor will now have reduced shock on misses. All of this remove the punishment on killers for making errors.

  • @Leonardo1ita said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772259#Comment_3772259

    The competitive sene is good, because it shows what the actual problems of the game are.

    Btw, it's not just those words you used, it's a lot of macro strategy, efficient chases, skill.

    A lot of people actually like the competitive side of the game. Many.

    " Survivors will literally unhook the instant the killer finishes the hook animation to keep the pressure to a minimum. " : This is just factually not true.

    In comp, if you just rescue immediately, you will get tunneled, plain an simple.

    Btw, it's not just those words you used, it's a lot of macro strategy, efficient chases, skill

    Couldn't agree more.

    However, what I see here on the forums most often is people who try to mimic the comp play style without having any concept of macro strategy and seemingly minimal skill. That's a common thing in any game, people will copy the "meta" even if they don't understand why it have the ability to execute it well or correctly.

    But most of the time, and especially in DbD, the effective tactic isn't always fun. And since something like camping is going to be copied by killers who forget to turn their monitors on, and it's generally one of the least interactive ways to play the game, it needs all the energy the devs choose to throw at it to mitigate that passive play style.

  • @Leonardo1ita said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771559#Comment_3771559

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771634#Comment_3771634

    Not on all killers. The best play is still, and always be 99,999% of the times, to go back to the hook.

    There needs to be an "incentive", a reward, for getting different hooks.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771560#Comment_3771560

    Problem: if they don't tunnel then survivors can immediately negate the pressure with Resurgence, and heal in 3 seconds with a medkit. So there is no option.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771565#Comment_3771565

    This seems more fair, even if I would have done different durations for the different hook phases.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771566#Comment_3771566

    Exactly, which doesn't solve anything really. It just punishes low tier and mid tier killers for no reason.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771582#Comment_3771582

    Yep.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771583#Comment_3771583

    "They fail to realise though that making the hook stages 70s will hurt killers who dont camp more than it will hurt killers that do. Every time you hook someone the rest of their team has an extra 10s on a gen before they have to go unhook that person. That's more progress than a Surge proc, for example."

    EXACTLY THIS. Couldn't explain it better.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771590#Comment_3771590

    If survivors leave the teammate reach second stage, not saving them, USUALLY there is something that went wrong in their macro pressure. Which is why, imo, if that happens, the second stage should be shorter, being 50 seconds.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771596#Comment_3771596

    Now it's not even "16 seconds later they healed", it's 2/3 seconds with Resurgence HAHAHAHAHA. So to avoid it you gotta stay super close to the hook.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771598#Comment_3771598

    In comp this is LITERALLY terrible. Literally terrible. Awful change.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771610#Comment_3771610

    EXACTLY. Commodious toolboxes are still so so broken.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771632#Comment_3771632

    Alright, then you don't really know how insanely fast some generator builds make the game go.

    You know what, fine....just give the killer a funny little perk that, when you hook a survivor they go directly second stage, why not. What could go wrong...

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771634#Comment_3771634

    Pretty much. Yeah, why shouldn't a mistake be punished?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771636#Comment_3771636

    EXACTLY. It's just a big boost for smart survivors.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771643#Comment_3771643

    Yep.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771648#Comment_3771648

    Exactly: make Kindred basekit.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771673#Comment_3771673

    I don't know if it's a joke or not, but unironically this would actually kill camping.

    Not exactly serious, but I'd gladly play dbd without camping since that just means killers gets faster and stronger

    Imagine if newer players can't get to secure a single kill, escape rate would skyrocket without actually affecting my games that much

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771801#Comment_3771801

    We hear this alot. Survivor gets x buff, killer mains come here saying they're now going to tunnel/slug/whatever even more now in punishment. It never happens.

    It always does. Every time a mechanic is used in a match to accelerate gen speeds, I counter it by tunneling (and/or camping depending on the situation).

    I despise doing it because tunneling makes chases less fun, but I do it.

    I already punished gens-before-friends, I'll do it more.

    And "it never happens" … you are right, everybody sees that tunneling happens less and less /S.

  • @Predated said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771801#Comment_3771801

    Lol, no, you punish that by not camping and tunneling, but chasing other survivors. If they want to stick on gens till the last second, you now have a 10 second extra window to chase and thus more ways to get rid of pallets for free.

    No, while I'm chasing one survivor, the others, far away as my opponents always do gens in parallel, will push the gens further because they have 10 more seconds.

    So instead I'll break chase and go to the hook when appropriate (which may or may not be about 3 seconds later than usual) and tunnel the heck out of the survivor or ensure the next hook stage.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772208#Comment_3772208

    the killer is reacting to the survivor play.

    This is exactly backwards. The killer determines the gameplay, hands down. If the killer goes afk, the game boils down to "do gens and leave". The only other things survivors have to complete are things the killer provides as objectives/tasks: chase, rescue, or healing/recovery, while still doing gens.

    The thing that appears to be missing here is the picture of how pressure works once the killer has a hook. What the killer wants is for a constant cycle of one survivor on hook, one in chase, one going for rescue, and the last one on gens.

    If you leave the hook, you interrupt one survivor on gens to be in chase, and ideally have short chases (which is admittedly determined by skill). The rescuer will naturally stop doing gens to rescue, since, again, it's always in the survivors best interests to have a 4v1 have and not a 3v1 for as long as possible.

    Doing it this way leaves at most one person on gens at all times.

    If someone is camping, however, the pressure is only on the hooked survivor. The other 3, as long as they know the killer is doing nothing, will do gens. Again, this is because the survivors react to killer gameplay, not the other way around.

    If you want survivors to do something other than gens, you need to be giving them something to do. This is usually the big 3: chase, rescue, or on hook, but can also be killer power (go take your pig hat off, go find the box) or even perk related (go find your plaything totem).

    killer determines gameplay, the survivor decides how they want to approach reacting to said gameplay.

    If you leave the hook, you interrupt one survivor on gens to be in chase, and ideally have short chases (which is admittedly determined by skill). The rescuer will naturally stop doing gens to rescue, since, again, it's always in the survivors best interests to have a 4v1 have and not a 3v1 for as long as possible.

    Not necessarily. Often, the best play for survivor is to stay on the hook. The safest spot is staying on the hook because the killer cannot tunnel survivors that are on the hook. It is why many teams tend to leave survivors on hooks, even put into second stage vs certain killers.

    In truth, true gen-rushing often relies on leaving survivors on hooks in order to push generators. It is why i really dislike this change. Reassurance is powerful gen-rush perk for survivor because it exactly exploits this exact gameplay. The difference is that reassurance requires survivors to be next to the hook to trigger it. It has downside. these 10 second have no condition. it is free gen-rush with no downside.

  • Monstrous shrine meta incoming /s

  • @Leonardo1ita said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771559#Comment_3771559

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771634#Comment_3771634

    Not on all killers. The best play is still, and always be 99,999% of the times, to go back to the hook.

    There needs to be an "incentive", a reward, for getting different hooks.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771560#Comment_3771560

    Problem: if they don't tunnel then survivors can immediately negate the pressure with Resurgence, and heal in 3 seconds with a medkit. So there is no option.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771565#Comment_3771565

    This seems more fair, even if I would have done different durations for the different hook phases.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771566#Comment_3771566

    Exactly, which doesn't solve anything really. It just punishes low tier and mid tier killers for no reason.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771582#Comment_3771582

    Yep.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771583#Comment_3771583

    "They fail to realise though that making the hook stages 70s will hurt killers who dont camp more than it will hurt killers that do. Every time you hook someone the rest of their team has an extra 10s on a gen before they have to go unhook that person. That's more progress than a Surge proc, for example."

    EXACTLY THIS. Couldn't explain it better.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771590#Comment_3771590

    If survivors leave the teammate reach second stage, not saving them, USUALLY there is something that went wrong in their macro pressure. Which is why, imo, if that happens, the second stage should be shorter, being 50 seconds.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771596#Comment_3771596

    Now it's not even "16 seconds later they healed", it's 2/3 seconds with Resurgence HAHAHAHAHA. So to avoid it you gotta stay super close to the hook.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771598#Comment_3771598

    In comp this is LITERALLY terrible. Literally terrible. Awful change.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771610#Comment_3771610

    EXACTLY. Commodious toolboxes are still so so broken.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771632#Comment_3771632

    Alright, then you don't really know how insanely fast some generator builds make the game go.

    You know what, fine....just give the killer a funny little perk that, when you hook a survivor they go directly second stage, why not. What could go wrong...

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771634#Comment_3771634

    Pretty much. Yeah, why shouldn't a mistake be punished?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771636#Comment_3771636

    EXACTLY. It's just a big boost for smart survivors.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771643#Comment_3771643

    Yep.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771648#Comment_3771648

    Exactly: make Kindred basekit.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771673#Comment_3771673

    I don't know if it's a joke or not, but unironically this would actually kill camping.

    If anything, hook stages should be extended if you were left on hook, not shortened. That would basically only mean one thing, a Killer is 17m facecamping the only doorframe, in which case they don't deserve more than their 1k. However, I can see people abusing this if there are 4 alive and 1 gen remaining, then the 7th hook is a fresh hook on the final Surv. Overall both cases would probably be better off if we didn't make an adjustment.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771786#Comment_3771786

    Killers are doing good currently. There is no need to buff Slowdown-Perks.

    That Forum User xXxKillerMain69xXx is not doing well does not mean that Killer as a whole is in a bad spot.

    High tier and mid tier killers are not in a bad spot. (Not really true, medkits, toolboxes and perks are still broken, but whatever) IF you tunnel. Because if you don't tunnel, then you're screwed.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771820#Comment_3771820

    chasing didn't do anything. the main key line in 6.1.0 was this line: "Many players feel like generators are powered too quickly without these perks, so we knew we needed to look at generators before making any perks changes. SLOWDOWN PERKS SHOULD BE AN OPTION, BUT NOT THE ONLY OPTION TO STAY COMPETITIVE."

    https://us.v-cdn.net/6030815/uploads/7DMN7V7WMZF4/image.png

    So how did they do that to make slowdown an option but not only option to stay competitive. They buffed camping. that is how. a killer that cannot defend generators will camp more and by doing that, he'll slowdown the game by regressing hooks.

    There is little bit of irony in last sentence because a killer that is relying less of passive slowdown mechanics is interacting less with survivor. I know last sentence suggests that you are suppose interact more but the effect is quite opposite. The less defence you bring, the less time you have as killer to interact with the survivor. This makes sense because the game ends faster.

    Perfectly said: "The less defence you bring, the less time you have as killer to interact with the survivor".

    The more they nerf passive slowdown perks, the more killers are forced to camp and tunnel. In fact, I'd make getting the fourth stack of pain res a massive bonus, like, regress 60% of a generator, considering how insanely hard it is to hook all 4 survivors if they know what they're doing.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771836#Comment_3771836

    I mean, in 6.1.0 they also labelled the basekit Borrowed Time as a nerf to tunnelling and camping, which signals pretty clearly that they wanted to make camping weaker.

    They'd then go on to actually weaken camping by implementing the anti-facecamp meter, further signalling that the devs don't want people to be camping. The fact that the lengthened gen timers incidentally made camping slightly stronger was an oversight, not an intention.

    The devs actively encourage chases to spread your pressure, which is incidentally the stronger way of playing anyway. Even if you think camping did get stronger, there's no basis at all for claiming the devs intentionally made it stronger specifically to compensate for a lack of slowdown perks.

    I don't think they intentionally made it stronger.

    But even them ( I suppose) know that hook stages cannot be super long.

    So if they want to reward chases, this is not the way.

  • @Science_Guy said:

    I don't know why killers mains would actually complain about this beyond a kneejerk reaction that every single change billed as pro-survivor must be a bad thing for them. I get why BHVR didn't make this change in 6.1, and I have mixed feelings about it now. Hook timers increases are good for discouraging camping, but it only punishes hard camping, and I think we're well past the point where good killers understand that letting the save happen and tunneling the survivor off hook is way faster, and safer, than camping for the whole hook state. So, I don't expect much of a change from this, at best it makes forcing struggle a little harder.

    The anti facecamp mechanic would need to get adjusted, because now, with 70 seconds, you can self unhook so many more times if another teammate is near the hook before second stage.

    In theory it should punish hard camping, in practice it doesn't. And it will make tunneling even stronger indirectly.

  • Ok. Let's suppose, the killer completely leaves the hook @AmpersandUnderscore .

    Then, by macro macro pressure, let's also assume they need to go back to the hook, perhaps because the closest survivor pre ran to main building, or because they instantly saved just 20 seconds after the hook.

    What happens if the killer, by macro strategy, in that situation is supposed to chase who was just unhooked? Oooops, they instahealed with Resurgence. Oooops they have Second Wind. Oooops they had Off The Record also because their teammate healed them. Oooops now they also have Decisive Strike. Oooops now they use a Syringe to heal mid chase and usually the killers can't do anything in those seconds. Oooops now they have Dead Hard.

    But if the killer hits them immediately off the hook, they deny most of these things, most of these perks.

    So the killer is forced to do this, because if they don't they get nothing.

  • @versacefeng said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771555#Comment_3771555

    The incentive to leave hook is risking generators being popped and triggering the hooked survivor's built-in Deliverance.

    I meant, staying 16 meters from the hooked survivor, just outside the anti camp mechanic radius.

    Also, you can always go inside and outside the radius a bit if necessary.

  • I don't think they wanted to make tunneling stronger intentionally.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771869#Comment_3771869

    Again, what you're describing there is incidental, not intentional. The devs wanted to weaken camping with the basekit Borrowed Time, and separately, wanted to incentivise chases by buffing all those numbers. This is observable, they say as much in the dev notes.

    As to everything else, I think the issue here is that you're viewing gen perks as a necessity for spreading pressure, when the reality of the situation - at least after all the nerfs - is that it's the other way around. You need to be spreading pressure for gen defence perks to do all that much. If you aren't occupying multiple survivors at once and slowing down gen repair that way, the amount of extra time regression perks buy you isn't enough to overcome that, and it shouldn't be. The only exceptions to this concept are unbalanced cheese strategies like tunnelling and camping… hence those getting nerfed.

    As an aside, you can win by going for aggressive chasing as long as you're actually good at it. So, that's short chases on top of knowing where survivors are and keeping them occupied. I'm not talking hypothetically here, either, I run very little slowdown and I don't camp or tunnel, but I win a respectable amount of my games. If I lose, it's almost always because I wasn't doing well enough in chase, not because you need to camp to overcome gen defence nerfs.

    In general, I think a lot of killer players could do with remembering that gens are not their objective, survivors are. Spread your pressure across your objective, not your opponent's objective.

    What killers do you play the most? Because with Skull Merchant, I absolutely believe you can win with no gens slowdown, considering how much survivors either give up completely, DC, let themselves die on hook, or stop playing seriously entirely.

    As you said yourself, if survivors are the objective (what does this mean?¿?) , in order to kill them fast, there's no better way than killing a survivor ASAP to force the game into a 3v1. Aka tunneling.

  • @Marc_go_solo said:

    It won't make tunnelling more needed because those who think that are most likely (with a few exceptions) to tunnel regardless the reason.

    It's more of a QoL change which will give Survivors a tiny edge against any Killer prefering to hang around a hooked survivor instead of hunting. It's unlikely to make any huge difference, but it may make those who do camp think twice about what they want to do, without making it completely useless.

    It will make tunneling more needed, because if you split pressure on 5/6 hook stages, before a survivor dies, that's 50/60 seconds more of survivors doing gens, before going last second for a save.

  • Im ok with this but the real discussion is removing give up on hook

  • @Leonardo1ita said:

    Ok. Let's suppose, the killer completely leaves the hook @AmpersandUnderscore .

    Then, by macro macro pressure, let's also assume they need to go back to the hook, perhaps because the closest survivor pre ran to main building, or because they instantly saved just 20 seconds after the hook.

    What happens if the killer, by macro strategy, in that situation is supposed to chase who was just unhooked? Oooops, they instahealed with Resurgence. Oooops they have Second Wind. Oooops they had Off The Record also because their teammate healed them. Oooops now they also have Decisive Strike. Oooops now they use a Syringe to heal mid chase and usually the killers can't do anything in those seconds. Oooops now they have Dead Hard.

    But if the killer hits them immediately off the hook, they deny most of these things, most of these perks.

    So the killer is forced to do this, because if they don't they get nothing.

    it is as I said to @jesterkind, leaving the hook is a risk. apparently, i am playing killer wrong and should getting hit by all these second chance mechanics. while it is possible to outplay survivor multiple times, every chase is struggle if the entire team is really good.

    If you leave the hook, you interrupt one survivor on gens to be in chase, and ideally have short chases (which is admittedly determined by skill). The rescuer will naturally stop doing gens to rescue, since, again, it's always in the survivors best interests to have a 4v1 have and not a 3v1 for as long as possible.

    Pain res has been constantly getting negatives changes presumably to make killers use generator defence less. goals of making killer less dependency on generator defence. balancing out camping. It is just that there has been little improvement in improving killer's capacity to leave hooks and promoting search chases.The 2vs8 mode is closest mode where they started to showcase proper changes towards anti-camping, anti-tunneling and making the game more about chasing hooks.

    If only some of those changes in 2vs8 shows up in real mode like their 200% regression bonus, killers putting survivors into cages, teleporting to cages, less information for killer to tunnel. While these changes still present issues for killers like Hag and maybe trapper, they're a step in the right direction.

    This change on other hand where hook regression slower doesn't accomplish much other than punish the killer.

  • @Predated said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771555#Comment_3771555

    They DO have an incentive to leave hooks and not tunnel and camp. Its called pressuring survivors. Its really easy, you have 1 person on the hook, so you chase another survivor and now 3 people cannot waste time on gens.

    For survivors to leave someone on hook for 70 seconds, without you already having hooked someone else, means that either a lot of pallets have been destroyed by you, aka easy downs next time a survivor goes there, or you have been royally outplayed.

    This 10 extra seconds is additional pressure to leave the hook, because you literally cannot afford to stay in 1 place for 70 seconds.

    Let's suppose the killer just goes for chases. As you said, 1 survivor is doing gens.

    What do they get for hooking all 4 survivors? Apart from perks? Nothing.

    What do they get for hooking all of them again, with none dying? Nothing, no kills again.

    How much time has passed? Supposing a chase is very short, like 45 seconds, that's 45*8, which is enough to complete all gens.

    Btw, if with mid tier killers, in 1v1s good chases on average last 2 minutes, if not even more, there's a reason: either maps are unbalanced, or you have to buff mid tier killers in chase to make them A tier.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772368#Comment_3772368

    it is as I said to @jesterkind, leaving the hook is a risk. apparently, i am playing killer wrong and should getting hit by all these second chance mechanics. while it is possible to outplay survivor multiple times, every chase is struggle if the entire team is really good.

    If you leave the hook, you interrupt one survivor on gens to be in chase, and ideally have short chases (which is admittedly determined by skill). The rescuer will naturally stop doing gens to rescue, since, again, it's always in the survivors best interests to have a 4v1 have and not a 3v1 for as long as possible.

    Pain res has been constantly getting negatives changes presumably to make killers use generator defence less. goals of making killer less dependency on generator defence. balancing out camping. It is just that there has been little improvement in improving killer's capacity to leave hooks and promoting search chases.The 2vs8 mode is closest mode where they started to showcase proper changes towards anti-camping, anti-tunneling and making the game more about chasing hooks.

    If only some of those changes in 2vs8 shows up in real mode like their 200% regression bonus, killers putting survivors into cages, teleporting to cages, less information for killer to tunnel. While these changes still present issues for killers like Hag and maybe trapper, they're a step in the right direction.

    This change on other hand where hook regression slower doesn't accomplish much other than punish the killer.

    I agree with the first part, but I don't think copying 2v8 is the solution.

    Apart from the extremely oppressive Escapist class, if there are 8 good players, you are screwed as killer. Before you can reach a kill, all 8 gens are done.

    As killer, instead the strat is to injure everyone with Wraith, and slug everyone. Or just keep everyone injured. It's nuclear options on both sides.

  • @I_CAME said:

    This is a bigger change than people are giving it credit for now that we have anti face camp. I've had so many times where the anti face camp ALMOST triggered. That extra ten seconds will be massive considering it's for every hook stage. It will be huge if they ever add the anti camp meter to the HUD. The amount of extra time you can get on gens with this will also be a great overall buff for survivors.

    Exactly. This is another big problem.

  • I really agree with this: "It's not the end of the world", but it's still a bad change.

  • @AetherBytes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771561#Comment_3771561

    What annoys me here is how people like you arent realizing they're all buffs for meme perks you've probably seen once in your life, save for flashbang and blast mine.

    Yeah. "Fun" and memy Blast Mine. But guess for who? For the survivors. Seconds when stunned that can COMPLETELY destroy the killers' pressure and momentum. Because when killers don't find it fun to get hit by Blast Mine, and other "fun" perks that kill momentum, guess what they're gonna do? Go back to the hook, tunnel, and force a 3v1 as fast as possible.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771875#Comment_3771875

    As an aside, you can win by going for aggressive chasing as long as you're actually good at it

    by good at it, you mean killer has to play completely flawless with 0 mistakes and survivor can fail almost every single chase as quickly as possible while still just completing all generators anyway. The survivor can still easily hook-trade and all generator will be done.

    You need to be spreading pressure for gen defence perks to do all that much.

    The generator defence perk don't do enough towards spreading pressure. Camping does more then the gen perks. that is why player are opting to camp more because it is more efficient way to punish gen-rushing. This is also a way for killer to punish survivor misplays at chases in early stages of the game. The dev have this backwards. killer is punishing survivor. not survivor punishing killer. the survivor is the one failing chases.

    The more imbalanced the base game is, the more killer will use cheesy shortcuts such as Tunneling and Camping.

    Very well said: "The survivor can still easily hook-trade and all generator will be done". I agree.

  • @Leonardo1ita said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771920#Comment_3771920

    Let's suppose the killer just goes for chases. As you said, 1 survivor is doing gens.

    What do they get for hooking all 4 survivors? Apart from perks? Nothing.

    What do they get for hooking all of them again, with none dying? Nothing, no kills again.

    How much time has passed? Supposing a chase is very short, like 45 seconds, that's 45*8, which is enough to complete all gens.

    Btw, if with mid tier killers, in 1v1s good chases on average last 2 minutes, if not even more, there's a reason: either maps are unbalanced, or you have to buff mid tier killers in chase to make them A tier.

    What do they get for hooking all of them again, with none dying? Nothing, no kills again.

    But you're changing the argument from 'the killer should put pressure on other survivors' to 'killers should go for 8 hooks'.

    Btw, if with mid tier killers, in 1v1s good chases on average last 2 minutes, if not even more, there's a reason: either maps are unbalanced, or you have to buff mid tier killers in chase to make them A tier.

    But in a 1v1 you burn through all of the pallets, you get to start at the shack, the survivor doesn't have to worry about running into anyone else, the survivor gets to scout out the map (more of an advantage than the killer scouting), and killer perks and powers are extremely limited while survivors still get to run things like Lithe and Resilience.

  • @Leonardo1ita said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772399#Comment_3772399

    I agree with the first part, but I don't think copying 2v8 is the solution.

    Apart from the extremely oppressive Escapist class, if there are 8 good players, you are screwed as killer. Before you can reach a kill, all 8 gens are done.

    As killer, instead the strat is to injure everyone with Wraith, and slug everyone. Or just keep everyone injured. It's nuclear options on both sides.

    Perhaps that gameplay is more exciting than staying at hooks. @jesterkind said that he does not like the killer playing so inactively. ok what about playing more actively like injuring everyone with some of those anti-camp 2vs8 changes? I liked playing 2vs8 mode for killer. it encouraged me to play differently and more actively. the 1vs4 mode encourages opposite gameplay and now your getting nerfed for playing passively. shrug.

  • deliverance will be useful against proxy camping killers, waiting until last second to kobe will be powerul. I think it’s a good change but they should have focused on making the anti camp punishing for camping killers instead

  • @Leonardo1ita said:

    Let's talk about it.

    What do you think?

    Is this good for the game? Is this bad?

    Is it gonna make tunneling more needed, considering survivors now have more time to finish a gen and then go for a save last second?

    Or is it gonna incentivise spreading pressure once in a 3v1 better?

    What do you think?

    Tunneling one out at the start will still be the best play, outside of that it makes camping a little bit less worth doing and it will just give even more time to be on gens completely for free. (The last point is regarded to last second saves like you already said)

    I'd say it doesn't affect the game too much to be honest, but it will make pressuring survivors a little bit harder for sure.

  • @Leonardo1ita said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771875#Comment_3771875

    What killers do you play the most? Because with Skull Merchant, I absolutely believe you can win with no gens slowdown, considering how much survivors either give up completely, DC, let themselves die on hook, or stop playing seriously entirely.

    As you said yourself, if survivors are the objective (what does this mean?¿?) , in order to kill them fast, there's no better way than killing a survivor ASAP to force the game into a 3v1. Aka tunneling.

    I don't get to play Skull Merchant often, because of the survivor behaviour you're referring to. Not that it makes a difference since what I'm describing applies to every killer, but the ones I play more often are Clown, Trapper, Nemesis, and now Unknown a little bit. Of those, I only consistently put slowdown perks on Trapper, and even then you only really need one.

    Survivors being the objective seems pretty straightforward to me, not sure what your confusion is there. You win by killing survivors, ergo, survivors are your objective. We're also not talking about tunnelling here so I'm not sure why you're bringing that up.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771610#Comment_3771610

    Gen speeds were fine with 80s gens and 25% max Pop and 0% basekit on kicks. Gen speeds were fine with 90s gens and 30% current Pop and 5% max basekit on kicks. Gen speeds only weren't fine with 4 gen slowdowns, or things that were effectively 4 gen slowdowns (infinite respawning Ruin+Undying without perfect RNG), and insta full gen BNPs. We hard deleted BNP's capabilities, but we couldn't do the same with gen slowdown.

    Toolboxes come pre-nerfed compared to every other item in the game, due to how their bonus works. You get the % bonus for the X charges worth of progress, not X seconds. That means a 50% 32 charge toolbox is only progressing 32 charges in 21.33s (and draining it to 0 toolbox charges), or in other words, saving 10.66s. A Brown medkit takes 24s to self-heal compared to the base altruistic heal of 16sx2 or 32s, saving 8s. That means the best gen toolbox is only ~33% better at saving time than the worst medkit.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771715#Comment_3771715

    Killer gen slowdown perks were nerfed because too many sweatlord Killers were stacking 4 gen slowdown and ruined the game for the rest of us. I used to comfortably run only PR on Ghostface as my sole gen slowdown. I still do, but I used to too. If there was a unique perk buff (that only applied to gen slowdown) then that would be ideal. Something like 25%-50% more regression/longer blocked durations (respectively) if that is the only gen slowdown perk selected. That also means it could still function with Killer add-on forms of regression (for the rare few they deem 'worthy'/'deserving' of having such an add-on). Personally I don't stack Driver's License with PR, and use one or the other, but the option would be available for people.

    The flaw of all Toolboxes having the same amount of charges is the same flaw of all medkits having the same amount of charges. It was a mistake, and I'd hoped we had learned from it. Medkits needed a nerf, but not the boring one we got. The Purple should have kept 32 charges, and the Green should have lost the self-inefficiencies (and remain at 16 charges). All the medkits are now pathetically dissimilar, and we don't need the same mistake to be applied to Toolboxes, especially given the (in)efficiency of Toolboxes as is. I would only agree to such a change if Sabo's were dropped to something like 2-3 charges per Sabo. Nerfing charges also nerfs Sabos, and any theoretical Toolbox nerf should only target gen progression. Nerfing Alex's Toolbox charge count was also a mistake in the Sabo rework patch.

    Survivors stacking items is a bit different of an issue, and the 2v8 class mechanic is a good limiter (no more than half of the lobby can be one class). Maybe try 2 of the same class of item per lobby, although make it known if your item is 'disarmed'. Maybe I need a heal tome, and I'd need to back out to use my medkit in a different lobby. Alternatively, only allow items and characters to be changed before you ready, but that might be annoying unless we had a strictly ranked mode for that limitation, and an unranked mode without.

    Survivors stacking generator stuff, is only a problem because 32 charge toolboxes exist. None of the survivor generator perks or addons need to be changed, if all the toolboxes are set to 16 charges. And yes, it's the same concept of medkits, where they needed to be made more similar in order to properly balance them.

    And if it's ok to evaluate killer generator perks as if a killer is running a full slowdown build, then we need to evaluate survivor generator perks/item/addons as if a survivor is running a full generator build. And it doesn't matter if toolboxes were already nerfed in the past, because many things in this game get nerfed more than once.

    We're basically having a huge double standard here, where we evaluate killers when they are being their most optimal (i.e. the optimal slowdown build), but then we evaluate survivors based on them being average and inefficient (i.e. just having a toolbox with zero generator perks).

  • @Backmon said:

    Its horrible. Secure second stage is already very hard and they did it even harder. And of course only survivors perks being buffed (i wonder why :) )

    Some killers are literally getting buffs. I swear y'all are NEVER happy.

  • case in point: first match of the day, 2nd stage first hook while 2 teammates ran around near hook; 1 was actually in chase and the other was playing as if he was injured on death hook (last guy on gen which is fine)

    again, not the buff anyone is making it out to be. Majority of games will be unaffected because solo q teammates only know how to optimize inefficiency and poor decision making

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