Why doesn't saving from exile injure?

So survivors must save teammates by stabbing their hand - surely the saviour should become injured or deep wound for doing this? Especially considering it seems to save multiple players at once.

This is just my thoughts from seeing it so far.

Comments

  • Why should it? If I recall correctly exiled survivors can already escape on their own.

  • @esarraf said:

    Why should it? If I recall correctly exiled survivors can already escape on their own.

    Because it would serve more of a purpose to send them to exile instead of just hooking. Can they? Then that's even more of a reason

  • To all the downvoters - what would you have changed?

    There needs to be more incentives to hook and use unique mechanics otherwise all we get is slugfest

  • @Linkdouken said:

    So survivors must save teammates by stabbing their hand - surely the saviour should become injured or deep wound for doing this? Especially considering it seems to save multiple players at once.

    This is just my thoughts from seeing it so far.

    No, this would make the killer way too strong and put survivors in a horrible spot where saving punishes them but not also punishes them. Sure, exil survivors can escape on their own but praying is much quicker but still slowdown-bonus for the killer. You also need to keep in mind that survivors of different skill-level will face the Judgement and some of them might be not so good on escaping on their own and therefore need a bit of help. In addition, if the rescuer would get injured for helping their teammate, it would leave a bad taste and encourage them to not help and that would make SoloQ miserable against that killer (From my first impression, the killer has no advantage against SoloQ, which is good).

    On the other hand, sending a survivor in the exil is already a bless for the killer since you save so much time without the annyoing and slow hook-progress - on top of it, you can also perform a mini-mori on a survivor with two hook-stages which is so quick. It also rewards the killer with a temporarely power-mode and information of other survivors.

    Overall, sending survivors into the exile rewards the killer in such a strong but fair way that it does not need any other basekit buff, especially not such a big one like free injuries.

  • @Linkdouken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103797#Comment_4103797

    Because it would serve more of a purpose to send them to exile instead of just hooking. Can they? Then that's even more of a reason

    Except that's already a fairly good reason. It gets the killer back into the match instantly to keep applying pressure. I think people just straight up forgot how powerful remote hooking was during the anniversary event. Over the course of the match being able to save easily over a minute or even two of carrying someone to a hook is nothing to sneeze at. Sure there's the argument that you don't get access to pain res but ultimately you can just bring a different perk.

  • @HolyDarky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/470541/why-doesnt-saving-from-exile-injure

    No, this would make the killer way too strong and put survivors in a horrible spot where saving punishes them but not also punishes them. Sure, exil survivors can escape on their own but praying is much quicker but still slowdown-bonus for the killer. You also need to keep in mind that survivors of different skill-level will face the Judgement and some of them might be not so good on escaping on their own and therefore need a bit of help. In addition, if the rescuer would get injured for helping their teammate, it would leave a bad taste and encourage them to not help and that would make SoloQ miserable against that killer (From my first impression, the killer has no advantage against SoloQ, which is good).

    On the other hand, sending a survivor in the exil is already a bless for the killer since you save so much time without the annyoing and slow hook-progress - on top of it, you can also perform a mini-mori on a survivor with two hook-stages which is so quick. It also rewards the killer with a temporarely power-mode and information of other survivors.

    Overall, sending survivors into the exile rewards the killer in such a strong but fair way that it does not need any other basekit buff, especially not such a big one like free injuries.

    Putting off solo Q teammates from saving is a fair argument but the incentive is and will always be to make sure your team is still alive to help each other escape and of course bloodpoints.

    Bad teammates will always be bad teammates but okay, let's say it is too off-putting if in an injury was the price, then there should be an alternative such as a debuff like a timed gen speed penalty to those who were exiled?

    In the current state the Judgement certainly looks like it needs more reward for hits with Divine Light as seeing the aiming makes it a bit too easy to avoid. The speed of putting them into Exile isn't much of a reward if they've spend longer trying to get a hit than if they M1'd especially when survivors are saving time by saving everyone at once too

  • @esarraf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103859#Comment_4103859

    Except that's already a fairly good reason. It gets the killer back into the match instantly to keep applying pressure. I think people just straight up forgot how powerful remote hooking was during the anniversary event. Over the course of the match being able to save easily over a minute or even two of carrying someone to a hook is nothing to sneeze at. Sure there's the argument that you don't get access to pain res but ultimately you can just bring a different perk.

    Yes, no flashlight, pallet saves or sabo possible - and they get Killer Instinct on survivors who are also eligible for Exile, after sending one there. And their power is increased.

  • @Linkdouken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103904#Comment_4103904

    Putting off solo Q teammates from saving is a fair argument but the incentive is and will always be to make sure your team is still alive to help each other escape and of course bloodpoints.

    Bad teammates will always be bad teammates but okay, let's say it is too off-putting if in an injury was the price, then there should be an alternative such as a debuff like a timed gen speed penalty to those who were exiled?

    In the current state the Judgement certainly looks like it needs more reward for hits with Divine Light as seeing the aiming makes it a bit too easy to avoid. The speed of putting them into Exile isn't much of a reward if they've spend longer trying to get a hit than if they M1'd especially when survivors are saving time by saving everyone at once too

    Isn't the reward for hitting them with power also that they are injured and gain heresy at the same time? Unlike Nemesis, Krasue or Henry for example.

    Also, everyone that has heresy already regresses generators unless they hit a great. Basically you can't repair.

  • It's same as pyramid head you make choice whether you want to hook and utilize perks or just send away possibly for instant save. I feel that she's not meant to play by sending everyone to exile but use it when it's advantegous. Plus from what I've seen only two pillars can be used to save. Zelaous might last longer though, 90s.

  • @dangersmymidd1ename said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103960#Comment_4103960

    Yes, no flashlight, pallet saves or sabo possible - and they get Killer Instinct on survivors who are also eligible for Exile, after sending one there. And their power is increased.

    Yeah which is also kinda lame, like I get it's part of their power but they are doing this with Jason too where just certain ways to play the game are totally or partially negated by basekit killer powers and it just reinforces the fact that genrushing is the only thing left for survivors.

  • @Linkdouken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103904#Comment_4103904

    Putting off solo Q teammates from saving is a fair argument but the incentive is and will always be to make sure your team is still alive to help each other escape and of course bloodpoints.

    Bad teammates will always be bad teammates but okay, let's say it is too off-putting if in an injury was the price, then there should be an alternative such as a debuff like a timed gen speed penalty to those who were exiled?

    In the current state the Judgement certainly looks like it needs more reward for hits with Divine Light as seeing the aiming makes it a bit too easy to avoid. The speed of putting them into Exile isn't much of a reward if they've spend longer trying to get a hit than if they M1'd especially when survivors are saving time by saving everyone at once too

    Heresy survivors suffer from more difficult skill checks and missing one let's the generator lose more progress. They can also be send into the exile which - as I said before - a huge time saver. They need to find a shrine to get rid of it over time, which is additional slowdown for the killer. Survivors also don't lose Heresy when send into the exile or escape from it, which is nice. Infecting them with Heresy is also smoother since you do it passively with your M2. Also, you get into a power mode for sending survivors into the exile which is makes you more dangerous.

    The killer from what we've saw has a high skill ceiling and we should rather wait and test her on our own before calling something weak or needs more. Back then people claimed Ghoul should down people with power since otherwise he is too weak - after release and still now a strong A tier killer.

  • @HolyDarky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103982#Comment_4103982

    Heresy survivors suffer from more difficult skill checks and missing one let's the generator lose more progress. They can also be send into the exile which - as I said before - a huge time saver. They need to find a shrine to get rid of it over time, which is additional slowdown for the killer. Survivors also don't lose Heresy when send into the exile or escape from it, which is nice. Infecting them with Heresy is also smoother since you do it passively with your M2. Also, you get into a power mode for sending survivors into the exile which is makes you more dangerous.

    The killer from what we've saw has a high skill ceiling and we should rather wait and test her on our own before calling something weak or needs more. Back then people claimed Ghoul should down people with power since otherwise he is too weak - after release and still now a strong A tier killer.

    I haven't seen/noticed the difficult skillchecks on heresy survivors so thanks for that info, I didn't actually know that occurred.

    My feedback is strictly from watching how difficult it looks to use The Judgement and how easily avoidable Divine Light appears to be.

  • @Linkdouken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104025#Comment_4104025

    I haven't seen/noticed the difficult skillchecks on heresy survivors so thanks for that info, I didn't actually know that occurred.

    My feedback is strictly from watching how difficult it looks to use The Judgement and how easily avoidable Divine Light appears to be.

    To be a bit more clear: It's a normal skill check but when you hit the good skill check zones, the generator loses a bit progress as long as the survivors suffer from Heresy (includes the getting rid of effect).

    That is also something that makes the infection better than Nemesis' or Krasue's; spreading infection actually means something since infection is actually meaningful and in the long run rewarding (you make the survivors a bit slower on gens, you give them a bit of slowdown by forcing them to use the shrines, hooking a heresy survivors is so quick that is more dangerous than a normal hook for survivors, and gives you a temporary powermode which potential information due to killer instinct). Since the killer has a simpler way to infect survivors and can do this from a certain distance, it's also actually possible to infect multiple survivors like Wekser or Singularity can do.

    I agree that hitting and controlling the pillar looks difficult but I wanna test it by myself and then judge. I also feel like some players that play it cannot deal with the high skill ceiling and therefore make it look more difficult while the survivors they playing against are strong players. I guess, you can compare her with Artist on release: Artist was a high A tier killer but for many players low B or even C because they didn't used her power correctly/had a wrong understanding of her. Judgement goes in the same direction. Then there is also the personal preference where some players like gambling killers while other ones wanna have straight forward killers (Wesker, Huntress, Billy). Maybe there are also need to be some changes made to her to make it feel better but that will be something we can say once we can test the killer on our own or once we can play her on live servers. The opposite is also true: back then Unknown and Springtrap were considered as high A tier killers but only due to survivor lack of counterplay knowledge. So, I think if there are any changes in terms of buffs needed, I don't think they are needed in the Heresy part.