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DesiringEagle75

DesiringEagle75

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DesiringEagle75
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  • @StrodeWins said:

    https://forum.deadbydaylight.com/en/discussion/comment/928622#Comment_928622

    yeah but if everybody suicides first hook then the LF loses. the bloodpoints will be painfully low

    I mean it’s the same way with DC’ing. “I’ll just DC since I’m not having fun against this killer using an OP addon or they’re tunneling me”. Problem is you’re not by yourself. Not everyone is going to willingly go with your plan and first hook themselves.

    Plus, you’re hurting yourself in the process because you’ll ALSO earn very few blood points and most likely depip along with the Killer.

  • Yeah, unless you’re playing against her. I have quite bad luck playing against her traps. Either I get it off after the second try or I barely survive after running through ALL the boxes.

  • More boxes = less chance at getting the trap off.

  • Like others have mentioned, if someone wants to play their own way, there’s nothing that can be done. Don’t think of it rationally, cause I can assure you they didn’t. No matter how nice you thought you played, they’ll always find out an excuse to call you out. Just deal with it and move on I’d say.

  • Oooo... Good luck on the recovery. Haven't gotten mines removed yet but I do have braces, so I can get a gist of what the pain must feel like.

  • I mean there are loads of perks to counter slugging. Flip-Flop, Tenacity, Unbreakable, even No Mither (before you say that No Mither doesn’t work because they easily know you have it, it forces them to pick you up, aka you countered them from slugging am I wrong?).

    Also if Iron Will worked while you were in the dying state, it would cause all sorts of problems where the Killer would never be able to find you and that would just be boring. Plus you would most likely bleed out than escape so it wouldn’t help you there.

  • @GennyFromTheBlock said:

    Honestly, DS should remain active until the Survivor is healed.

    Nice and simple change. However as of right now we have a big “No healing” meta so not sure how good that would be. Plus it would suck if you got healed by We’ll make it and then for one shoted by Devour Hope.

  • You could've very easily said "How can 4 rank X survivors fail to complete a single generator" and it'd still be true. Like someone said above, the best way to at least get them to do something is to run Kindred. Also, if the Killer was using Hex:Ruin, then it's pretty much guaranteed at that rank that no one's going to finish a gen. So in that case, you'll have to be the MVP and either find and destroy Ruin or get chased long enough for someone to eventually wander into it.

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/777579#Comment_777579

    If you need any more footage to support your point, I have hours of footage where I don't camp, Tunnel, or Slug barely and I still get hit with DS cause of how pragmatic I am with my perks. All of my perks save me time, that adds up to getting DS'ed when i thought there MINUTE was up.

    No thank you, we have PLENTY of footage of that happening. But that's the main reason why I made this post for. It's difficult changing such a powerful and popular perk like DS. And from all I learned, there are always unwanted results that occur with changes like this. I'm a little happier with what I have right now, but for now, I'll let it rest. Plus this is probably going to stay on the back-burner for quite a while.

  • Thank you to everyone who has contributed to this thread. I’ll continue to respond to anyone who still wants to update the thread, but for now I’d like to take a lil’ break. I wish you good luck in the fog!

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/777535#Comment_777535

    https://www.youtube.com/watch?v=3_VikeC6Om4

    Okay, this was a weird match, but it still illustrates my point: I get DS'd after two hooks. The survivor who DS's me stayed in my TR the whole time. They played poorly; I don't exactly play well in this clip, but I was still DS'd for trying to capitalize on their bad play. With only one gen left, this DS was very costly.

    (Watching the video, it might seem obvious that I should've expected DS. Don't forget, it feels very different when you're actually playing vs watching a video.)

    Considering I play like crap and can have this happen, I can't imagine how it is for better killers than me.

    Doing well as killer is precarious. I watch streamers sometimes and see them doing well, doing well, then they make one mistake and lose the match for it (losing the match = one or fewer kills).

    "the change would be useless if you can’t down people fast enough to use the benefits."

    Personally, I don't see it that way. What I mean is, I'm not looking for a way to benefit killers. Deactivating DS by hooking other survivors isn't a benefit, it's just a way to prevent killers who don't tunnel from being DS'd.

    Also, how would a killer know that the survivor's been hanging out in their TR? On The Game map, 90 seconds after being unhooked, the killer downs the survivor, picks them up, and gets DS'd because the survivor was within the killer's TR the entire time. The killer can't predict that and in some situations it's much harder to play around. If a killer comes across a survivor more than a minute after being unhooked, they're not going to be thinking that they may need to slug for 30 seconds to avoid DS.

    Plus, if a killer without a TR can take advantage of a shorter DS by going into stealth mode, that doesn't really seem fair on the survivor. Especially when killers like Wraith and Pig are often notorious hook campers/tunnelers; those are situations where you definitely want DS at its full strength.

    Thank you for all the feedback and even a video to back up your claim! I guess that’s why all the hard work is put out on the Devs. No way I could handle all the possible outcomes with balances changes and tweaks to Killers/Perks. Looking back now, the better change would’ve been to implement a meter based distance from the killer, similar to what Mettle of Man does. That way it would lessen all the variables TR can bring. I still believe that this idea is still a good change for DS but I’m still happy to hear other changes people have brought.

  • @Frosty said:

    To make it a true and solely anti-tunnel perk (even though I don't think "tunneling" is a legit thing to be upset about) it should only activate when a rescue is preformed with the killer being a certian, constant, distance from the hook. It could then remain active indefinetly until..

    - The survivor: Enters a locker, begins repairs on a gen, preforms a rescue, heals or gets healed, the survivor gets out side of the same radius required to activate(negating discrepancies between large and small TR killers) begins opening the gates, or is within a certian distance of an open gate.

    - The killer: enters a chase with a different survivor or kicks a gen.

    The only problem I see with this is if the Killer chased the guy that unhooked you and then immediately went back onto you. With how you described it, DS would only be active for 5 seconds and then be gone instantly. Same thing if the Killer kicked the gen that was right next to where you were hook. Just keep the survivor side of the change and maybe it’d work.

  • @TragicSolitude said:

    Survivors can abuse this by staying in the killer's TR.

    Anti-tunneling version of DS: DS is active for 60 seconds following being unhooked. If 4 survivors are left and 2 are hooked, DS deactivates; if 3 survivors are left and 1 is hooked, DS deactivates; if 2 or fewer survivors are left, DS doesn't activate because tunneling is not a thing at that point. DS does not activate during the EGC.

    I doubt DS is actually going to get changed anytime soon, though, so this is all just kind of wishful thinking.

    While this is true, that survivor is always chasing you so they’re not doing anything productive. I see where this could be a problem if perhaps it was Doc playing in The Game, but you can always slug them for 30 seconds if your suspicious they were following you. And finally, while your idea would work quite nicely, the change would be useless if you can’t down people fast enough to use the benefits. Unless you’re destroying the survivors, you will usually get the first person killed with 1-2 gens remaining. Of course this depends on the Killer, how good the survivors are, and how well the Killer stopped gen progress.

  • Survive!

    Adrenaline, Hope, Wake Up, and No One Left Behind.

    Survive till the end to receive your reward!

  • @Frosty said:

    Sounds like there are way to many variables that would end up in play.

    I felt like maybe making it so it would pause when you were an X amount of meters from the killer would be better than the TR but so far nothing like that has been implemented into the game for survivor’s side.

  • @Raven014 said:

    I'd rather see it deactivate if these conditions are met:

    1. a person is hooked before you.
    2. you work on a gen.
    3. you get in a locker.
    4. you heal to full health.

    Then it would be a straight anti-tunneling perk, not just a punish for letting them get unhooked perk.

    Yeah, I would want to see that too. But the main problem is just it would be too complicated to new survivors or killers. It would be just a “what does it do again?” or “wait, how did I lose it?” With this change it’s pretty much trying to get rid of as many issues with one change. It’s not going to solve everything but at least it takes out as many as it can.

  • I’ve noticed the same thing. I’m sure the reason behind it is that the hook time begins as soon as you’re done screaming, but since you don’t scream, it begins immediately. I’d say it’s not intended, but I’m not sure if BHVR would want to rework the coding for hooks so people who use an uncommon perk can live for a couple more seconds.

  • @FreakPrince said:

    Stop trying to make more DS changes to happen, it's not going to happen.

    It’s just an idea, chill down. Hundreds of people comment each day about ideas to change perks, killers, or game mechanics. Of course BHVR aren’t going to do every single change someone says. That’d be horrible. I’m just giving an idea of a unique way to change DS. Is it going to happen in the near time? Most likely not but that’s not a reason why I shouldn’t try.

  • @Mr_K said:

    Forgetting killers like Wraith, Freddy, Pig, Ghostface, and Myers.

    With these killers it becomes a straight up nerf.

    Really? I don’t see this as a nerf to them. If your Wraith and see the guy get unhooked and you DECIDE to chase them, the timer will continue to go down. This works with any stealth killer. Plus DS is still there to prevent you from tunneling the unhooked survivor.

  • It can be hard. So much so that I wonder if I'm trying to escape from the killer or my teammates. A little band-aid I've used is be the Gen Jockey and let your teammates do the saving and getting chased. Nothings worse than when you're on the hook and you see your whole team crouching by waiting to rescue you or everybody running around doing squat nothing. Pretty much what I'm saying is Kindred is you're best friend.

  • The reason why you can't really "disarm" his snares is because they're very limited on how Freddy can use them. His snares don't set instantly (they take like a second to arm I think?), it's a big circle in the ground so their SUPER easy to see, and lastly, they're useless if you're awake. Like others have said, the best way to get rid of them is to trigger them when he's far away. Or you can even run calm mind so its harder for Freddy to realize you stepped on them.

  • I mean on the one brightside, you don't need to bring Monitor&Abuse on Scratched Mirror Myers anymore. Plus if you feel like someone is using Spine Chill, the the best way to close in distance is to just moonwalk. It isn't 100% foolproof but its better than the survivor running away as soon as you pass the 36 meter range.

  • Another thing you can do is tunnel someone off the hook and get hit by the DS, which 8/10 times every survivor should have, and get a new obsession. The loss shouldn't matter too much since that's once less DS to worry about and you get your obsession perks back. Also, like someone mentioned earlier, a 3v1 is way easier to deal with than your standard 4v1.