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Finn_Furwolf

Finn_Furwolf

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Finn_Furwolf
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  • I need to dig this post up, because I want some feedback on a new idea for my point 1:

    When the killer closes the hatch, EGC starts normally and the gates get powered. Killer gets killer instinct on the survivor for 5 seconds every 10 seconds, if they are not in chase and the survivor is not in the dying state. The survivor gets a 10 % stackable bloodpoint bonus on the match score for every 10 seconds actively being in chase before dying.

    This rewards both roles (Survivor gets more BP, killer gets his 4th earned kill) and incentivises the survivor to keep playing, even if he basically already lost. The survivor can't hide all endgame and if the killer wants to deny the points and doesn't engage in a chase, the survivor can still open a gate or hatch with a key and escape.

    (numbers can be changed and are just placeholders)

    I don't really care about point 2 anymore. ๐Ÿ˜„

  • I stopped playing killer in 2v8 because of this. It is as frustrating as old dead hard to swing just to see the survivor sprinting away while they are already running.

  • It is in general. Block type doesn't matter. Encountered this today, too. If you got these 2 angled blocks AND you have to jump, so no block to walk through, you can't go through.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3281887#Comment_3281887

    How would you nerf the perk to bump it out of being incredibly good while retaining the core aspects and effects of the perk and not creating yet another useless survivor perk, further limiting the already slim meta?

    Cooldown

    You can't set up another boon for x (maybe 60) seconds after it got snuffed by the killer. This could be applied to all boon perks, without punishing the other, much weaker boons to much, to make it consistent.

  • @Aven_Fallen said:

    Point 1: Not good. This would mean that Hostage Situations can take place. Yes, the Killer can open the Exit Gate in this case, however, if they dont want to do that, the Survivor has no chance of getting out of the match by any means. There is a reason why EGC starts and Gates are powered when the Hatch is closed, to give the last Survivor an actual incentive to keep playing.

    Point 2: Pointless, really. The only purpose of the Hatch is this case are some extra BPs. No point in changing that.

    Point 1: The last survivor actually has still the abillity to escape, so an incentive, but it becomes extremely difficult, what I was intending with this change, because in this situation the team failed to repair the generators and the last survivor failed again to find the hatch first.