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Kalinikta

Kalinikta

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Kalinikta
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  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3294512#Comment_3294512

    And that's hilarious because I'm mostly a killer main. I came up with this specifically because all of the other suggestions to prevent camping/tunnelling would be busted and abusable by survivors. Things like pausing hook timers, teleporting hooks, etc.

    Even your suggestion of "just extend hook phases" wouldn't do anything. It would just make the "hanging on the hook is boring" problem worse, because it would take longer. Survivors hooked would give up more often and give the killer free kills, meanwhile other survivors would feel less pressure to go for the rescue, meaning you're applying less pressure as killer.

    As a killer (who doesn't camp or tunnel) I'd welcome this system. I'd also like a whole host of other killer buffs too but that's not the topic. And as a solo survivor I'd like to have games that aren't over the second someone gets hooked.

    I'm also against the basekit Unbreakable, and the finisher mori system is too restrictive. Is that enough for you?

    It's pathetic how killer/survivor mains see an argument or suggestion that they assume suits the opposite camp, and immediately go into us vs them mode. I shouldn't have to defend myself like this and explain my stance on all the different issues with survivor and killer in order to evade these accusations.

    Extending the timer on hook does nothing? What? It gives survivors more time to deal with the situation and get more gens done against campers. Literally making the counter do gens while they don't pressure the team more effective. The argument but people just rage quit and kill themselves isn't a valid counter, because if as a survivor you aren't willing to hang on a hook to help your team... That is on you for rewarding the killer that camps. Those that do it now aren't willing to wait the 2 mins already, so nothing really changes.

    Your system also reduces the pressure from the killer, it is your main argument, it is to reduce the effectiveness of snowballing, camping, tunneling, general gameplay even. By providing a buff to survivors when the killer does well.

    The increased time means less pressure to go for the save, euhm the same applies to your suggestion as it benefits one to wait a bit and setup a save after the 20 sec mark. Also an increase in the timer promotes the killer to find someone else, they get less pressure from hanging around the hook as survivors can wait longer; it works both ways. People that will camp will camp, but your suggestion kicks in those cases up you claim should still be viable... "Those times may be the exception, but they need to be possible."

    You don't get how efficiency works or something or how incredibly huge the area is you are suggesting. It is pathetic that you are making this into an us vs them conversation I agree. I stated the more obvious and less problematic way to address camping and that buffs survivors. Someone just calling you out for suggesting a buff to survivors that would be base line instead of your suggested being just anti camp and tunnel doesn't make it an us vs them.

    I stated it would kick in during gameplay where killers are not camping and tunneling, be it chasing someone else, protecting gens/area... You know the "Those times may be the exception, but they need to be possible." Situations...

    Twist it as you may, but I didn't make it us vs them.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3294445#Comment_3294445

    Are you accounting for the 20s it takes to trigger? And then the effect is only active as long as the survivor is on the hook. It's a lot of set up to intentionally abuse, trying to instigate this for a mere +5% buff to repair speeds for about 20s simply isn't worth it for survivors to strive for.

    And typically a survivor looping the killer around a hooked survivor is a detriment, because it means other survivors can't make the save. Leaving that survivor hanging on the hook for almost an entire hook state just so your ONE gen jockey can get +5% is less preferable over simply rescuing that survivor and getting back on gens as quick as possible.

    Currently, 3 gen scenarios with a campable hook in the middle form a stalemate that is unwinnable for survivors. This would be a good thing, and still not all survivors would be able to pull this off.

    This response showcases that you want a baseline buff to survivors.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3294429#Comment_3294429

    It can't be abused because 2 survivors on gens with +15% is less effective than 3 survivors on gens without +15%.

    You need to sacrifice 100% repair efficiency to 'set up' this 'abuse' in order to gain 15% profit.

    Mmmh? But if they are chasing someone they aren't camping or tunneling, yet the team would get a buff to knock out the last 1 or 2 gens in peace and providing more time to get a save on the person after the objective is completed.

    The issue is that it punishes people that aren't doing what you want to punish. Provides temporary buffs during a match as well making gens go quicker. I chase the nearest survivor to a fresh hook, in the time it takes someone else to show up for the safe save, as the killer is chasing someone else, the gen jockey gets a random 5 to 10% buff.

    You can state well that is sacrificing the work of the other survivors, but those wouldn't be on gens regardless. Because you have 1 on the hook, 1 in chase, 1 going for the save and 1 on a gen... Just doing what they would do normally to progress their objective quicker.

    Getting someone on a hook, means 2 people won't be on gens. Chasing someone else means you pull more people off gens ... Yet now the survivors get a buff for you not camping and tunneling.

    Consider you have the last 3 gens in a 48m area and hook someone somewhere near the center ... The killer literally would need to go sit in a deadzone or camp it out because the mechanics would prevent you from defending the gens.

    So... Yeah it is abused.

  • 24m is a Huge area and would result in people getting the buff nearly constantly. You claim it cannot be abused, but it clearly can as good survivors could setup a save / trade in time and loop in such a huge area for the buff. There are so many maps and situations where this would negatively impact those that aren't camping.

    Want to make camping less effective; simply increase the hook stage timers. Far less intrusive and problematic across the board. It gives people time to do gens, reset, etc. to coordinate a save, with pretty much zero chances of punishing people that aren't camping.

    Additionally reduce the snowball effect and reduce the effect of people successfully being killed just guts any close games into a survivor favored situation. The whole game of killers rely on snowballing at some point in order to have a comeback, it guts that principal. Having mechanics only adress the one side getting ahead while nothing is done for the other is a horrible idea. It bails out survivors significantly if they messed up and punishes killers that played well. Even out the playing field ... What is the equivalent the other way around? Did a gen a killer gets 5% movement speed, vault speeds, hit recovery reduction, pick up and hook speeds?

    Want to reduce the effectiveness of tunneling, go look at what the comp players do. The effectiveness of tunneling is literally based on ones ability to loop and their teammates ability to take a hit and protect them.

  • We have not been able to win in the game. Therefore the tactics used to defeat us are toxic. Sounds like a sore loser in my books.

    Playing the game within the boundaries of the rules and trying to win aren't toxic. They are your opponent not your lackey that is there for your entertainment.

    The word Toxic is losing all meaning by these type of posts.

  • This is a PvP game which by definition is competitive, one side faces another and try to defeat the other side. Whether it lends itself to an esport or not doesn't change that fact. Those that claim because it is a casual game it suddenly isn't competitive don't understand the concept of a PvP game.

    Asymmetrical games are never 100% balanced, yet it does not mean that the aim should not be to create a fair balance in which both sides have a chance to win based on their agency.

  • @RakimSockem said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3293387#Comment_3293387

    Maybe it's just a mindset thing, but me and my friends DON'T bring the best. And I know that isn't representative of the community as a whole, but in general, I see a wide variety of non sweaty perks in use when I play both as survivor AND killer. When I say non-sweaty, I mean I run We'll Make, Any Means Necessary, Diversion, and Saboteur as my MAIN build. My back up build is Sabo, We'll Make It, For the People, WGLF.

    But when I play killer and I main Huntress, I play BBQ, Iron Maiden, Darkness Revealed, and Lethal. And I do fine. Some games end in 2ks, the majority of them end with 3. You don't HAVE to play the most meta perks at all times is my point and while yes, those perks all work well for Huntress specifically, there's no gen regression in my build. My gameplay is reliant solely upon my skill in chase and my ability to find people quickly and get those hits. If I lose, I know it's because of my lack of skill and if I win, I know it's because I played well. Not because some perks carried me and stopped people from getting their objectives done FOR me

    You might not realize it, but those perks are quite meta/great on Huntress specifically. While most killers utilize similar meta builds there are some that don't due to their power. Huntress can utilize the aura reading better than any other killers as she can snipe. It is similar to how starstruck is meta on nurse and not on others.

    The claim that a meta shift didn't happen for killer is also false, it went from passive slowdown to kicking gens. While you might not run meta on survivor, most still do. Most still focus on a build with exhaustion, healing, anti tunnel, gen repair type perks/items and for solos like myself with an information perk. It just is more varied now as they are closer to each other's power level. Keep in mind that in a team there is also more wiggle room of what type of specialist you want to be, while the killer is a single role and reliant on just themselves. It would be nice if more varied builds would be good on more killers and not just specifically for X killer; usually stronger ones in the roster.

    In the end people will use good builds, because they want to win. If you want more variety, multiple combos need to be viable without to much of a power drop.

  • They believe it is the best option in order to snowball and win the game?

    You finding it annoying or frustrating is quite irrelevant, they are trying to play their game, they are your opponent and not your buddy.

  • It is quite simple, while you state that survivors can do little about it, there are options and manners go succeed. The survivors determine the moment the disable happens by finishing the last gen even, giving them the control required.

    Now, let's say you enable them on the survivor end. It can literally become impossible to kill the survivor or if you want to live in pure theory a so unlikely possiblity to secure a kill. Simple example with Off the Record. All your team needs to do is 99 or open the gates and get you off the hook. Not only that you will be able to get off the hook and body block to prevent the 1 for 1. The fact is that just because you enter end game, doesn't mean the survivors get to call it early.

    That is why it is called free, because realistically regardless of how the killer plays the only way you die is by your own bad play. At least against the killer, coordinate, good plays and all that can still get everyone out. One side is going to have an advantage, which one is more fair. They also still offer options and even base game buffs to make it easier for survivors to counter it. You played long enough, you should know.

    It isn't like they disabled all perks that can bail you out or greatly assist. They are simply different perks; Hope, BT, Adrenaline and the likes. Part of it is also based on what the perks should do and what their goal is. The anti tunnel and camp perks are for the early and mid game. Their goal is to help you get to the end game. If you give them the best effects for end game as well... What are the end game perks worth at that point? It is like for killers having gen regression perks and end game perks like No Way Out, NOED, Blood Warden combined to cover each phase of the game.

    Perks are not supposed to be that strong at all stages of the match. They are still amazing perks, though DS stun nerf was unnecessary and really restricts where it has impact.

    It isn't about getting a free kill, it is more about not placing the killer in an impossible situation where loss is the only realistic outcome. You still have to down someone before they end up on the hook, the survivors determine when the loss of these perks happen and simultaneously when other perks become active with powerful effects.

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3140674#Comment_3140674

    Why should Killers get a free-hit in the first place, because of blood-lust. Before blood-lust was more fair, now it's a give-me-a-free-hit.

    It was more fair? Yet the time for bloodlust 1 to kick in has remained the same and only affects level 2 and 3. Bloodlust trigger times have been reduced to 15 seconds for Tier 1, 25 seconds for Tier 2, and 35 seconds for Tier 3 (was 15 seconds, 30 seconds, and 45 seconds). These get reset if the killer uses their power, breaks a pallet, you drop chase or get a single hit.

    Good survivors know how to drop chase or force them to break a pallet to reset it and if the killer is getting to lust 3 twice before you went down... That was a good chase lasting most likely nearly 2 mins at a minimum... "Free hit" that is part of being good at looping.

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/341935/surviving-while-being-tunneling-wins-games

    There's no middle ground with looping anymore. A very few survivors can loop with all the anti-looping buffs killers got. While brain-dead killers can just wait for a much quicker bloodlust to catch survivors. The skill for playing killer is much lower than the skill for playing survivor in solo-queue.

    The skills should be the same, but is just isn't.

    Dude if you are getting killers bloodlust to even get a hit, you are doing good by most standards. You just have unreasonable standards.

    Being decently good at looping isnt about running them for 5 gens straight. It is expected that you land on the hook, the question is how long you last.

    Solo queue has its issues, mainly at the macro level. I am still pretty bad, yet can identify that one's looping skills is mainly on themsleves. What people do with the time provided is on them.

  • Just because you cannot win, doesn't mean they cannot lose.

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3138055#Comment_3138055

    What does basement add to the game that doesn’t encourage camping and tunneling?

    (hint: the answer is nothing and it’s an outdated mechanic that should be removed)

    You can also look at it as part of the map design. In most maps you have 2 strong main buildings, one is the shack and one is the main building. Yet one becomes dangerous for the survivors and therefore they need to consider it part of their positioning and how they utilize their resources. Based on that what gens to tackle in what order. It is a part that is often overlooked, but it is a skill in the game. I personally am not that great at it, being a good survivor is more than just looping.

    Does it encourage proxy camping and tunneling, sure butt not all forms of these is considered as undesirable. It is part of the games design, that is also why perks are designed around it.

    If you end up in the more dangerous zones of the map, might be good to bring a perk for those situations. The 5 seconds is long enough in the safer zones of the map. Consider where you go to loop.

  • I like the suggestions, but I would suggest instead of 3 being based on a survivor coming within range just increasing the hook stages each by 10 seconds by default. Generator times went up, so I believe it is an oversight to not do the same to hook timers.

  • @Tactrix said:

    https://forum.deadbydaylight.com/en/discussion/comment/3129578#Comment_3129578

    It won't help, we don't care about incentives. As long as the game remains in its current state the que times are going to be long, because the population of people who still wants to play will be lower than usual. The average for this game sits around 50k, however after this patch the population sits between 27k/34k that drop off will only change when wesker comes out for about 1 week. And then as soon as the hype train leaves it'll drop right back down and then stay there.

    The difference between 25 or 50k players is quite irrelevant for queue times though, as those numbers are good enough to create matches. Queue times it is all about survivor to killer ratios of those players.

    If you consider that a lot of people play solo, they aren't bound to one side or the other. Currently as a solo killer became far more attractive to play while simultaneously solo queue got less attractive.

    Incentives will help, but the best thing to get a better division would be to implement solo queue buffs.

  • @Dead_Harder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3129413#Comment_3129413

    You get the aura when some one is downed and you also get the aura when some one is hooked

    Do you not?

    Aye, which is part of the perception one should have. The information is there to analyze whether you are being tunneled or not.

  • @Dead_Harder said:

    Eh, survivor talk from their perspective. Survivor A doesnt see that while they were on the hook you already chased and injured 1 guy, chased downed and hooked another guy and then found survivor A again after they got unhooked and downed and hooked them. Survivor A sees that they got unhooked and they got downed and hooked again.

    To them its hard tunneling. They dont care that you chased 1 guy, downed another, hooked 1 guy and then went after them. Which is idiotic but i mean, this is not a thinking mans game so who cares.

    Yes... Because we have no information about our fellow team mates health states and hook stages?

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3129207#Comment_3129207

    You are right, my bad, the "getting hit for 2min straight" was anecodotal by another player further down the thread, not by OP.

    The rest of my post was just some bantering and talking about things vaguely relate to the matter discussed in the thread. Its often more fun to respond to someone specific then just shouting something out into the void :) Sorry if I came of somewhat stand-offish.

    No worries, I just wasn't sure where we were in disagreement or whether I missed something to be honest. 😅

  • @uniqid said:

    @Kalinikta What are you even ranting about. I told you already my intentions and what I expected of this post. Do you want me to solve every problem the game has in one go? Sorry, can't do that. If you can go ahead.

    Here, let me explain it simply for you. Camping and tunneling is an easy way out of a game for a Killer that is very frustrating for Survivors that basically get forced out of a game. When I say forced out of a game I mean they can't do anything else other than run and die within 5 minutes or less since the game started. Are there other options other than what I have provided? Yes. Are they as good? No idea. Did I take into account every single game mechanic when I thought of these? No sir.

    Whatever you think the "cop out" was, was nothing but me telling you the above. I cannot solve every problem the game has. I can however try to provide solutions for what I see is a problem and share it with others. My issues are Survivor-sided so I raised those in this post. Some people raised very good options and very good points about why some might not be so good and I understood those. You on the other hand are just giving me a hard time for basically not thinking about, oh I don't know, completely refactoring a game. Which obviously is not something I would ever be able to accomplish alone.

    Is what I want end camping and tunneling? You bet, that's exactly what I want.

    Do I have the perfect masterpiece of a plan to make that happen? Absolutely not.

    Can I share my thoughts with the community and hear why they may or may not work? I think I'm free to do so.

    I don't understand why you're saying I don't wanna be taken serious or whatever when I've stated clearly multiple times what I'm trying to accomplish. The game is not gonna change overnight. BHVR is not gonna take one look at this and think "Guys, this is it, we have the solution to all our problems! He didn't take balance into account nor half the game mechanics but who cares, let's just do it this way". Do you understand that? All I want is to at least provide some idea or maybe just a shine ray of light for whatever they may come up with. That's all there is to it. I don't want to have to worry about how it may affect the game or Killers in levels of depth outside my limited knowledge. They have teams dedicated for that.

    As expected you don't want to have a civil discussion about the topic, that the developers could use to address the issues you have. You claim to want to hear feedback from the community, but you aren't open to it at all. Also, I never stated you couldn't make the post: you are the one making claims it isnt your job and don't work for BHVR. I am simply providing feedback, as you claimed to want?

    Your changes are to drastic to be considered as is. If you want to go this far and change the game at such a fundamental level than you need to provide buffs for killers as well. In these topics the other side of the coin never gets answers, just thrown out there that it isn't your problem.... But you want change and are incapable of addressing the largest flaw in the suggestion you made. Why do you need to address it, well else the suggestion has no merit... It is like a suggestion that gens are blocked if they are within the terror radius of a killer. It would be busted and destroy any resemblance of balance.

    You want to provide an idea, maybe get it heard and considered? Shine a ray of light? The flash of a nuke is not a ray of light that will be heard, as it destroyed everything. As I stated originally, it is a too one sided approach with to drastic changes to be realistic or achievable.

    It isn't about you solving all DBDs issues, it is about the issues you introduce with your suggestions. You want to remove the 3 main powerful moves a killer can make to shift the balance of the game back into their favor if done correctly and based on how survivors respond. yet that leaves nothing else as an option for the killer, leaving snowballing within the first 2 mins of a match or simply losing and that is the looming issue and why it wouldn't work. I showcased smaller more realistic tweaks, to help with your concerns without destroying the balance in the process and yes those would still be buffs to survivor.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3128737#Comment_3128737

    To be fair, hitting someone for 2min straight on the hook qualifies as being toxic, in my book. Usually, if someone gives me a very hard time catching them, I sometimes give them a single slap on the hook. Some might see that as toxic, some might see it as a nod of respect and a "you gave me a hell of a tough chase there, well played" and depending on the person it can be both; as a killer your means of communicating with the survivors are rather limited, you see?

    Sometimes when a survivor pulls off a super crazy stunt and t-bags once or twice afterwards, that might just be the adrenalin rush, but there are those who do it every single time they pull of the most mundane things, and they clearly try to trigger you and worm their way into your killer mind. There are nice and pretty terrible people on both sides and the same action can be viewed vastly different just because you might be biased for being on the other side of the fence.

    Just a couple of days ago I was playing Bubba and noticed that one of the survivors was a pretty chill guy I had befriended (and who was now in my friends list) a day earlier while playing survivors. So I went easy on this one and made sure that he escaped, but well, everyone else died.

    In the post game chat I then said "gg everyone. I am happy that you *player xyz* escaped <3" and then all hell broke lose and I got called super toxic, a dirty camper and tunneler and typical Bubba player from everyone involved. The player obviously hadn't made the connection and just saw me as the mean killer and whaled down on me. Well, one of the survivors on hook died because I lingered a moment to hit a gen, destroy a dropped palette and open a locker in order to proc Darkness Revealed. When all this was done I noticed another survivors sneak up on the hook and chased them off; nothing too bad actually, but enough to evoke the notion of getting "camped by a Bubba" in everyone.

    So why do I tell this story? Just to show how most things happening in DBD aren't as clear cut as they might seem to you. The game could profit a lot from everyone taking a chill pill every once in a while. And it could also benefit a lot from imposing a 0,5s limit on crouching and flashlight clicking ... but who am I to dictate others how they should have fun in this game? ^_-

    I know killers and survivors can be toxic at times, but the OP goes I am just playing the game, why so triggered because they tunneled which is just as much simply playing the game... Yet he seems tilted about it?

    There is no mention of being hit on hook for 2 min straight and even if it was I doubt it would be each and every single game.

    I don't get your response to my post and the relevance.

  • How is tunneling you any more or less wrong than you making them swing and miss or helping someone out?

    Maybe stop complaining about people that aren't doing anything wrong either?

  • @uniqid said:

    @Kalinikta Don't twist my words. When I say that it's literally what I mean. Not a Killer killing a survivor during normal gameplay. I mean a Killer whose focus since he caught a sniff of you is to hunt you down and get you out of the game - and the game just started. This comes down to what we consider normal gameplay and I guess our opinions differ there so let's leave it in the open.

    This shows why would want drastic changes to the powerful gameplay aspects of killers, without a single consideration or adaptation in another section to compensate.

    This shows absolutely nothing as I don't work for BHVR, I have my own job on which I already have to spend my days thinking about how to perform it the best I can. I merely came here to provide feedback for one part of the game that me and apparently a lot of other people are concerned about. How they use it and however it else would influence the game is not really my job now is it? Feel free to give it a thought though and let them know.

    I'll just leave with this: The fact that you think it is acceptable to camp and tunnel though and deem it core game play is exactly why I made this post in the first place. Your points are good in some ways but very twisted in others.

    Anyways, I'm done for the day, and probably for the rest of the post.

    The idea has been passed on.

    My job is done.

    Peace.

    How am I twisting your words, you stated:  "Killers should not have the ability to force you out of a game and I stick by that.". The manner in which killers force you out of a game is by killing you. That is what that means, the time frame in which they do so is dependent on the performance of the killer compared to the the performance of the survivor and their team. Each of your suggestions and comebacks are based on some ideological idea of normal game play, while not understanding what creates game play. In your fantasy world where the stars always align, without considering the humans that actually will play the game.

    I have even stated some tweaks that I would like to have to actually make these tactics less strong. Let me repeat them for you, because clearly you are having issues with a civil discussion that seemingly by starting up the conversation would imply you wanted to have:

    "Do solo survivors need more help to be able to make informed choices? Yes for sure.

    Should DS be buffed back to 5 seconds, Yes for sure as 3 seconds is way to little.

    Could they expand the hook timers to compensate for gens taking longer now, yes they can.

    Yet what I state here are minor tweaks, what you suggest is to fundamentally change the design without any clear understanding on why those choices are the correct play and why other ones are at a determent in comparison or how the risk/reward of those plays don't even come close to camping or tunneling. There is a reason why people make those plays and it isn't to prevent others from playing the game, it is to win in a PvP game."

    To respond to the "The fact that I think that it is acceptable to camp and tunnel and deemed it core game play?" As it currently stands in the games design it does, they are cornerstones of how the current mechanics work that is just reality. I also stated the below clearly that what you are trying to achieve to eliminate these elements from the game isn't fundamentally wrong and yet it requires more than what you suggest, if you are actually serious about it.

    "There isn't actually anything wrong with wanting to shift the powerful moves that a killer can make, but in order to create a shift... if you care about balance you have to make other aspects more attractive, better, more powerful to compensate for the drop in power that you want to create in those areas that bother you and that is what is missing."

    BHVR changed up the meta, they changed base mechanics and the meta perks. They didn't do this in isolation and new powerful tools and perks arrived in the process. While I believe they made a mistake to not provide buffs to solo survivors at the same time, when wanting to create a sizable shift you have to take but also give, else it completely bombs.

    The whole this isn't my job cop out, just showcases that you have no interest in actually discussing the topic at hand in a realistic fashion. I didn't twist your words, but you clearly tried to twist mine. You made a post called the patch notes we need, with suggestions to fundamental change the game. You want to give suggestions on an aspect of the game, without considering the ramifications that those changes would have upon the game and want the developers to consider them? You are the one that initiated the topic, you are making the suggestions. This isn't your job, but what does that have to do with anything? You are the one that started the conversation on the forum, if you didn't want feedback on your suggestions then why post it? 

    Your statements do clearly show what you would want, I am not stating anything about BHVRs intentions, so I don't get why you bring them up in your defense. Frankly speaking the feedback I am providing you is exactly why BHVR would NOT be interested in the suggestions you made, as also clearly stated by Mandy informing you they tried the pausing mechanic and it failed. If you were actually serious about having these a thought through, you would notice the clear feedback I am providing on it. Yet as most of these post and showcasing my initial response was correct:

    @Kalinikta said:

    Very one sided approach once again, while calling it toxic and trying to take away any agency from the players without considering how survivors and especially SWFs could utilize the changes to their advantage.

    Consider the game design of hooks and unhooking, it isn't created with the idea that the survivors should get it for free. On top of that you want to give nothing in return or motivation to play differently out of the concept of survivor fun without considering the killers fun.

    This is a PvP game, one side faces another and guess what both sides will sometimes face and deal with things that are not fun. This is way to lopsided to take seriously.

    You don't want to be taken serious, you don't want a solution to your concerns, just the removal of the mechanics and be damned of the actual gameplay and balance that the game relies on to ensure both sides are played. It is to extremely lopsided and you don't care, as long as it removes camping and tunneling you are good even at the cost of having nobody to face I guess.

  • @uniqid

    How can you state this: "Killers should not have the ability to force you out of a game and I stick by that." You realize this just translate into: You believe that killers should not have the ability to kill survivors.

    This shows why would want drastic changes to the powerful gameplay aspects of killers, without a single consideration or adaptation in another section to compensate. You aren't trying to create a balanced fun experience for both sides, at least not in the premise of the games core design. This is a 4v1 game, yet you want to make it that survivors can stand their ground in the 1v1 and that inherently is an impossible proposition if the team of 1 is ever to stand a chance.

    Are you sure that you enjoy dead by daylight, the core game play loop is that: Survivors try to power the gates and escape, while the Killer tries to kill and remove all the survivors before that happens.

    You don't get that the survivors start the match in the best spot for them, you don't believe that the killer should be able to make a come back? Therefore everything will be decided within the first 1 to 2 mins without the ability to come back for the killer if the survivors play well and the killer should do what at that point, chase them for the 'fun of the survivors'?

    "For those changes to be made a lot would have to change, there's no denying that." Yet you are incapable of indicating where the other changes would need to be made. As we are simply pointing out that your suggestions in isolation just destroys the base game balance. It isn't tweaking the game, it is fundamentally changing it.

  • @uniqid said:

    https://forum.deadbydaylight.com/en/discussion/comment/3128145#Comment_3128145

    Well do you see survivors camping and tunneling killers? Do you see them forcing killers out of their games? I don't, so of course this is one sided. Killers force powerful playstyles on Survivors and dictate if they are allowed to play a match or if they are gonna get out in the first 5 minutes. Do you understand that? I'm open to suggestions and I like to see other opinions but stuff like "the game is fine", "it's a pvp game", "its not fun for either side" just doesn't sit well with me when I can clearly see there's an issue with this game. Very clearly. And I go this far because I honestly enjoy playing it when the stars align.

    I play both sides. I know how they feel. But overall, the Survivor side is always penalized. Maybe some OP SWF can make you feel like **** as a Killer, but that's a very low minority. I very rarely feel frustrated as a Killer.

    All I've written so far on those notes - with some changes from people's opinions - wouldn't affect me in any way when playing Killer. It will only affect those who love camping and tunneling mindlessly. That's just how it is.

    Btw, read the camping part and tunneling again. You're saying they get stuff for free, that's clearly not the case. You try to unhook with the killer by your side and you are still gonna get hit. These mechanics are supposed to protect someone who was just on the hook and give them a fighting chance.

    The argument of survivors don't camp and tunnel killers is non-sensical and just shows your ill faith in the discussion, with no actual interest of understanding the concept and game design. Get you out in the first 5 mins? Euhm... guess you never actually met a good squad, survivors can end the game in 5 mins and so yeah... they can get you out of the game in that time span, because they finish it. Acting like survivors aren't able to control the pace of the game as much as killers is nonsense, they have to play together, they are a team, they are with 4 and yes the killer can kill while the survivors cannot. Survivors have as much to say in the game as a killer, just they are with 4 so... it is a team effort compared to the team of 1, who relies purely on their own actions. The concept is that both sides have influence on the game and its length, while yes it being a 4v1 PvP game.

    Not allowed to play a match? You do realize that doing gens, hanging on a hook, healing, saving people, looping and opening gates, etc. are part of the survivors playing the game. If as a survivor you saw the killer, you were chased, got hit, got chased some more, got hit again, picked up then you wiggle and end up on the hook, dangle on the hook, struggle on the hook and die... You played the game. Like if you don't like being on a hook, healing, doing gens... you don't actually like playing survivor. The premise that the killer is denying you to play the game is false, you just don't like the gameplay of that match. The stars didn't align and you lost. It is a PvP game, you will lose at times and that is ok. Sometimes you get dominated, sometimes it is a close match, sometimes you will dominate... that is the nature of PvP games and all those outcomes are expected and good for the game. You cannot have the highs without the lows.

    Killers force powerful playstyles on survivors? So, you do get that it is a powerful move that a killer can make, it can be punished, it can be outplayed, it is strong and you want to remove it... without anything in return? You state you play both sides? Not properly if you don't understand the game design, pressure generated and how that isn't anywhere nearly the same as a single health state compared to a survivor on the hook, a hook state or even a kill. People can already trade as you claim in your segment of it is "not free", it isn't something you introduced it just requires the survivors to do the correct play and if they mess up or don't respond in time go there etc it has a cost which you want to remove for free.

    You clearly don't understand when it is appropriate to camp and tunnel. Do some people rely to heavily on these tactics sure, but acting like they aren't intrinsic parts of the games design and balance as it currently stands and that just gutting the whole premise without any adjustments on the killer end. You claim it only affects those who love camping an tunneling mindlessly, really shows the lack of understanding of the more competitive, come back moves and how those that play to win approach the game. Nor does it account for the punishment of bad plays on the survivors end by the killer. If you cannot identify and understand when it is the correct play ever, than you live in a fantasy world. On top of that it ignores the potential that survivors can do with these mechanics you suggest when they play competitively.

    There isn't actually anything wrong with wanting to shift the powerful moves that a killer can make, but in order to create a shift... if you care about balance you have to make other aspects more attractive, better, more powerful to compensate for the drop in power that you want to create in those areas that bother you and that is what is missing. That is why it is lopsided and unrealistic. They get stuff for free, because you can already go in and save someone off the hook and trade for a hit, if you play it correctly as a team of survivors.

    You feel rarely frustrated as a killer? Having fun with a style you like, does not mean you are winning the matches nor does it invalidate those that do get frustrated, are maybe less experienced, play to win and will pull out tactics and strategies to recover from a situation where they are behind regardless of what the other side does. The idea that because you don't feel a certain way doesn't mean other people don't. I personally rarely get frustrated if a killer camps or tunnels me, does that now mean that those feelings you have are invalid?

    You enjoy playing it when the stars align? Yet it is a PvP game, if the stars align for you that most likely means it is not at all doing so for your opponent and guess what they need a way to snowball back into the game. That is the thing with DBD, it is a snowball game; it can go horribly wrong or very good. It can shift from one side to the other quickly, but I guess in those games you just throw in the towel instead of using tactics you disapprove of to one up your opponents.

    The game is a 4v1 PvP game, the concept is that the killer if they really want to kill 1 player they are going to be able to. They are more powerful after all than a single survivor... because they are 4. The moment you try to address the balance of the game where a single survivor can compete directly with the killer and it becomes impossible for a killer to throw the match for a single person, because lets be clear if the team plays well that is what happens than the game isn't balanced properly anymore.

    Do solo survivors need more help to be able to make informed choices? Yes for sure. Should DS be buffed back to 5 seconds, Yes for sure as 3 seconds is way to little. Could they expand the hook timers to compensate for gens taking longer now, yes they can. Yet what I state here are minor tweaks, what you suggest is to fundamentally change the design without any clear understanding on why those choices are the correct play and why other ones are at a determent in comparison or how the risk/reward of those plays don't even come close to camping or tunneling. There is a reason why people make those plays and it isn't to prevent others from playing the game, it is to win in a PvP game.

  • Very one sided approach once again, while calling it toxic and trying to take away any agency from the players without considering how survivors and especially SWFs could utilize the changes to their advantage.

    Consider the game design of hooks and unhooking, it isn't created with the idea that the survivors should get it for free. On top of that you want to give nothing in return or motivation to play differently out of the concept of survivor fun without considering the killers fun.

    This is a PvP game, one side faces another and guess what both sides will sometimes face and deal with things that are not fun. This is way to lopsided to take seriously.

  • @akanadi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3126550#Comment_3126550

    wdym???? what about solo queue? youre just punishing them and trust me 95% of swf's arent gods, and awful point saying nurse doesnt need to be nerfed thats a different discussion nothing to do with swf, if anything solo queue needs to be more like swf or killers should get to know who is swf so they can use some counterplay like being unpredictable yknow

    You cannot have it both ways, if SWFs need to remain as they are then you cannot then pull the solo queue card to justify nerfing killers.

    You don't want restrictions placed on SWF, then killers need to be made with them in mind. Solo queue should also be buffed, considering that SWFs are in the game as well.

    Stating the balance and strength of killers are unrelated to SWFs is incorrect, both sides need to face each other and need to be able to stand a chance. BHVR should embrace the fact that SWFs are in the game and apply the changes needed. It is why 6.1 was received poorly, as solo survivors should had simultaneously received buffs. This first the one side then the other.... Is just I'll advised.

  • It is a risk and reward based on the ability of the survivor you are tunneling and how good they can run you. Also, things like Off the Record, Sprint burst can come into play.

    Regardless if you believe a tactic you are employing is not resulting in the gameplay you enjoy, why don't you change it? You are the one deciding to tunnel and camp, you ask for a choice it is given to you. You ask for a bigger challenge, which is one of the options... You are just not choosing to play that way. They cannot force you to make other choices, if you want to tunnel and camp... You will always be able to do so.

  • @Carnivorone said:

    I used to blame Dc'ers. When I played in Swf's, I would instantly stop talking to a teammate if they ever quit mid-match and remove them as a friend. They would complain that the game was now too killer-sided with the new update and I would just pass this off as whining and bad sportsmanship.

    Problem is, survivors are DC'ing for a reason. The latest update was hard on survivors. It actively sought to make the game more boring for them by increasing generator time.

    It doesn't make sense to blame people for not doing generators when generator time has increased. It doesn't make sense to blame solo queue teammates when survivor perks have been nerfed. It doesn't make sense to blame people for quitting when the game has become completely unplayable and not fun at all for them.

    It does make sense to blame people when not doing gens, because they are longer. They need now more attention than ever. If you find it boring, don't play survivor as it's part of their gameplay.

    What do perks being less strong need blaming for? If people make bad plays they make badplays, but rather have them try and fail than DC. I bet I am a solo that causes people sometimes to slam their face, we ain't perfect. No need to blame people for trying, losing is ok.

    I blame people for rage quiting, because it ruins the game. If you don't find it fun, unplayable... Then don't join a match. I won't blame them for not playing.

    People making excuses why it is ok to DC don't get it at all. Those people are purely entitled cry babies, that don't like that the game got more difficult for them and think it justifies them for ruining the game for others. Does solo queue need a buff, most definitely. Yet if you boot up the game, pick your role and queued up than you signed up to play the game as it currently is, so play it out. We are all in the same boat... Nothing makes you special.

  • @Rastabooze said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109885#Comment_3109885

    hey man. did you ever try new dh or new ds? be honest please!

    thx for the hopes

    You mean Off the record (the new and improved DS) and sprint burst (the DH with more distance, if you are as skilled as you say)?

    It seems you are stuck in the past, the playstyle isn't dead it just changed... You know a meta shake up happened.

  • So, you want perks that provide you with a shield from the killer while you work on gens? Because the perks that use this mechanic do just that, they give you a shield and it is on you to determine whether you are safe enough or not to drop it.

    If you don't like them, use different ones and yet they are seen as great perks by many... Because they are strong even with the restrictions.

  • @cburton311 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3105971#Comment_3105971

    I see it more like knocking your king over in chess. You may not have been checkmated but the other side got their win, no need to play it out. It's respectful for the othersides' time.

    If you like to play for the wins, it is predictably a lost game if the first survivor is dead and you are still at 5 gens.

    If you like to play for bloodpoints, it is a waste of time if you are the victim of a camping (proxy or no) killer within the first 30 seconds of a match. You could struggle until the entity claims you and you might only get 5k bloodpoints. Better to start a new game and unhook one person, you will get more for your efforts.

    I don't like the recent wave of disconnects but it is rational. These people are making choices that are inline with their goals. It's time to stop demonizing them, and try to understand how to realign the game to all of our goals.

    And since I hate to be the guy that just complains without a solution, give the camped guy on the hook a significant chunk of bloodpoints for hanging there. It is something small that would encourage the kind of player that we want....someone that will stick the game out. That's a carrot. The stick...make it so a DC or a suicide makes you leave the game, but you MUST spectate the game until it is completed. You are locked to that match until it is done.

    Who made you the captain of the team though? You are in a team, you took out the queen and opened up a line of attack upon the king... You didn't end the game, you screwed over your team. You realize in chess the game would have ended. That didn't happen, all you did is ruin the rest of the match for everyone else ... Because you didn't see a viable move.

    A killer DC might be seen in that light, but it isn't true for survivors.

  • @Jinxed said:

    https://forum.deadbydaylight.com/en/discussion/comment/3105971#Comment_3105971

    I disagree with you. The entire experience, especially playing solo feels unrewarding. Now that killers have been buffed it feels like good plays are less rewarded by the game mechanics. It also feels like survivors are getting overly punished for the mistakes of their teammates.

    I am not endorsing disconnecting, but I understand why people are doing it.

    If you don't like playing it then don't. I play solo, as I don't actually know others that play this game. I believe that solo survivor needs help, but it doesn't justify DCing.

    I don't understand why people do it, if I play survivor it ruins any chance you as a solo have. Punished for the mistakes of your teammates, I rather have them try and fail, than just give up. People complain that the solo experience is bad and then use that as a justification to make it worse?

    If you were actually a casual player, you would just try and play the game.

  • @Jinxed said:

    https://forum.deadbydaylight.com/en/discussion/comment/3105922#Comment_3105922

    Disconnecting and cheating are obviously wrong, but we have to look at the underlying reasons as to why there have been so many disconnects recently.

    Honestly, the reason for all the disconnects is probably because the game feels unrewarding and frustrating on the survivor end. It isn't because of the nerf to dead hard or that they can't bully killers.

    If you DC because the game got more difficult, more frustrating then you are making the case for the argument you oppose. As that means they DC because they cannot win as easily anymore, need to adapt, they feel entitled to an easier time, their ability to flaunt infront of a killer and still win.

    The simple answer to the underlying reason people DC is entitlement and unwillingness to adapt. It is just sore losers that want to ruin other people's fun when things don't go their way.

    This isn't what casual players are, clumping in them under that tag is unjustified and insulting to those that play the game and finish it whether or not they win or lose, whether the game is more difficult now or not.

  • @Jinxed said:

    https://forum.deadbydaylight.com/en/discussion/comment/3105910#Comment_3105910

    When did I say I don't want to play the game? All I said was that most people don't go into it to bully the killer, and that I've heard that argument too many times.

    We are speaking about people that DC and cheat... Are they playing the game?

  • @Jinxed said:

    https://forum.deadbydaylight.com/en/discussion/comment/3105897#Comment_3105897

    The average survivor does not want to bully the killer, they just want to have fun playing the game, just like you. I'm so tired of this argument.

    And people are fed up with the excuse that their fun and them losing justifies ruining the fun for 3 other people... If you don't want to play the game and yes losing is acceptable in games, just don't play it. It is entitlement just play out the game. Sometimes you lose, sometime you win, just grow up and either play the game or don't bother logging in this is a multiplayer game it isn't just about you. Want a game solely for yourself, play a single player.

  • Those that want to hide behind the casual tag are not actually casual, just entitled elitist that if they lose or think they will throw a tantrum and ruin the game for everyone else. They will turn to cheating? Just shows that they aren't interested in playing a game casually, that all they care about is themselves and God forbid if they lose.

    Don't clump the good ones that like playing games casually in with these bunch of sore losers.

  • @Name_Unavailable said:

    1- How can all survivors agrees do it this? In which secret headquarters they plan these things?

    2- Who in the right mind would waste 3-4 hours of their day only to dc?

    3- DC's isn't something new. They play against Spirit who is tunneling them early they get hit from 10 meters away then they rage dc, This isn't too uncommon.

    4- Is the queue times also one of Survivoes evil plans?

    I only wrote this because some Killer mains streamers started to say this. Which is stupid but im not surprised.

    1. Not all survivors agree to this and there are quite a bit of survivors that get annoyed at this just the same, since it also ruins their game. People aren't acting like this is some agreed upon plan by all survivors, just disgruntled people that instead of not playing are trying to ruin the game for more people to 'send a message', skewer stats, etc.
    2. The logic is that if they ruin the game for enough people, it will force BHVR's hand. It isn't nice, it is entitlement and it is petty but you know this is the online digital world, there are a lot of people with time to waste. This isn't something new or unheard of or anything mind blowing out of the realm or realism. Are you denying that there are more people DCing?
    3. That is true, but they did it then also to showcase displeasure with Spirit.
    4. Who attributed queue times to people dcing? Mostly anyone will agree that buffing killer without any buffs to solo survivors was not a very tactful choice by the developers. There are many players that play solo, since solo survivor became more difficult while killer more fun... maybe they swapped sides it isn't like they are bound to one side or the other due to playing in a group? Killer queues are now longer, because more people are playing it compared to survivor and most likely is directly related to the fact that playing killer is more fun now?


  • @Sweet_Potato said:

    Many killer mains claim survivors can't play without old DH, so they just need to learn how to loop properly (especally against Nurses and half the other killers with a build-in anti looping capability).

    But to be honest, if you take a look on popular and skilled dbd killer streamers, they never had a problem with achieving a 4 k (or 3k + hatch escpae) in 90% of their matches before this update.

    So why is there such a huge skill issue within the killer base, that apperently many killers can't win games without 125% movement speed after 25 seconds, forever-gens-builds and buffed camping and tunneling strategies?

    Why are survivors complaining about the new patch, while the exact streamers you use as an argument against killers are playing survivor and doing just fine while facing the killers you are bashing?

    Why is there a skill issue with so many survivors?

  • 1. People don't claim they are weak tactics.

    2. Play as you wish, but if you disagree with it you aren't going to make the impact you hope and simply telling BHVR that you enjoy playing that way?

    3. Solo survivors need an information buff, but playing a camping killer it not going to adjust that. Play solo survivor to give them accurate data.

  • @Tactrix said:

    https://forum.deadbydaylight.com/en/discussion/comment/3101831#Comment_3101831

    I'm not opposed to that, the problem is some killers will be impossible to balance with 90 sec gens no matter what you do, like nurse for example. It's not even a matter of camping with her, 90 seconds on a gen with a killer that blinks and goes through everything is insane. And that speaks more to how broken the nurse is as compared to the time itself.

    Nurse is nurse, she plays her own game and doesn't need to camp to dominate games nor did the 90 seconds gen time change anything really for her.

    The edit in time would just make it possible to get 3 man out again if they play it properly vs the 2 that is now.

  • The easier solution would be to simply up the hook stage times to match the new 90 sec gen times.

  • 1. Yes, the game is always going to be try hard favored. Simply put if in a PvP game one side does more their best to win than the other they most likely will win. What is the alternative, if you do your best to win ... You should lose to people just meming around?

    2. Both sides do things the other side doesn't like. It is a PvP game and if you don't like the base mechanics of the game, maybe you just don't like the game?

    3. You started at the lowest point, play a measely 18 games on a brand new account. Go look at the hardcore survivor series of Otz, Dowsey, JRM and Aryun they double or triple the amount of games before they get anywhere near decent opponents.

    Solo survivors needs buffs, they really need the additional info they promised.

    Hook times should be upped to match the new gen times.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/3095204#Comment_3095204

    Then that's skewing things for economic incentive, but it's not -balance-. This has been a long-standing argument for why the game was supposedly survivor-sided: It was economically more advantageous to just give survivors whatever they want, since there's more of them and thus they pay more.

    But that's not -balance-.

    https://forum.deadbydaylight.com/en/discussion/comment/3095230#Comment_3095230

    No, what they want is what they want. If they want the game to heavily favour survivors, that's not balance, that's just the devs heavily favouring survivors.

    It is based on more information than simply the overall kill rate and BHVR themselves have stated that the values you are using to claim kill rates are to high are lower than what is to be expected according to where they want the game to be. The single value you see is not a complete picture and the developers stated that they are below what they balance the game around. If BHVR states that the game had to low kill rates for balance, then that is simply the truth as they determine which group of people they are balancing for and neither of us has the stats to claim otherwise.

    You try to speak in absolutes on balance, as if each bracket and skill level has the same balance; but they don't. New players, casual players, mediocre players, good players and god like players don't share one and the same balance.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/3095184#Comment_3095184

    Balance isn't really that subjective. If the devs say the game is balanced if killers average 3.5 kills, would that actually be balanced?

    Yes, if that is where they determine it to be based on the data.

    Such an arbitrary single digit doesn't actually reflect balance. If 1000 players with less than 150 hours all get 4ks all the time but the 250 players with over 150 hours gets 0 the overall killrate is still extremely high, is that balanced? That is what you ignore, it isn't a single factor that determines how balanced the game is. The devs look at way more to determine where they want those values to be and if they state kill rates were to low that is simply the case. Additionally when a player dies the chances more die increase exponential, so... That is also a factor.

    You clearly don't know how game balance is determined. In the end Devs set the bar, so what they want is literally the definition of the balance.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/3095145#Comment_3095145

    That's all well and good, but last we saw, there was a 55% kill rate. Whatever the devs want isn't necessarily the definition of balance.

    Actually the devs are the ones that determine how they want it balanced and where that line is. Balance is not a uniform single definition, as skill levels, coordination, experience are factors. So... Actually yes what the devs want is actually where that balance point is defined.

  • What I read here is that as a survivor you want to be able to chill, while the killer sweats and still win? Do you not understand how messed up that is? This is the exact reason killer got buffs, you should need to match the effort to try and win to have an even match... Not you fiddle around, while the other side plays to the best of their ability to then still lose to the people not even trying.

    If people were so casual, they wouldn't rage quit constantly either. If people were casual and lost they wouldn't care.

    People complained about how stressful killer was, they learned to be able to stand a chance to win... They actually needed to play seriously. Now survivors are in the same boat, you want to win? Well, play the game to win. Want to mess around? Don't expect to win?

  • You want to nerf a perk that gets the killer to move away from the hook and chasing someone else?

    Why do you want a perk that is popular and promotes the gameplay survivors like? You realize if killers don't know where to head after an unhook and find someone else they are more likely to proxy the hook?

    They removed the BPs from it to make space for alternative options like thrilling tremors and the like that fulfill similar roles. In the end BBQ is a balanced and healthy perk, I really don't get why anyone would want to be out of popularity.

  • @WeaverReaver42 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3090809#Comment_3090809

    Ok yeah, I agree a beneficial approach would be better, however I feel carrot AND stick work best. I find survivors going for the unhook while killer is around tend to get killed, which is why I proposed a speed buff. If you can hit a survivor before you hook, than getting them again afterwards will be a piece of cake with a speed buff. Granted I should have specified that. When I imagine the speed buff I'm talking on the level of the old bloodlust (1.2 m/s for around 4-6 seconds). It would both help killer close the distance on obvious targets near hook while also letting them have the option to move on from hook faster. I really like Devour Hope for the speed boost (and the fact it incentivizes not camping, but there should be base kit incentives not to do that, not soley dependant on a build as that makes you give up other options just to let try and let others have fun at potentially your expense) and feel something similar but for the purposes of moving on from hook and far more immediate (because I think the 10 second wait time for devour hope is kinda dumb) would be great. Devour hope works as a bandage solutoon, however it requires you to go out of your way to let people get unhooked before you get the benefits that a base kit immediate speed boost after hook would provide. The reason why I suggested nerfing the entity timer while near hook was more because outside of niche situations hooking a person and camping will almost always be better because the time to get them to the next hook state will be faster than doing 1 gen. Sure, if survivors are doing a gen each and getting to those gens as fast as possible this is a downside- but very often survivors might not know where the gen is or might try to work together to finish a single gen faster (not even considering failed skill checks or debuffs from gen regression and such).

    TLDR: you have a point and there should be a significant reason to WANT to not camp, and If I had described the speed boost I thought of in depth it might have sounded somewhat more enticing. But overall I feel there should be a disencintive to camp as outside of a near perfect scenario for survivors camping will vastly improve the chance to win with little effort. This normally would be managable but with how easy it is to win as a killer now that's making it miserable for survivors.

    I'd like to apologize if I came off as rude I'm just really frustrated because I want survivors to enjoy the game as much as I do so queue times stop being so awful and I can enjoy the game without feeling like I'm ruining someone else's day.

    The issue with punishment of being near a hook, is that survivors can abuse it. They are near the hook, so now you either have to willfully give them the free unhook or eat the punishment. Making a check around that would then create a game of chicken near the edge, as the killer should position themselves between the hooked and the blatant obvious unhooker, etc.

    Also, you're miscalculating the time to camp a hook stage and gen progress by a mile. Calculations between efficient time usage is not one on one between killers and survivors. The 60 seconds the person is on hook, means they occupy the killer for that time and that means 60x3 is 180 aka 2 full gens worth of progress that can be made. Is it all on a single gen no, but that is not relevant. The survivors have 8 total of these stages before some dies if they utilize them all!

    Take your solution: 60 becomes 120, but only 2 survivors work on gens as someone runs the killer near the hook. Meaning 120*2= 240 seconds of progress. So, now it is more beneficial it loop them around the hook instead of saving? You don't chase them, instant unhook... Killers would lose regardless and it isn't going to fix anything.

    All these calculations are also not considering the time it took to down the survivor and hook them. Yet for argument sake I will even that out with survivors getting to gens, going for the save, etc also not being accounted for. While I am still of opinion they should increase it slightly per stage.

    Promotion of proper survivor teamwork is a far more efficient means of punishment than basing it off the killer. Give them the information to know who is on gens, what people are doing and solo survivors can start also doing the correct counter without relying on kindred. Like SWF can counter camping, not necessarily with 100% rates it are the solos that really struggle.

  • @WeaverReaver42 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3090638#Comment_3090638

    Ok then, name some suggestions that would actually deter you from camping. I'm perfectly accepting criticism as long as someone is willing to give an alternative and be respectful about it. My thought process is that picking an area a little less than devour hope would somewhat force killers to actually leave the area. However if that is a problem there could be added reasons why survivors shouldn't just go in immediately without worry to the killer seeing them. I haven't seen the other suggestions, I admit but I'd rather talk about the probolems that alot of people feel need solving. I want survivors to have fun like I do when I play the game, and trying to find solutions to keep people from easily camping out someone is a step towards that. I know you can't remove camping completely but from what I've heard (and experienced, to a much lesser extent) the camping problem has gotten worse with the update and needs something done to curb the increase.

    TLDR: My solutions may not be perfect, but I'm trying. If you think it's a bad idea, I would be more than happy to hear what you think would help curb the amount of camping in the game.

    Well, you here already bring up one point that people overlook what are survivors doing. A very common occurance is that they don't worry about the killer spotting them near the hook, frankly sometimes it is impossible to even turn your back before the first one runs in... It is the job of the killer to not give away all the pressure they created in the last min of chasing the person. If they leave and haven't found anyone yet and the save happens nearby, it is logical to head back to guaranteed survivors location. Location is also a key factor, if the hook is done in a tactical spot in the middle of a 3 gen for instance? Why would the killer leave that area?

    For a vast majority of cases on when it is smart to camp, is because it simply places more pressure on survivors. Most of these factors are even based on the survivors own choices on a macro level. Yet somehow that is all the killers fault?

    Expanding the time on hook in an area means if the survivor loops you in said area they get the benefit of an additional hook stage for the other 2 without actually using up a hookstage. Also, makes saving the player more dangerous for anyone else and promotes letting them dangle there... Doesn't sound beneficial for either party.

    You care for the fun of the survivors, but ignore the fun of the killer. How pressure is generated, how it is removed by survivors and the back and forth there.

    Want to have less camping, make the good choices as survivors to put pressure on the killer by doing gens and not going for instant saves. Make sure to break up 3 gens and the likes. Often overlooked part of the effectiveness of camping is the role the survivors play and is why solo queue needs the indicators they announced sooner than later so people can make better informed choices.

    Now with the additional time on gens simply make the hook times a tad longer in general no requirements like 65 or 75 seconds, as that balance has been offset in favor of camping while it wasn't needed so that status quo should be rectified in my view.

    Want to make it less appealing to camp, the carrot approach would be more effective. Make it more beneficial to leave, provide a buff if out of range, etc. Look at devour hope as a prime example of a perk that really promotes not to camp, as it provides something beneficial for going away. BBQ promotes leaving by giving you information on where a new target can be found, etc. Give people a reason to leave, make it worthwhile to do so. People play to win and will as a result play based on risk and reward.

    This will not deter the basement dwellers, but nothing really will.

  • @WeaverReaver42 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3090081#Comment_3090081

    No offense, but you literally on your last posst advocated camping. I'm pretty sure you aren't the type of person I'm suggesting this to. You are the problem I am bringing a solution to get rid of.

    I for one am not the problem, I play to win and for fun. Does this mean at some point in some matches I will camp most definitely, because it simply is at those times the correct play. If you would actually read through my history there is more nuance than what you protray.

    I don't have an issue with wanting to address camping or tunneling for that matter which you don't actually touch upon. Yet nothing of your suggestion is new, innovation or address any of the concerns raised or understands the nuance of when it is a good time to camp and when it isn't. From someone that actually does utilize the tactic... Your suggestion would do nothing to change the situations in which I camp, as it is a tactical choice that isn't based on how long it lasts but the location and premise around it. It isn't the face camp at 5 gens with a basement bubba tactic that I utilize there is actually strategy in how I play and based on the survivors I face.

    Attacking the players rather than trying to understand the game design behind it and what it offers, just shows that not only are you suggesting an unoriginal idea but also your lack of understanding of the game itself. Blame the players all you want, but it is just the game. The fact that you even say, just let them unhook just shows how little you understand the mechanic and how pressure is created by killers.

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