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Leatherbilly

Leatherbilly

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  • You're suggesting that we need to see if killers who are already exponentially worse than mid and top tier killers need help after you gut the most optimal killer playstyle?

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617501#Comment_3617501

    It was also extremely strong and yet, we saw an extremely high amount of tunneling.

    As I said, I'd be more than happy with giga-nerfs to tunneling as soon as it isn't necessary for these lower tier killers to compete.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617492#Comment_3617492

    That, I believe, is another problem entirely. Killers certainly didn't ask for STBFL to go to the chopping block, for BBQ to lose its bloodpoint gains, for Nurse's Calling to fall from grace, for Ruin to get reworked and nerfed... and so on. The perks that make the killer meta have to be reverted / adjusted individually to give killers more options.

    And people played plenty of killers while Decisive Strike was here to prevent tunneling. I don't see why that would change if the perk was brought back to its former glory.

    Survivors have gotten significantly better over the years. Recall that survivors used to get killed back when there were true and actual infinites in the game, and before window blockers every window basically was an infinite because Killer vaulted way slower back then.


    Also, recall the Depip Squad that had some ridiculous triple digit win streak back in that era of DBD, and that was even including good killers like Nurse and Huntress (Blight having not been released yet).

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617496#Comment_3617496

    Hardcore tunneling is not necessary.

    You have plenty of viable gen regression. Hell, during the gen kick meta when the Killer didn't REMOTELY need to tunnel, we saw even more tunneling.

    Stop framing this as if players need to tunnel, they do not. They naturally gravitate towards the easiest, most efficient and most effective strategy. Tunneling is extremely difficult to counter and works 99/100. That is why people tunnel.

    I just wrote a huge essay on all of the reasons it actually is necessary as a low tier killer against equally skilled survivors.


    Also, the gen kick meta was nuclear waste level of toxic.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617491#Comment_3617491

    We should just gut tunneling and THEN apply a basekit effect.

    Having a basekit effect whilst tunneling is still available as an option does absolutely zilch.

    I'd be fine with also gutting tunneling if it came with a buff that gives killers more time to play with when they don't tunnel.


    I'm just saying that just gutting tunneling isn't the best solution because it'll leave a lot of killers with absolutely nothing to deal with gen times. If it weren't essential anymore, sure, get this toxic playstyle the Hell out of DBD.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617485#Comment_3617485

    What Pulsar said ^^^^

    It is an interesting post, OP, but I don't think it would work the way you think.

    I think it is better to bring back DS and let that perk fight against tunneling. It wouldn't stop it completely, but it would stop the sheer amount of tunneling we are currently seeing.

    That's just nerfing low tier killers even more because the Killer meta is annoying.


    The Killer response would just be to spam the top tier killers even more and never bother with 2/3rds of the killers in the game.

  • @Pulsar said:

    A reward for hooking a fresh Survivor does very little.

    There is no way to make a mechanic like that both fair and strong enough to genuinely dissuade people from tunneling.

    It is, ultimately, a nice idea but one I believe has little application. I commend you for the clear effort you put into this, and I certainly agree something must change, but I find myself disagreeing with near everything else.


    There isn't a better solution is the problem. If you just gut tunneling, many killers will just be completely unable to keep pace with gen times. You can't just increase gen times, as it'd hurt low elo more. One easy solution, like I mentioned, is a baseline painres effect for your first hook on each Survivor.


    Like I said, I can get a kill in 9 hooks or in 3: which do you think people are going to pick? It's not a fun gameplay loop for either side to just get tunneled into Oblivion because killer has no other choice.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550374#Comment_3550374

    Yes it does, whether a Survivor is on the ground or if they're on the hook that is still a Survivor off gens. Them being off gens and having another Survivor come rescue them means they're off gens as well, meaning you have an easier time to snowball

    This is even more true if the guy just sits in his spot and doesn't even attempt to do gens. At that point they're a detriment to their team more than they are to you

    Fam if they didn't have this perk combo, they'd still be off gens. The only difference is they didn't lose a hook state for it, and therefore won't die if it happens two more times. They could lose a dozen more chases, as long as that 4 minute timer doesn't hit 0.


    Normally 3 lost chases means you die. With this combo, that's no longer true, and as long as they don't bleed out they'll still be alive. Oh, and Adrenawin and Unbreakabill can both pick them up, which do not work on hooks. Just as an additional insurance policy.

  • @HugTechLover said:

    Why would it be? They aren’t “exploiting” anything. It’s just strong map / perk synergy. Just slug them and call it a a day. You think they enjoy being slugged the whole game? No, they WANT you to keep trying to pick them up.

    It's an unintended interaction of perks on maps built before these perks existed.

  • @dwight444 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550309#Comment_3550309

    I mean I'm not going to think about it in the extreme, one-off case where a 4 man SWF runs this, hook offerings, and successfully gets their plan off every single time

    you can go chase someone else, if you continue to chase the survivor(s) who you know are running this and successfully executing it then that's on you for not abandoning them

    So your counter is to just never chase someone running this combo?

  • @Shroompy said:

    First of all, thats not an exploit.

    Second of all, slugging them is still countering it as they waste A LOT of time. Those who insist on getting value out of the perks turn the game into a 3v1, and those who get bored since youre not playing their game venture out and dont get value at all.

    It wastes more of your time by not getting literally any reward for a chase.

  • @dwight444 said:

    not really a reportable offense I would think - just strategizing a perk combo & map

    slug them and go after another survivor, idgi no one is forcing you to watch them bleed out. Go apply pressure elsewhere? That's at least 2 survivors who are not on gens and just messing with you, ignore them?

    No one is sitting on top of the slug. I'm saying you're forced to just let them go for free after losing a chase a million times instead of them just being dead after losing chase three times.


    Think about it: if every survivor ran the build, I chase one, slugged. Darn, I have to let them go for free. Oh well. chase someone else, their friend picks up the slug and the guy I chase runs there, too. Oh well, gotta let them go. They have Boil Breakout, too. But ah, I found the first guy again. And he ran straight back there. Now instead of being on death hook, I just have to slug him for 3 more minutes, all because he equipped two perks and burned a map offering.


    Rinse repeat over, and over, and over, and over again, the entire trial.

  • @indieeden7 said:

    I don't think it does? Although you can't hook them, you can just slug them, same situation as Flip Flop + Power Struggle

    Problem is that isn't countering it. That's just letting survivors have what they want: immunity to a core game mechanic.


    Hooks give you: 1. Takes longer to unhook than to pick up a slug 2. Takes 120 seconds instead of 240 seconds to kill someone 3. Gives you area reading on the hooked survivor 4. Agency over where that hooked survivor is rescued at because they can't move 5. A notification when they're saved.


    And there is absolutely no way BHVR intended for these perks to be used to this end. I don't see how it isn't just blatantly exploiting perk and map design to cheat the Killer out of a core mechanic for an entire Trial.

  • It censored GG for me once. It censors the dumbest content, and I'd rather just turn it off altogether. If I really needed the censor I just wouldn't read chat because people are perfectly capable of being toxic without tripping the censors.

  • Consider for a moment that if you're Broken, with this change, being tunneled off the hook has no counterplay at all.l and you go instantly back down.

  • The problem isn't so much that the other addons are bad, they're nice to have and the effects they have do help.


    The problem is LF's power at base doesn't function without Beast Marks + AW Chili, so you absolutely MUST run them to have any kind game potential whatsoever (without which the rework didn't really do much).


    It'd be nice to have Knockdown on chainsaw hits. But it means I give up the much more effective mind game to have it.


    Also some addons are still bugged, and yes some actively hurt you like depth gauge rake.

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3494271#Comment_3494271

    Yeah but then it last even longer and they get even more distance when you're in 5 seconds tantrum.

    Tbqh you're already giving up that chase because if you don't, you're getting looped for 3 gens. This just wastes a little more time as a reward for survivors outplaying the saw.


    Right now they get rewarded because the map randomly decided to tell you to go screw yourself.

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/384949/leatherface-tantrum-suggestion

    Why not just remove the tamtrum all together 5 seconds anyway is eternity. You could at least suggested it being lot shorter.

    I don't mind LF being punished when he makes a mistake, but there are so many terrain objects with hitboxes the size of a Nimitz class aircraft carrier that it's difficult to really difficult to blame the Cannibal player for tantruming on literal thin air.


    Also, just to reiterate, if you spent 3 charges and missed, they're already just holding W until the next loop because chainsaw cooldown lasts forever and a day, too.

  • @Gandor said:

    From all the killers I play bubba the most (at least right now). And quite frankly, I don't like your idea. It basically promotes using M2 only if you are in deadzone (with having "certainty", that it hits). Right now it's much better - survivors HAVE SOME counterplay, but Bubba can try to chain people also in loops where there are windows. That's much more fun interaction in my opinion.

    Also - wonky terrain hitboxes are slowly being fixed. It's not an issue just for Bubba. Same thing is problem to varying degree to all the killers (and partially also survivors). It's just that Billy/Bubba feel it the most (but Blight mains could also talk about these things). From my point of view - butchering skill expression for simplicity (I am in this position so I win and you can't do anything about it vs I am 1m further away so I loose and there's no mindgame or anything that could ever change it) is not a good thing.

    First, to your point on counterplay: there are two possible circumstances you're exploiting terrain as counterplay. In one, the Cannibal can still catch up and hit you if he plays properly; in this circumstance, there is no agency in the hands of the survivor, it's purely up to the Cannibal to not make a mistake. In the second circumstance, it's a situation like the Autohaven bus, the drop gaps on railings in a lot of maps, or large, wonky coded debris that will trigger tantrums so easily you can't cut it close enough and catch up. In this circumstance, it's not counterplay, it's just a zone of immunity from his power, which is a really horrible design. The ambiguity of where his skill expression is frankly is not a good thing.


    Regarding your point on M2 gameplay, I present to you the Nurse, Blight, Huntress, Deathslinger, Legion and so on. That's not really a point, and the Cannibal would still rely on his mallet because you're just hurting yourself if you rely on only the chainsaw. There are many situations you can't get the chainsaw hit but could hit with your hammer. Even with this change that would be true, because of the following point.


    Regarding counterplay for the Cannibal, it is and has always been windows and pallets. One of the most skill indexed things with the Cannibal are mind games at loops, and they would still be mind games where survivors have real agency, except now if you successfully avoid the saw, you can run away. Right now, he'll just take the M1 hit or wait for his saw to recharge and try again, unless they're a hold W gamer and the loop is positioned such they can run away. Still, cooldown from saw is much shorter than a tantrum. This would make the risk/reward of using his saw much greater than on live, and if survivors outplay him, they're heavily rewarded.


    Deadzones are a strategy for the Cannibal, and requires target hopping for it to actually do anything, which discourages tunneling and is frankly a good thing and a skillful thing for a Cannibal to do; it's also something for which survivors have agency, to not create or not run into them, and to not strand a generator nearby one. If you run to an area with no pallets and no windows vs LF, you have made a perilous error and probably deserve to get punished.


    Wonky terrain has been in the game for seven years and more gets added with every map. It's inevitable when you have ranged collision and melee collision to code for, and it's never going away. Some of these auto tantrum zones have been in the game since release and are still there to this day.

  • There are a few ways to play killer but they boil down to a simple end: three hooks equals one kill, absent tunneling and hard camping. This means that, in principle, you could get 8 hooks without a single kill, or as few as one hook for that very same kill. Obviously, one hook is three times as efficient as one, and the cost for camping that one survivor to death is only two minutes to secure a kill. Therefore, any time hooking someone three times requires more than two minutes, it's less efficient than camping the secured kill. For many killers against good survivors, this means a considerable portion of the time.


    The benefit is there to killing someone so early is readily apparent; it's now 3v1, where the survivors' map pressure is reduced substantially. That's one less person repairing, permanently, in a game where it only takes that person 90 seconds to complete 1/5th of their objective, and three could be repairing at once. Consider, too, that the first chase will cost between one and two generators alone. Further, this means there will be fewer generators and thus less solo repairs.


    Whether you camp or not you lose 2 generators on your first chase, it's just a question of whether or not that person dies or gets two more chances. By not camping, that hooked survivor is still (temporarily) disabled, meaning they and at least one savior are not on gens, but the game becomes 4v1 again once they're saved unless you can snowball the pressure via slugging or attaining multiple hooks. Very few killers are capable of downing that rapidly against players of equal skill level.


    For those killers, the calculus is clear: secure the first kill, lower the pressure. Camp, proximity camp, tunnel. Trade two to three generators for a guaranteed kill and a much more manageable 3v1.

  • @Jarky said:

    I presume you mean instead of the slow gate opening rather than in addition to? If so, yeah I'm down with this.

    It also synergises quite well with Blood Warden, which is Freddy's other teachable - because people will feel the need to open the exit gates rather than keep them closed giving the user the opportunity to use it. I like it.

    Correct, and tokens would determine how rapidly it regresses.


    It would create the imperative to open doors, triggering BW, his other perk. Exactly right.

  • @KerJuice said:

    I speak for most when I say a lot of us don’t mind losing. We can handle it. But as of this update we are consistently getting STOMPED in solo Que. THAT IS NOT FUN. That’s why we are complaining.

    Nerfing & changing the meta is fine, but it appears BHVR went overboard. I don’t understand why don’t they make changes in small doses & and move the needle up or down accordingly?? Why do they always put in 2 teaspoons of salt when they really should just add a pinch?? Sigh.

    Then isn't your grievance that we should have buffs for solo queue survivors, like actual changes to prevent tunneling and more baseline info that swfs would have and solos don't get? Because this patch above all else benefited the lower tier and mid tier killers.


    From the killer perspective, it's not fun loading into a match and knowing I'm already PROFOUNDLY disadvantaged because I didn't lock in Nurse/Blight/Hag/etc.

  • Just FYI, you're about to invite a Hellstorm of angry comments.

  • This whole "SWF is the problem" argument doesn't hold water. It doesn't take comms to know that if you're not being chased, almost invariably, you should be M1ing a gen. In the first minute and a half, the killer should lose 3 gens. That's not SWF, that's solo survivors knowing what to do.


    In that time, we get one out of our requisite 12 hooks. Now it's 4v1 with 2 gens left and the killer needs 11 more. THIS is the reason killers tunnel and camp; to at least make it 3v1 and make the match bearable. It's not SWF, it's genrushing.

  • 0k: Survivor domination

    1k: Survivor win

    2k: Tie

    3k: Killer win (Possible domination screwed by hatch)

    4k: Killer domination


    The hows and whys of a trial don't really matter, only the end result matters. If the gameplay fails to match these victory outcomes, that's the issue of game design and balance.


    The emblem system incidentally is complete garbage at dictating who actually won, it just assigns participation trophies based on arbitrary criteria. I've depipped on a 4k and pipped on a 0k.

  • Lot of us are excited! Anyone interested in LF can hop aboard our Discord, we'll be testing on the 7th when the PTB launches.

  • @tippy2k2 said:

    I love me my Leatherface even pre-buff but he absolutely needed some help. I play as him because I think he's super fun to play as, not because he's good at killing people :D

    It has been a labour of love for many of us, given how impotent his power has been for a long time.


    His power is currently useless at loops, useless at pallets, useless at jungle gyms, useless anywhere except out in the open with no props or any windows or any pallets nearby; in other words, they screwed up, ROYALLY. Now he'll actually have some game.

  • @LetsPlayTogether said:

    Devs will never acknowledge that camping, tunneling and slugging just ruins the game. Its the same like killers wont ever acknowledge that none of these "tactics" are needed.

    Lol sorry to burst your bubble, but slugging is unequivocally necessary to do well against optimal teams. It takes entirely too long to pick someone up and hook them versus leaving them incapacitated to chase another person off of a generator.

    As for tunneling and camping,both are stuational tools that usually get you demoted for misuse and over reliance on them.

  • Sure, as soon as we get punishments for gen rushing.

  • I assume they take the literal definition of an exploit, to make productive use of. The only unfair and unintended advantage survivors take advantage of is exploiting the disparity in hitboxes to artificially lower killer movement speed relative to theirs, but that's been grandfathered in apparently.

  • @Peanits said:

    I don't mean to disagree with you by any means, because yes, survivors are most efficient when they're working on separate generators. Though that isn't what we were aiming to change with this update.

    What we are looking to get rid of are the situations where a generator goes off before you could possibly get to it. Things like spawning in the opposite corner of the shack in Ormond and having all four survivors spawn in the shack. Outside of one or two killers, there's no conceivable way you could have gotten there in time to stop it from going off.

    The goal is to give you the tools to go stop that generator from being powered, not to stop generators from being powered when you're not stopping them.

    If that was the design goal then this would be a reasonable enough way of fixing it, but I think there's a more pressing issue at hand here. Honestly, and with all vitriol out of the discussion, what is a Leatherface or a Pig going to do if everyone is just genrushing on a map like Temple of Purgation where I lose 2 generators per chase and it takes me a generator's worth of time just to complete a patrol?


    The biggest problem is that at the skill cap with most killers (barring the top 4), killers need to patrol, find a survivor, chase them, loop around pallets/jungle gyms/semi-infinites, get a hit and slow down as the victim speeds up, catch up again, loop through everything again, get a second hit, wipe your weapon again, pick them up, slowly walk to a hook, hook them. Now do that 8 more times if you want to pip because you're getting bronze Gatekeeper at best. You have 4 minutes, good luck.

  • Not only is every survivor on their own generator more efficient, it's also less risky because the devs strictly give us access to punishing grouping, and mistakes tend to happen when survivors congregate onto the same loops.


    By forcing the killer to patrol every generator, you waste more of their time. If you're all together, then slugging, Infectious snowballing, spreading Doctor Madness to stall, finding a new chase, they all take less time and cut out the time investment of patrolling.


    It also means finding your team once stops all four of you from repairing instead of one of you, actually making it even less efficient to repair as a group.

  • This system is still absolute garbage that penalizes the killer for using their power, especially Leatherface whom is already one of the worst killers.


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  • @ChirpingCat said:

    Pile on: No, you've agreed to play a game by joining, now see it through regardless of whether or not conditions are favorable to your chances of 'winning'. (Winning in quotes because killers seem to act like killing anything less than all four survivors is a loss.)

    Incorrect. I consented to join, I did not consent to stay.


    I'm not saying 4k, tired of this straw man, just derails.the discussion across partisan lines. I want to not automatically lose at the map selection RNG. Until that's fixed I'm not wasting my time on certain maps.

  • @Awkward_Fiend said:

    It's possible for a killer to get a 4k within the same time that survivors can pop all the gens, in fact Scott Jund was able to 4k within 3 minutes without a single gen popping, even though the survs had 4 BNPs.

    However, the problem is how difficult it is to absolutely trash a killer as a SWF, meanwhile it's not hard to trash 4 solo queue survs as killer.

    Killing survivors that quickly is entirely reliant on them not playing properly. I'm trying to discuss skill cap play, where killers can't really do much to stop survivors from winning in 5 minutes even if they play perfectly, unless they use a very specific strategy (Infectious + slugging) with very specific killers (like Nurse).

  • @emptyCups said:

    I get what your saying since as killer a dc rewards 4 players with bp and escape bp it's a free victory for them so what can it hurt?

    But since so few killers want to even play anymore ques are insane and it's a huge letdown to wait 20 minutes to see a killer DC and go back to the bottom of the ques.

    I won't recommend DC. But if your having that poor a time on those maps you have to send a message to the dev's by simply not playing killer.

    It's hard to be a killer. Its stressful and unrewarding and your flamed if you have a single kill. Survivors will always hate the monster

    I thank you for your service

    We've tried to send this message before, and in fact a remarkable number of profoundly skilled and renowned killer streamers outright DC certain maps and have for a very long time. It's no secret we flatly do not enjoy these maps and that they make the game completely overwhelmingly one sided.

  • @Mandy said:

    That's the game! Your "entitlement" to DC is not tolerated in the game by anybody - otherwise anyone would use the same excuse, Survivors when they get Hawkins map for example.

    Entitled is thinking you have a right to trap a person into a game they know they'll just get griefed in then lose.


    I am my entire team as killer and that means my entire team has unanimously decided to surrender. I should be titled to concede in such a circumstance, just as teams should have a right to vote to surrender.


    If the conclusion is foregone there is no point in continuing, this was the philosophy of the hatch change. This merely expedites the inevitable.

  • @Mandy said:

    It spoils the match for the 4 other players that have queued to play that match, so no the DC penalty should continue to apply to all players equally.

    Staying spoils it for me.

  • We should be entitled to surrender when we know the map is unwinnable at R1. I'm sorry you didn't get to bully me on Haddonfield or some Coldwind farm nonsense, I'd rather move onto a more competitive match.

  • @cosmicvolts said:

    https://forum.deadbydaylight.com/en/discussion/comment/1191913#Comment_1191913

    i understand but why not use some of that killer big brain energy and at least run insidious and camp out of proximity of the hook and then rush back in when they unhook?

    I mean if you want to just meme and have fun, that's a great way to just be an ass to whichever poor survivor you choose to victimize, but it won't win you games. Proxy camping and snowballing leads with Infectious, in contrast, will win games.


    Camping just lets them genrush and de-pip you. This game's entire emblem system is utter garbage and is a separate and related issue, but the Killer's objective still just takes too long. Survivor skill lets them extend chase and shorten the time to take their objective far more than killers' skill lets them shorten chases and kill faster.

  • No. Exhaustion perks are overpowered, but that's on the devs for keeping them overpowered, not the survivors for using them.


    As long as this game's design remains fundamentally broken, who can blame someone for taking every legal advantage offered to them? Of course the survivors want to survive, and they'll use whatever it takes, DH included.

  • @cosmicvolts said:

    https://forum.deadbydaylight.com/en/discussion/comment/1191910#Comment_1191910

    longer games though get you potential for more xp and pips and also get you player level xp though

    I've played DBD for over 1,000 hours, have hit R1 countless times and played versus many of the best survivors in NA. I can assure you, they do not care and will gen rush you into a free de-pipping.


    This game's fundamental design flaw is that generators take roughly 3:30 to 4:30 to complete when rushed optimally. Even if you take the conservative estimate, you're getting 0 Gatekeeper and have to 3-hook 3 people. You cannot do that in just under five minutes without some pretty "scummy" tactics like slugging and tunneling as top tier killers.


    Put concisely, the Killer's objective takes exponentially longer to complete than the Survivors' objective at this game's skill cap.

  • As soon as games last longer than 3:30-4:30 vs good R1s, I'd love to talk about gutting tunneling. It's unfun, but it's necessary from the Killer's perspective to slow teams down.

  • @Peanits said:

    You mentioned it yourself, it only hurt the people who already had a hard time and couldn't hit skill checks, which is the opposite of what you'd want a perk to do. The good survivors would power through it or find the totem in no time, leaving them mostly unaffected.

    If it's only working against survivors that can't hit skill checks, I would argue you don't need a perk to help you win against them. You would already have the upper hand if you're a good killer at that point.

    You're correct in that it isn't healthy design of course, and you're unequivocally correct that it more harshly punishes worse players. It's made worse by the fact that at lower ranks, killers are actually pretty strongly favored.


    Issue is we aren't spoiled for choice, and the Ruin we got in exchange still doesn't really help us very much when survivors can literally complete 5 gens in 3 and a half minutes. 3:30 is not enough time to rack up 9 hooks, which still wouldn't pip and may even depip because of the 0 Gatekeeper.

  • I put I know I'm doing it but with a strong caveat; I'm not doing it deliberately, but if you're the weakest link and your team is genrushing me down in 3 to 4 minutes, I need to kill one of you to slow the game down, and unfortunately, you're it.


    I wish the game weren't like this, and I wish survivors actually had more defenses and protection against tunneling, but in exchange killers are given a more reasonable time frame to work in. Unfortunately, these are the tools the devs gave us, and just like I don't blame the survivors themselves for gen rushing, I think it's fair we not be blamed for tunneling.


    I squarely fault the devs for incentivizing these strategies on both sides, not those whom realized it's the optimal way to play.

  • I'll down one, slug them and down the other. High rank is so unforgiving that you must exploit every mistake they make efficiently or you lose immediately.


  • @miaasma said:

    https://forum.deadbydaylight.com/en/discussion/comment/569195#Comment_569195

    survivors are rewarded for escaping against a new killer

    they're given 5000 points

    escaping is literally just walking through the door and leaving. you can do that while contributing absolutely nothing of value to the game. you can hide in a locker, get 3 crows, wait until all the gens are done and then leave. placing a ton of value on escaping is fallacious because escaping doesn't indicate that you played well throughout the game

    if you run a killer for most of the game but die at the end and get no opportunity to unhook anyone else or touch a generator, you're unlikely to rank up. those people who did gens all game, maybe saved you once or twice, and then escaped? they probably did. does the fact that they escaped and you didn't mean they're better than you? of course not

    no matter how you frame it, beating bad survivors shouldn't rank you up. getting beaten by a good killer should derank you, and vice versa

    i won't argue that this system is perfect, and plenty of the time you 4k you probably should rank up, even if you safety. i'm just saying that swamping a team of potatoes doesn't indicate that you've played well (because you didn't need to), and thus your rank shouldn't increase for it. the people you destroyed should derank so that they can be in the rank bracket they belong in

    By that logic, you should never leave low rank because you're "just beating bad survivors."

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