Lmac99
Lmac99
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- Lmac99
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Comments
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@Autharia said:
Thats only a dead end if the gen for the door isn't done.
Sure, but an entire lane closed off due to generator rng is insane, needs changing. Removing 1 breakable wall on each generator door for instance.
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@pigslittlepet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630683#Comment_3630683
I know. There's no end to the cycle.
There's no end to the misery that is killers hard tunneling out low hour survivors for a free win for like 50% of matches. Then there's the bleeding people out too, do you advocate for that too?
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@Chiky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630509#Comment_3630509
they'd then beg for unbreakable base kot next xD
Hey remember why I responded to you saying there is only 1 basekit survivor perk? You never really addressed that...
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@MrDrMedicman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630499#Comment_3630499
Instant blinds happened every game. 4 bnp happened every game. If the survivors can abuse a mechanic they will
They were designed to be that way, you can design a foolproof way to add a balanced base-kit DS. The post explains in detail how. There is also a way to design something that would make playing survivor less miserable against those killers who only wish to make other players miserable. Also that list all got changed because they needed to be changed, just like early game tunneling needs to be changed.
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@MechWarrior3 said:
Respectfully I don’t agree with this idea.
Can you elaborate as to why? Or can you advocate for something that would combat early game tunneling?
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@LazyClown said:
https://forums.bhvr.com/dead-by-daylight/discussion/402972/balanced-basekit-decisive-strike
Unless you want to actually kill the game, go for it.
Please tell me how this would kill the game in detail? It's not like they get original DS that lasts all game and for both hook states. You can't honestly tell me you read any this post except the title. I feel like I'm going crazy, am I the only one who plays solo queue and have my teammates get hard tunneled out at 5-4 gens in 50% of my games? I sometimes play with friends of under 100 hours and we can't get much done because killers force them to learn nothing and earn no BP because they want to win too much or make people miserable.
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@pigslittlepet said:
If they did implement this my basekit would become knockout and third seal. I wouldn't even bother hooking. Just slug the whole team. Survivors would definitely find a way to abuse this.
It's impossible to abuse it, the survivor would literally be useless and even if they try to "force you" to tunnel you just down them for more pressure and find someone else. If they get picked up, they lose DS. If someone else gets hooked they lose DS, teams can't abuse it. Read every stipulation that deactivates it then try to think of a way to abuse it. Just don't tunnel for the first 2 gens, you don't need to go back to hook at all, there's always going to be people at gens. Even so, half the killers don't get too affected by 5 second DS, but it would always kill just a bit more time.
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@Nos37 said:
If this were tested in a Public Test Build, the requirement for disabling it would have to be more than just 3 gens completed. It would also need a time requirement as well; say... 240 seconds.
Otherwise, there's nothing stopping a coordinated group from getting 5 gens to 99% without completing more than 3. They keep the killer stalled by purposfully getting tunneled or bodyblocking for others. The gens can only be regressed so many times, so they will eventually be stuck at 99% and the killer can do nothing about it. When everyone's in a good spot they pop all 5 gens back to back.
A time requirement would probably be needed, true. But that scenario you're talking about would probably not happen often enough to be an issue but I can see where you're coming from. Maybe make it to where it deactivates if the DS Survivor takes a hit after for someone else after basekit BT has worn off. I edited the post, but yeah it should probably deactivate after 2 gens completed instead of 3.
We just need something for early game tunneling, especially for newer players. I play with friends that have 50 hours or less and they have a miserable time most nights because they get hard tunneled at 5 gens in 1 out of every 3 games. Pls BHVR, pls.
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@Raptorrotas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630450#Comment_3630450
Survivors get another basekit feature that's stronger than the perk it's based on.
Whats fair or new to the killer except having to keep this in mind at all times? Oh: they have to chase 1 more time to hook, up to twice, per survivor if the survivor intends to make it so.
Yes, it's bad and reducting it in a mocking tone doesnt make it any less so.
Run DS if you want the DS effect, it's more effective if the killer wont 100% know it's coming.
Regular DS does nothing most of the time regardless of the "surprise" aspect. And there is literally a way to make it to where survivors can't abuse it. I posted that exact way, no survivor can "make it so". If they do they are trolling because they wouldn't be on gens or totems. And there is no way every survivor could have DS because you lose it if someone else gets hooked. This DS specifically makes it to where people can't just be tunneled for free in the early game.
There's nothing to "keep in mind", just to go for another person... It's 100% the killers fault if he gets DS'd because he tunneled. And I feel like no one reads the "Base DS is permanently deactivated for all players after 2 generators have been completed." Because I understand that tunneling has its place. No one is saying how it's bad, they just say "it's bad" and move on. I don't know what you're talking about with the mocking thing either.
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@MrDrMedicman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630449#Comment_3630449
I read the whole thing, and it's 100% another basekit crutch for survivors
Survivors have 1 basekit perk. There needs to be SOMETHING in the game that combats early tunneling. I even said this post doesn't have to be what they do but there has to be something. Instead of the Perk Band-aid fix that is DS which 90% of the time does nothing because it only gives survivors 2 secs to get away.
You read the whole thing and your only take away was that it would be bad if survivors had more than one basekit perk, like I don't understand.
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The idea is super fair for both sides but nah survivor basekit BAD
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@MrDrMedicman said:
How many badekit perks do survivors need? Why even bother with a 4 perk limit?
There is one survivor basekit perk.
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@Chiky said:
ah yes, more base kit perks for survivorsz yay
Survivors have 1 basekit perk, and it was definitely necessary.
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@ShroudedGhostFace said:
Cool concept but I want a fully mutated William Birkin killer to be added. We already have a Blight skin of William Birkin, might as well add his fully mutated form to the game as a brand new killer.
That's does sound cool. Maybe someday
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@The_Scarlet_Witch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384149#Comment_3384149
Its alright i guess, I wouldn't pick saddler as the killer if there was a third chapter. I think he works better as a legendary skin.
Fair enough, I feel like since they did Nemy and Wesker it's either Mr. X, Lady D, or Saddler next but at the same time a Chapter 3 wouldn't be that good of an idea.
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@The_Scarlet_Witch said:
Don't want a chapter 3 tbh
We won't get a Chapter 3, and I don't care either way. Saddler just fits this killer idea perfectly imo. What do you think of the actual killer idea?
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@Starly said:
Perks that target certain killers are awful and shout be even considered(talking about Wake Up) in everything else it's an interesting list of ideas
Thanks! Yes for Wake Up! I wanted to find some idea that would be somewhat creative. But I understand how it's very problematic just wanted to see what people might say about it mainly. Thanks for reading!
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@Dino7281 said:
I like most of your ideas and I hope BHVR will have 1 patch just full of perk / balance changes.
Thank you, that's great to hear! I really appreciate you saying that. I was afraid that the reception I would get would be that most of the perks would be too strong, or the tweaked idea might be too lazy, etc. So I'm glad to see people find some ideas to be good ones.
I also hope that could happen some day, whether it be in 1 patch for they dedicate an event with multiple patches where they finally give love to all the perks that just can't make the cut in most games.
Thank you for your feedback, and thanks for reading!
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@TicTac said:
Dead Mans Switch: does it mean every gen above 35% gets blocked or that every gen that reaches 35% gets blocked? I would change it that every gen above 50% gets blocked, but that could still be too strong.
It means any Generator currently above 35% when the Obsession gets hooked, gets blocked for 45 seconds. Are you saying 35% is too strong or not strong enough? Because I could understand 35% being too strong.
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/2449901#Comment_2449901
Undetectable in chase is sometimes a little bit useful. If it would be good, people would run Beast of Prey.
Iron will will now always make the survivor completely silent. I dont know their reason for the change, but they will 100% not revert it.
My biggest problem with this new perks would be that still nobody would use them.
I feel the reason no one runs Beast of Prey is because to get Undetectable you must always have Bloodlust. But Bloodlust takes too long to activate and can be lost in a ton of different ways, not necessarily because Undetectable isn't that good of an effect in chase. I will make a tweak to the Beast of Prey idea where you cannot lose Bloodlust when using a Killer ability.
For Iron Will, I actually did not know it always made Survivor completely silent. That seems unhealthy for the game, and ruins a lot of ideas for Killer perks that deal with sound. So for the sake of hoping they revert that, lets say they do so these perk ideas could still work and make those perks actually good enough to want to be used.
I don't believe that nobody would use them. There still will be lots of Killers that stick to the Meta perks that can consistently win games, but that would be at the cost of their fun. I feel a lot of these ideas could not only make bad perks a lot better, but can change up the feel of each game so that they won't get bored after a few hours of matches. But I would like to ask if you feel like a lot of these perks need to be stronger in order to make people use them, or if it's just the ideas themselves that won't do anything to make people want to use the perks.
Thank you for your feedback! And thanks for reading!
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@Zeidoktor said:
One idea I had for Dead Man's Switch was to change it from an Obsession Perk to the new Scourge Hook mechanic. Dead Man's Switch current effect triggers every time a Survivor is hooked on a Scourge Hook, regardless of Obsession status. Potentially allows you to get the DMS effect much more often/consistently without having to change the perk too drastically.
I like this idea a lot as well! I feel like with Scourge being a new mechanic, it will take awhile before we start getting really good Scourge perks. Taking some old perks and making them part of the new Scourge mechanic could be an interesting idea.
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@FancyMrB said:
https://forum.deadbydaylight.com/en/discussion/comment/2450054#Comment_2450054
You made a very well thought out post ^^
I recently made a topic myself about Dead Man's Switch. I like your buff to it! I think that perk could be meta without being OP and your idea seems to fit the bill.
Personally I don't like perks that pick on one obsession. What do you think of the idea of whoever unhooked the obsession becomes the new obsession? That way DMS can get proctor more and it encourages the killer to target a new survivor.
Thank you, I appreciate hearing that! The idea with changing Obsession is definitely interesting. The only issue is that Furtive Chase already does that, but I don't see a problem with having 2 perks with one same element. And it could fit well with DMS for sure.
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@FancyMrB said:
I really like your Coulrophobia one, tho 20 sec may be a bit harsh? 10 seconds sounds pretty good ^^ I would like to see that change.
Thank you! Yes I was thinking 20 might be a lot especially since the Killer can just keep renewing it so yeah that value would have to be tweaked for sure. Thanks for the feedback and thanks for reading!
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@fogdonkey said:
Are you an intern working for BHVR?
Feedback: instead of writing the whole perk description just add the delta, i.e. what you changed.
I am not an intern, this is just a passion project I wanted to put together. I want to make the perks feel like they could actually be in the game, so I wrote down the original description and tweaked/changed some minor or major values/details. I understand how that can be confusing though, I might make another Discussion where I just list the changes themselves. Thanks for the feedback.
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@CrowVortex said:
Coup De grace could literally be the same but gain tokens at 50% progression of a generator, that gen is then highlighted in yellow until you spend that token or it's completed. That's what i'd do to make it appealing.
Interesting idea! The only issue is what if you kick that gen, it regresses to 49% and the survivors get it back up to 50% again, you would be able to get so many Coup Tokens. The perk can be very strong when used right. Even if you can only get 1 Token per Generator that reaches 50% Repair Progression, that's still only 10 Tokens total, or 14 if that manage to 50% every Generator which doesn't happen often. So if it's based off of Hooks, you get rewarded for doing your objective, and and you get Stacks consistently all match. One problem I have is the concept of getting rewarded as Killer for losing your Objective. It shouldn't be in the game because Survivors shouldn't get punished for doing their Objective. Thanks for the feedback!
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@Haddix said:
I just wanna say
"No Way Out -
For each Survivor you hook for the first time, No Way Out gains 1 Token. Once the Exit Gates have been powered, No Way Out activates: When a Survivor interacts with an Exit Gate Switch, you receive a Loud Noise notification, and the Survivor screams, revealing their location for 4 seconds, and suffers from the Exposed Status Effect for 60 seconds. The Entity blocks both Exit Gate Switches for 12 seconds and an additional 12 seconds per token, up to a combined maximum of 60 seconds. During this duration any survivors within 24 metres of an Exit Gate will have their Aura revealed. "
This perk is already really strong. Like, comp used strong. This buff would be really really unnecessary imo.
Yes I think I agree, I just wanted to find a way to add like a piece of No Ed, and Blood Warden to the perk. But this perk is good as it is for sure. Thanks for the feedback.
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I don't know what the rules about all of this are but, I don't mind jokes here and there. Twas fun and cute kitty! :D
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@ARTRA said:
Over all, nice ideas, i really like beast of pray concept of making you reach bloodlust faster.
Tanatophobia way to strog, plage and legion could abuse this perk.
Bloodhound , dont really see fair bleed all the game. I would propose the ability to see blood auras in X meters around you trought walls.(In addition to the shiny blood effect).
Surge, i dont get why behaviour give an m1 down perk to demodoggo, i think the same, should work on "downs" not only "m1 downs".
Like lethal persuwer activation on kill
Lightborn dont need a buff
50% faster crows its a good idea for improve shadow spy or for a new perk.
I like a lot coulrofobia, i would put 30 seconds instead of 20.
And a few more perks that dont need a buff or are weird but im lazy to text everything XD, overall nice.
Thank you for your feedback! I really appreciate that you told me what are good ideas. I do understand and agree some of these perks don't really need a buff I just wanted to throw out some interesting changes that could be made to some perks to spice them up. I thought Bloodhound might be too strong, that's good to know. Surge even if it doesn't get any changes it definitely needs to activate with Downs by any means. Lightborn does not need a buff I agree. And I originally, for Coulrophobia, was going to write 30 seconds but I felt it might be too strong because healing might be impossible if you combine a few perks. Thanks for reading!
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@fogdonkey said:
Are you an intern working for BHVR?
Feedback: instead of writing the whole perk description just add the delta, i.e. what you changed.
No I'm not an intern, this is just a passion project. The idea was to make every perk feel like they could exist in the game already so I made it as official as possible. So many perks descriptions will describe the same as before with minor or major tweaks. Or some are rewritten almost entirely. But I do understand that it could be confusing for some, and might be hard to find the changes. I might just make another Discussion where I just list the changes themselves. Thanks for you feedback!
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@TicTac said:
Beast of prey: i would prefer a full rework. Undetectable in chase is not that useful and bloodlust is really problematic imo. Chases with bloodlust give you an easy down, but you lose the match bc of the time waste.
Bloodhound: 25% louder doesnt matter and its useless against IW. Seeing the blood is ok, but nobody will ever run it. Maybe more an activation after a hit. Example: After you hit a survivor, you see the aura of every survivor in your TR for 5 seconds.
I will read the other ones later.
For Beast of Prey I agree that they should just take out Bloodlust and make a brand new perk in its place. But Undetectable is very good in chase because you no longer have a Red Stain, and the idea was to not waste as much time and gain the benefits of Bloodlust III faster.
For Bloodhound it counters Iron Will, just like Stridor used to. Iron Will provides reduced grunts of pain by 100%. Bloodhound would allow you to hear them at 25% louder just like Stridor did with 50%. Also I might need to change up the wording, but it's 25% of ALL sound. Including footsteps, breathing, sounds of falling, etc. The blood being seen at all times makes it very hard for Survivors to play Immersed, they couldn't go in lockers without you knowing, when they walk you can still track them. I feel like it might have been TOO strong, but maybe I'm wrong. Thanks for your feedback, and thanks for reading these now and some later. :D
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@HaunterofShadows said:
IMO pop goes is fine lightborn is fine franklins is fine as well as a few others. There are plenty of good perks they just don't have to be meta to be good.
I 100% agree Pop is fine, I just think it needs to stop false advertising itself with the 45 seconds, when it's in fact 42 seconds. And I also agree Lightborn and Franklins are definitely fine where they are at I just wanted to see what I could come up with to spice them up and make them a little more interesting. I agree a perk doesn't need to be Meta to be good, I just mainly wanted to try to put all perks near the same level and think about what the game could be like if you could choose from 84 good perks, instead of the current like 20. Thank you for the feedback, and thanks for reading.
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/2449822#Comment_2449822
Ok, since I don't want to get in trouble for going off topic, As a killer, I'd love it, but it feels a little too strong. It would almost be as if it were wall hacks, which sucks, because as a survivor main, one of the most things I love is breaking chase and disappearing, especially against someone who tunnels at 5 gens.
I had a killer tunnel the other day, they tunneled the first person they found, running instant down hatchets. When everyone realized they were tunneling only to mori asap, we all became part of a bush (seriously, super stealth mode). It was extremely satisfying watching the killer look all around the gen that I was working on and not be able to find me, while I'm just positioning myself behind a rock. If they had your buffed Whispers, they'd have found me immediately and no one on our team would have had a chance.
Also, Imagine this perk on Spirit. Only Spirit mains would enjoy that.
If anything, I wish they would make it so Whispers would just not light up if the closest survivor is on a hook. That way I would know not to look around for someone and look elsewhere for my next chase.
I completely forgot that the perk doesn't work when someone is on Hook. And thanks for the Feedback, I didn't feel like it would be too strong and this tells me whether I am going over board or not. But I don't think it will be a Spirit only perk, it would just make it a good Tracking perk again. Most people don't run it now because it feels unnecessary and they find that it's much more worth it to use that Perk Slot for a slow down Perk instead. So I wanted to find a way to spice it up so people find it very worth it to run it. But I'm glad you like idea, and thanks for reading!
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2449815#Comment_2449815
It definitely is weak as of now. For my changes I’d buff the timer to 45 seconds and have it work on great skill checks too. This would give it synergy with oppression and overcharge.
Id also remove the basic attack requirement and make it 2 health states so if for example a billy chainsaws you it’s a automatic gearhead
Yes the Good Skill Check thing should definitely be changed to both Good and Great. And making it work with Damage by any means I feel is also necessary. Synergy with Oppression is always good too.
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/2449808#Comment_2449808
You will be assimilated. Resistance is futile. Did you really thing your false god brought us here of its own will? Ha! It fears us more than it loves to feed on the hopes of those it torments. It has no choice but to over look our existence, for if it ever tries to consider standing in our way, it will no longer be the hunter, but rather, the hunted.
NOOOOOOOOOO... But before you assimilate me, may I ask if you think the change to Whispers is actually a good one? Your feedback is very important to me. Anyway NOOOOOOOOOOOOOOO!!!!!!!!
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@Phasmamain said:
As an avid Gearhead user I don’t really like the change. Making it permanent would be too strong aswell as the repair progress
It's effect only applies for as long as they repair the Generator. If they get off and back on they will have to hit another Skill Check for the Aura to reveal itself in yellow again. But I can understand if it would be too strong, I am grateful for your feedback. I would like to ask what you would change about the perk, if you feel its needs tweaking. Do you feel it's too weak?
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/2449786#Comment_2449786
Don't hold your breath. Our roots spread wide and far. Our power is beyond your comprehension. You will only find our kind when we want you to find us and when we do, you will pray to your false god and beg for mercy, mercy that will never reach you. We will nourish our roots with your blood. You will stand no chance against us, for we are many and we are one!
Gulp Listen uh... I'm just the messenger. I would never stand against Bush abus... I MEAN community. But my commander sent me on this mission and I will do what I must.
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@dspaceman20 said:
Can you do survivor perks next?
I will definitely be doing Survivor Perks as well. This project took me 5 hours, and I had no breaks lol. So I will get it out as soon as I can. Thanks for reading.
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@GannTM said:
As a new member of the expanding Bush community, please don’t make that Whispers buff happen.
The time for Bush abusers will end.
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@ad19970 said:
I won't comment on all of these, but some of these seem way too overtuned. Thana for example is beyond what any perk should be. 48% slower repair progress would be way, way too much, and so freaking boring to go against.
Territorial Imperative on the other hand sounds like a perk against which even I would sometimes dc. You get hooked in the basement the first time, you won't escape. That sounds so terrible. If the killer is anywhere near the basement, it will guarantee him to get two survivors hooked in the basement. At that point the game is pretty much lost for survivors.
And Predator would just remove stealth almost completely.
There are definitely some nice ideas here as well, but in general I feel like you give too many of these perks too many effects at once. Some perks would probably just need some number buffs and that's it. Instead, I feel like some ideas here would be better suited for their own perks. Knockout and Nemesis bare examples of having too many effects.
Thank you for you feedback. It's good to know that some of these perks would become overtuned. I wrote all this in one sitting and at some point I couldn't tell if these new ideas were too strong/boring, or not strong enough. I would like to respond to your specific examples, and I might tweak this Discussion according to your and others feedback.
For Thana, you can't ever be affected by the 48% penalty, as that requires all 4 Survivors to be Hooked. Thana will basically remain the same as it is currently, you will only be more punished for leaving Survivors on the ground or on the Hook. Most of the time the biggest penalty you will have is 24% which requires everyone to be injured and 1 Survivor on hook.
For Territory Imperative, I might have to tweak how long the basement would be blocked for, it was originally 10 seconds but I thought it would be too weak as it can only be used once per game. I feel this perk could work and not be so terrible for Survivors, because of all the circumstances that have to occur for this perk to work best in the killers favor.
So first a Killer has to go out of their way to hook in the basement, and I understand sometimes that's not hard at all but sometimes it also is. Once that happens the Killer either has to camp or go pressure gens/chase survivors. If they camp that completely defeats the purpose of the perk however I understand a Survivor might still be brave and go for it resulting in the camping being majorly rewarded. But the killer who was camping could always down the survivor before he saved anyway or down them both after that survivor saved the other without the perk. If they play the game and have this perk in their back pocket, say they are chasing a Survivor fairly far away from the basement. The perk activates and you now take 10 seconds to get back to basement. You get there and you down the survivor that got unhooked, and then down the other that saved. You pick you the saver and hook them, then you pick up the guy that got saved... DS. Now you only get 1 new Survivor in the basement and your perk is now gone. In the case they don't have DS or you slugged them, 2 people in the basement is never a lost game, I have had and seen tons of instances of where everyone gets out completely fine even when the killer is face camping. But I do understand that it can lose the game for Survivors. But I don't feel like it's that terrible to go against, idk how many killers would even want to run it.
For Predator I might tweak it so that you have to do more to earn it, but I feel like it could be an interesting idea that would make the perk worth running. The main goal for the Discussion is to make all non-meta perks, something that you would want to run. You would have to choose what you would want out of 84 perks. Instead right now its like 10 perks or you can't really play the game. It's another perk that would change the playstyle of everything. More immersed players that are not good in chase, will have to try their best once this perk is in play and if they die quick they will learn for later and get better over time because a perk forced them to. I tweaked it to allow survivors to see their scratch marks when walking so they know Predator is in play.
I will have to go over all the effects of the perks, because I was starting to feel like some had way too many. But for Knockout, it's the same thing only you can choose to slug them and get it's normal effect, or pick them up and get it's effect only when their hooked instead of slugged. Not too different just spicing the perk up a bit. And Nemesis I have to fully agree on, I originally wasn't going to do that perk. But I had an idea at the last second and wanted to see it out, but I'm glad to know that it's not necessary to change that perk.
Anyway thanks again for the feedback! If you do read this reply to the end, and want to respond, could I ask you to tell me which perk changes you liked? Thanks you for reading.
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@Seanzu said:
Unfortunately this is naming and shaming so not hiding the name is a rule break.
For what it's worth you totally deserve this win, you've killed the team, closed the hatch, and caught them at a door where one M1 would have stopped them being able to open it and run out before the timer stops.
I don't know how to take out the name shaming, it wasn't my intention. Didn't even know that was a thing, but I ended up fixing it. The game allowed me to hook him, so I ended up getting the win. Took me an hour to try that though cuz I was so done. But I changed the title and description, so hopefully I'm not name shaming anymore.
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@Asssblasster625 said:
- I’m surprised a grab even connected usually the animation would’ve started but then you’d be let free
- wow just wow
- get better at timing it
For the 3rd one, I feel like that timing was right, she screamed before vaulting, not during. Maybe just bad ping but I usually do okay with Doc's power, but that shock just confused me so much.
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For now the only solution is to close your game after every single match, me and my friend does this and it works 90% of the time. If that is too much for you to have to do just to play the game, that's totally understandable. I suggest stopping playing along with your friends till these Devs get their affairs in order, because this is absurd at this point.
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I only have this issue when playing survivor with a friend from my same region. Idk if that applies to anyone else, but it also started for me and my friends THIS patch.
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@SeannyD115 said:
Maybe if it was random or had to be their own teachable perk. Otherwise survivors would bring more second chance perks and killers would bring more slowdown perks
Yeah I was thinking about something like that too, it would probably be OP if they had choice, I just think it would be really fun.
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@Axe said:
The reason why it does that for PH its because his cage disable any hook-related perk. We have BT, deliverance, kindred, and DS to deal with tunneling and campers. Playing survivior is already easy af I dont need a helping hand cause some entilted babies cant last longer then 20 seconds in a chase
If you are good enough you can loop any killer for 5 gens if they have deep tunnel vision on you cause they will have to spend so much time chasing you to the point its not even worth it anymore, abuse god loops and play as dirty as possible to counter tunneleres, just waste as much time as possible
re
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@SaltyRainbow said:
i dont think the devs will do it, since a fast q-time has a high priority for them and a lot of players too.
dc sucks for all remaining players. usually there is a time penalty but its disabled atm.
dc hurts the survivors too when it comes to pips, blood points and a lot of challenges. it only doesnt matter when the survivors are about to escape.
maybe dont look at things just from one side.
camping and tunneling are strategies. not fun to go against put they have counterplays and perks. good survivor can heavyly punish a mindless tunneler with 0-1 kills and a depip.
a common mistake survivors are doing is, wanting to save as fast as possible. nothing hurts a killer who isnt actively chasing other survivors more, than survivors who stick to the gens and go for the save right before the hooked survivor reaches the next stage. and then there a perks like bt, ds, iron will or adrenaline.
"maybe dont look at things just from one side" I don't believe I am looking at things from one side. I explained how much a survivor gains from a killer DC, and how they lose almost nothing. If a survivor is doing a challenge like "Dark Senses" and are on the last gen but the killer DC's that is definitely an instance where it can be completely unfair. But I don't see that happening often. Regardless queue times for survivors from like 11am - 8pm CDT are really fast. Queue times for Killer are really fast after 8pm. Whenever I get a killer DC in one of my games, I don't really care and get into the next match like in 20-30 seconds. I also don't get very many killer DC's anyway to begin with. If killers kept their stuff after a legit DC, or they just want to leave for any certain reason, I think that's fair. Because they won't do it often, unless there's a reason too. Like toxic survivors, games they can't learn anything from, hackers, internet stuttering, etc. I'm not looking at things from one side, we all know why survivors lose their stuff after a DC and why they used to get a 5 min penalty. 80% of the player base is playing Survivor most of the time. So even if I am thinking "one-sided" at least I'm not another player who complains about the killer role.
Aside from Camping/Tunneling, which I think is a legitimate issue. It's not a strategy, it's just being toxic and ruining that players experience. I don't know what goes on in your games, but when I or another player is getting camped this is usually how it goes from there: One or more of us realize that player is being camped, they then solely focus on how to save that person but end up trading/getting slugged. Even if I try to do the gens, no other player in my lobby knows that that is what they need to do. So we all end up losing, because no one wants that player to not get to play and try too hard to save them losing the game. This happens literally almost every time. If this is a "strategy" then it's really broken. I will say tunneling can be countered somewhat effectively, but once again, in my games this counterplay doesn't happen. I'm not the best player I'm purple ranks currently. And I mostly get lobby'd with yellow ranks, sometimes red ranks. Players are not good enough to counter camping/tunneling. And killers can do this anytime and as much as they want, making it super common in a lot of games at the mid/lower levels. Therefore ranking up to get away from these killers is really hard, and a lot of players don't have time for it. So if this behavior was punishable either in-game (which I don't think is possible, I thought of a way but I'm sure it's abusable) or through the report system, this problem could be lessened, and could encourage killers to play properly. I don't see what's wrong with that.