MasterofSFL
MasterofSFL
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@SilentPill said:
https://forum.deadbydaylight.com/en/discussion/comment/1881601#Comment_1881601
Somebody never read the patch notes. The only thing moris are good for is avoiding a death hook DS. And two, DBD is public matches. There is little to no reason to care about the fun of the person you are playing against. That’s like thinking “wow I wonder if this guy im shooting in call of duty is having any fun” and the answer is why would you ever care. Roll them over with the killstreaks for an even better K/D
- Regardless of what you're using it for, it still bypasses much of the game without warning.
- If you don't care about the "fun" of others in a game like this, than don't be salty when others troll you and still 4 man escape.
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/1881601#Comment_1881601
broken offering, look at their builds lol and thats a norm and dont require an offering to let you know im running it. It just lets you know to either be a good sport after 2nd hook or a cuck
It's a broken offering.
If your excuse for using something that inherently bypasses 50% of the game is that "Ya, well, they have X and that's annoying," than you don't have much of a soapbox to decry from.
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@MeltingPenguins said:
Yes, yes, another of these threads, but hear me out:
Decisive Strike is in and on itself a good perks that at bottom line does what it's supposed to do: punish killers for tunneling.
But it's a perk that is easily abuseable to be an obnoxious toxic brat, which gives it such a bad reputation.
Thus:
Change DS to work differently depending on what other perks are attached and give it a countdown before it activates:
- Upon getting unhooked a timer activates on DS. If the survivor is hit again during that timer, DS activates for up to 60 secs.
- If the survivor has BT, the countdown only activates when BT is either over or triggers upon a hit.
- If Unbreakable is attached, Unbreakable becomes inactive as long as DS is active, including a slower recovery (e.g. the recovery time while DS is active is doubled and you can't pick yourself up) UNLESS you are either the second to last or last survivor OR everyone has been knocked down.
This way DS would be a true anti tunnel perk that's much harder to exploit for toxic plays.
Just make the "Save myself" perks all part of one package, like the Exhaustion perks are. Exhaustion perks are a series of Juke/Stun perks, Unbreakable, Decisive and Deliverance are all Second-Chance perks. Tie them together, deactivate them all after one is used. Problem solved.
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I'd rather have a robust player base that range from New to Experienced and Sportsmen-like, than have it be top-tier Nike fans.
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@[Deleted User] said:
Survivors want 100% control of the chase like they have vs M1 killers. They want the control to be in their hands, and the killers chances to rely on their mistakes. Any killer that gives the killer player an equal chance and they don't like it. It's pure entitlement.
Let them nerf Spirit though. Go ahead do it. Survivor queues are bad enough right now, guess what happens when you gut the most popular killer? enjoy your 20 minute queue times survivors.
Survivors want to not get BTFO'd because they have no options. For whatever reason people (killer mains) don't understand that, yet complain endlessly when they have to deal with nonstop Decisive Strikes, Unbreakable and Flashlight spam. The more reasonable options Survivors have to actually attempt a risky outplay or make an impactful decision based on immediate information, the less complaints and the justifications for these annoying perks there will be.
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@SasukeKun said:
https://us.v-cdn.net/6030815/uploads/Z7QDQPP49AYN/image.png
So let's talk about this "free win" I'm supposed to get when.. now that smarter survivors know how to just make you wish you didn't bring it in the first place. Survivors will ######### about this and that if they don't win but when you win fair and square it's a different story. They disconnect, sacrifice on 2nd hook so you don't get it. Or the classic they hide the entire match, holding the game almost hostage so you don't down both and win. Or keys (which still have no change). It will be because they didn't get their arsenal to proc too, dead hard, ds, etc. Survivor is a joke
You're using an inherently broken offering that takes out half the game and complaining others don't want to play with you?
Butt Y?
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1881419#Comment_1881419
Core gameplay can't include counterplay? really
what about the game rock, paper, scissors where the entire game is counterplay
saying that core gameplay can't be included in counterplay removes 7/8ths of the argument so you can create a scenario where you are specifically correct in saying x has no counterplay
Core gameplay is that gameplay which is most frequently undertaken and indispensable. Saying this is counterplay undermines the idea of what counterplay is, it's the difference between shooting your gun in an FPS and throwing a flashbang around the corner. Also, your example is terrible, because RPS is literally a guessing game. If you think because Paper wins against Rock, that means theres counterplay, you have little business telling others what is and isn't.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1881354#Comment_1881354
just because spirit doesn't have an easy counter doesn't mean you don't try to do anything
just because you don't have as much counterplay as you like doesn't mean you don't have all the tools to succeeded it just shows that you refuse to use them because you think you are entitled to more or easier to use tools
Incorrect.
I never said I personally had an issue with Spirit, I'm pointing out the response "The counter is just to play the game" or any watered down/more complicated version of it is not actual counterplay. Counterplay is by definition a proactive action an individual or a group can take to specifically force a reaction from an offensive force. The threat of generators being completed and the gate opening is the motivating factor of the Killer to pursue Survivors; The completion of generators and escape through gates is the sole factor between success or failure. You're trying to argue the counter to the killer is to "Do Gens," but that's not the counter, that's the core gameplay.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1881285#Comment_1881285
The flaw is 4 bad random thinking people, 4 good or better random thinking people can do much better
I've seen high rank red players make the same mistakes: as a survivor and as a killer. It's Russian roulette and therefore chance. Chance isn't a counter.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1881205#Comment_1881205
Alright heres the gist
a killer is much weaker in a 4v1 than a 3v1 even if the survivors are only applying light pressure
having 1 survivor on objectives at all times is easily done in a 4v1 and harder to manage in a 3v1
The continual mounting pressure of having 4 people and progress usually is enough to win the game
thats why most killers tunnel someone out early
Ya, I'm more than aware of the basic premise. The flaw here is thinking 4 random people, with zero history and no basic method of communication can coordinate their efforts with minimal information, on a regular basis.
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@FaceCampLeatherFace said:
who cares if a killer tunnels or face camps? Let them play how they wanna play. They bought the game too, who are we to tell them how to play the game they bought?
Yep, why should anyone wanting to play a game with others have to follow any basic rules, norms or sportsmen like courtesy?
To the OP: Tunneling is about the only real choice Killers have, which is the problem. As the game currently stands, if a Killer has the opportunity to tunnel, they're in a good position most of the time. Choosing to go after a different survivor (either to avoid DS or to be a Sport) diminishes their advantage by reducing their pressure. The only way to really change that is to offer more perks that make it advantageous to split your focus (Fresh Meat: Gain a burst of MS after entering Bloodlust. You enter bloodlust 50% faster when not chasing your obsession. Hooking a survivor makes them your obsession) or to change how basic mechanisms work (Bloodlust: 5 seconds after a survivor is unhooked, you immediately enter Bloodlust 1 when chasing a healthy survivor).
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1879583#Comment_1879583
not even refering to swf just refering to staying alive as 4 randoms as long as you can
@MasterofSFL said:
https://forum.deadbydaylight.com/en/discussion/comment/1879905#Comment_1879905
Unless the killer is Doctor, that's how you "counter" every killer.
Never really understood the whole "playing the game is the counter" argument.
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There's only three ways to deal with Deathslinger, all of them are dependant on the killer's skill and your ability to do all three:
1. Learn how to play with your camera facing the killer 90% of the time.
2. Stick to Trees, Stacked Boxes and/or Boulders.
3. Figure out the killers timing (are they twitchy, do they aim long, ect) and bait them.
And no, it's not fun, unless your high in schadenfreude, then it's nothing but laughs if they never catch you.
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*Odd Error
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@Toybasher said:
https://forum.deadbydaylight.com/en/discussion/comment/1879771#Comment_1879771
You mean Unnerving Presence. Ironically both Unnerving and Huntress Lullaby used to affect the DS skill check, but not anymore. Same with Doc's reverse skillchecks.
Well Unnerving ought to.
Half the problem with the 'I save myself' perks are Killer's inability to do anything about them. Like why not drop the crawl speed reduction on Knock Out and give it a negative - 25% recovery penalty. At minimum that give something to killers. If you could only activate one of the perks a game, Devs and Killers wouldn't have to worry about Survivors stacking them all.
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@SnowMiser said:
The counterplay is to play sneaky, don't get caught, and stop moving predictably.
And of course, the counterplay to every killer is to *just do gens.* I can't tell you how many times a good killer loses because one person was on a gen at all times.
Unless the killer is Doctor, that's how you "counter" every killer.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1879876#Comment_1879876
Every killer has unique characteristics. That reveal who ot is at the beginning.
- trap boxes? Pig
- traps laying around? Trapper
- guy screaming with a chainsaw? Billy
- guy laughing while chain sawing? Bubba
- high pitched scream? Nurse
- gun shot? Mendslinger
- asthmatic laughter? Clown
- humming? Huntress
Etc, etc.
None of that matters when the counters to said powers exist in perks, which are picked pre-game, which is when you actually need to know what's going on in order to "Learn and Adapt."
I see Jigsaw boxes, great, now what? Basic Mechanics and Game Sense. Oh, lucky day, I have Spine Chill too.
Look at that, a bear trap! What am I going to do? Basic Mechanics and Game Sense. Damn, really wish I had Small Game though.
So, again, 'Learn and Adapt' means almost nothing without the ability to actually adapt to your former experience. Your only options are improving Basic Mechanics and Game Sense, it's complete luck after that if you don't run the meta 'Don't touch me there, That's my Nono square' builds.
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@Tsulan said:
This here, ladies and gentlemen is why kill rates are high.
Survivors don't want to learn, adapt or improve.
They just want things made easier, because they couldn't be bothered.
And after everything was nerfed, they start to complain about survivor queues.
There's no 'learn and adapt' aspect to this game except developing better basic mechanics and game sense. Basic mechanics doesn't stop/mitigate most killer's powers/perk and game sense won't help you when stopping/mitigating a power/perk requires a perk of your own.
'Learn and Adapt' would have legitimacy if Survivors could make accurate, educated guesses about who the killer was, instead of playing Reverse Russian Roulette with their perks.
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Casual Players, 100%.
You cannot fine-tune an Asymmetrical game for hard-core players and still retain any vestiges of fun or flavor that expands the playerbase. It will inevitably lead to 2-4 killers with the same builds and the same 4-perk meta survivors.
Balance the game around casuals first and foremost, then deal with the hard-core players. Hard-core players will sweat regardless and find the most efficient, efficacious builds/strategies within any set of circumstances whether or not you cater to them.
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I'd prefer this not to happen.
First, everyone is anonymous already, unless you're a streamer or using your name/a name directly connected to you. Forcing permanent names may lead to a minor reduction in toxic behavior, but it certainly isn't going to remedy, as this game's toxicity is a direct result of it's asymmetry and poor balance.
A better method may be something similar to League of Legend's honor system, but with actual benefits (more BP, Shards, Unique Skins, even Cells), however it deteriorates over time requiring you to maintain a good demeanor/play pattern. Accolades from killers to survivors/survivors to killers matter more.
Stats and profiles are the last thing you'd want to add in this type game, if you wanted less toxicity. That would just incentive Stat padding, which leads to: killers to play hard sweat builds to up their kills; survivors playing extremely cautious/linear to up escapes/chase times; killers and survivors complaining over play styles (worse than now; survivors complaining to each other over deaths (worse than now). Not to mention the egos generated over such Stat keeping.
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I don't know, but they really ought to give the "I save myself" perks the exhaustion treatment, tie them all together and disable them all once one is used.
I assume that Distressing doesn't affect the skill check either, but it certainly should.
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@bjorksnas said:
Spirits counterplay is having 4 survivors to spread pressure on the killer who has no easy team wide map pressure only relies on hooks and chase potential to mount pressure
very specifically lowering the amount of survivors in the match makes her much stronger so congrats you counterplayed her only counterplay and ruined the match for your teamates
That's not counterplay, that's SwF.
If SwF is the answer to something, than that something needs to be looked at.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1879409#Comment_1879409
Survivors dying very often to Spirit =/= Spirit is too strong or has no counter play.
The average survivor is just bad.
Amazing survivors vs an amazing Spirit, the Spirit will lose almost every time. I also don't mean just swf, even a full good set of solo's.
That's a truism for almost every killer.
Most killers rely on survivors making mistakes or bad decisions. Better survivors make less mistakes and better decisions and so survive easier.
Spirit, like many killers, needs counterplay. They need counterplay so the can eventually get buffs that make them more proactive, instead of being pub stompers.
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@Kees_T said:
I mean, people used it a lot for a reason right? 95% of the time people will use this add-on with the main goal to negate dard hard, which with a single button allows you to outplay the Killer.
As opposed to pressing a single button near a pallet, window, shed or 99% sprint burst, ya?
Clown didn't need the add on and there was little use to it if you were landing your bottles properly. Hopefully it was replaced with something useful.
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Of course it's not.
Dead Hard is just the one perk that let's survivors outplay killers after they've over committed, which is why they think it's a problem.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1875886#Comment_1875886
My point was that no amount of punishment is going to stop people who do this on purpose. They want to ruin other people's experiences and nothing will stop them.
People who do not do that are either new to the game or put into a bad position where they have no other viable options. In those scenario's, the current system works just fine.
If you'd like to devise a system where we put people who facecamp against the top 1% of Survivors as punishment, then I'd be down.
No one said punishment 100% eliminates an issue and no, malicious players are not the only ones who engage in the behavior. If it was done for malicious purposes, we wouldn't be having the discussion, because it'd be universally considered an unwanted, reportable behavior.
New players doing it is not an excuse to refrain from addressing it. Being caught in a pinch during EGC doesn't mean allowing it for the first hook. There are all kinds of provisions, conditions, ect that are not impossible or unreasonable to layer on so that 98% of the time only blatant, leg humping at hook gets punished.
@Bullettimegod said:
You may not want to hear this...buuuuuuuut... camping is a strategy.
If you're Ghost Face, hiding behind a corner playing bait&ambush, you can call that strategy. If you're Billy, playing ring around the rosy, that's not exactly Sun Zhu plays mate.
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@Zozzy said:
We should be rewarding the killer for leaving not punishing them for staying..
Any punishment you put in play also screws over legitimate killers, even now killers get -1 or 2 for following a survivor to the hook before chase starts.
Can't expect much more from salty survivors though.
No it doesn't, because killers who don't stare into the eyes of their hated lovers also don't typically sit 15 meters in range of a hook for 2 minutes.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1875698#Comment_1875698
Except you kind of disproved your own point.
If experienced Killers are out to do this, they are well aware of the fact that they will get zero BP and will de-pip. No form of punishment is going to deter that. If they seek to be malicious, they WILL be malicious.
To my eyes, all this does is punish new Killers who don't know how to play yet. The current system works just fine. It shows the Killer, "hey, don't stay near these guys for too long without another Survivor present, okay?"
All your proposed changes do is make it even worse for new players who aren't trying to be malicious in their actions, they just don't know any better.
No, because my point isn't about experienced killers who want to earn BP and/or rank up, you brought up rank and how it supposedly deters the behavior. What I did was show why deranking and only deranking as punishment doesn't hurt the killers who don't care about getting to purple/red rank, which is why it's insufficient.
If you want to talk about punishing new killers, I fail to understand how having them not camp and instead chase some how hurts them more than it helps them, given you're not ever going to develop sitting on a hook (which is also true in the reverse for survivors). At that point, the concept of nudging applies and it applies in favor of a punishment, not the lack of one.
Really you're just throwing out minor excuses as to why annoying, toxic behavior that undermines the concept of the game shouldn't be dealt with. Saying an early attempt was mismanaged and abused is one thing, trying to argue new killers might feel bad, when it's already a hated thing for new and experienced survivors is just bassackwards reasoning: especially when the killer's role is to hunt, not play menacing statue.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1875540#Comment_1875540
And again, that isn't entirely true.
Should the Killer be punished for Survivors hanging around near hook?
The system we have now works. It practically forces a de-pip if you stay close, meaning that Killer will continue to derank.
It's still 100% true.
Even if they reintroduced the same mechanism, with no changes, the ability for survivors to abuse it would be significantly reduced, due to the structural changes made since it's first implementation. However, there's no reason to completely halt entity progression and no reason the only condition for punishment be a simply X meters for Y seconds. Being in chase is just one of several factors that could (and should) effect this.
If the only response is "they'll just derank, so," then you don't have a case to not implement a punishment. The killers who are more likely to camp are also the killers less likely to care about their rank. That just forces experienced killers with toxic annoying behaviors to the lower ranks, you know, where the inexperienced and new players are. That creates a bad environment for these players, who either become frustrated and leave (lessening the overall pool of players over time) or develop bad habits (which creates a less skilled player pool over time).
~90% of the rebuttals to complaints over camping killers is 'do gens,' punishment in the form of longer entity timers reinforces that. More Survivors getting to EGC means more chances of 3-4 man escapes. Less overall kills means a faster derank and less BP for these killers. Eventually these killers will either stop camping and hunt, give up killer and play survivor or just repeatedly queue up every 5 minutes and give everyone free BP.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1875466#Comment_1875466
Not entirely true.
The hook progression stopped if the Killer was within X distance, so Survivors just looped around the hooked Survivor and the Killer could never get a kill.
100% true.
There were like 3-4 killers, infinite loops existed, sprint burst wasn't gated by exhausted or running and all that came together to make halting entity progression while X distance away an abusable strategy.
That's solved by:
*adding mobile killers (check)
*Eliminating infinite loops (check)
*Gating escape perks (check)
*Slowing, instead of halting entity progression
*Specifying the conditions for modifying entity progression
Speaking frankly, the attempt to punish camping was barely that, it was a half-baked idea tried in effectively the game's alpha release (compared to it's current state). So saying it had been tried and abused is at best misleading without context.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1875253#Comment_1875253
They tried a punishment for camping and the survivors abused it heavily.
https://forum.deadbydaylight.com/en/discussion/comment/1875254#Comment_1875254
This right here. It's one of the reasons why I always run kindred when I solo que. There is a counter for face camping already. The survivor community just isn't doing it.
The punishment was ham-fisted and implemented well before any of the modern changes to the game were put in place (like Exhaustion, which would have kneecapped the abuse).
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@HectorBrando said:
The punishment is there, just push gens, from first hook to death is 120 seconds, if someone gets facecamped and the other 3 keep working you can finish at least 3 gens and get some work on at least 1 or 2, even more if the gens were already at a decent progression %.
The problem as always is Solo queue since they cant comunicate the team cant punish the Killer for it, its not that there is no punishment for facecamping is that the most affected by it (Solo queuers) cant dish it out because they lack information.
The problem isn't solo que, it's SwF. The game has no communication for a reason, yet the excuse as to why blatant camping is tolerated/allowed its that SwF exists, so 'just do gens, dummy' is always the response.
Balance the game around its original intent, not around 3-4 man pub stompers.
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@Pipefish said:
https://forum.deadbydaylight.com/en/discussion/comment/1873678#Comment_1873678
Yeah and this perk would be made to help killer from losing map pressure as that's why killers hate DS. It costs them map pressure 🤔
Tough cookies?
You're just arguing for a perk race, what's next, a new survivor perk that allows you one free hit? There's nothing wrong with Decisive Strike, it's the combination of perks that's the issue. Just power creeping everything solves nothing.
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The entire point of DS is to help stop tunneling and the game is inherently a 4v1, so "equivalent" perks should not exist. A better, less broken idea would be something like Spectral Shreik, which causes any healthy survivor completing the rescue to scream and show their position for X seconds.
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@Freddy96 said:
So using dead hard is outperking, spamming m2 to zone out survivors is outplaying.
Totally not biased players and where to find them
Hey man, when killers use their busted powers, Gen-stall perks and moris, that's just 'them playing the game honestly.' Clearly anytime survivors, survive, that's just an unfair outcome.
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@SilentHillOnDvD said:
https://forum.deadbydaylight.com/en/discussion/comment/1873519#Comment_1873519
"Outplayed" do you even know what that word means? If anything, I got outperked
Well sounds to me you overcommited to a survivor who knew full well their position and utilized their options to the fullest: now you're salty over or it and want it nerfed so you don't get outplayed the same way again.
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There's no nerfing that perk without removing it. You got out played by the survivor, not the perk.
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It's the least offensive of the Gen-stall perks mate. I'd rather see Corrupt Intervention every game than Ruin or Weasel, hell, make it automatic and I'd still prefer it.
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The game is legendary in its imbalances and unfair structure, it's an Asymmetrical 4v1 with a dev team that does little to address it's frustrating elements. If you think a dev team as lazy as this some how got an Asymmetrical 4v1 to be either, you're high.
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@FregglesFred said:
https://forum.deadbydaylight.com/en/discussion/comment/1872709#Comment_1872709
Honestly, it's just dumb though.
If anyone thinks that speed limiter should be a thing, you're braindead. Still think he's a survivor main lol
So is dismissing someone as a survivor main.
Bubba needs a full Rework, the entire reason he's so pitiful in every other category is just so he can have his brain dead power. He's the only killer with an on command 1-hit with no need to put in any forethought: even Billy has to think ahead because he only get one shot.
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@FregglesFred said:
https://forum.deadbydaylight.com/en/discussion/comment/1872450#Comment_1872450
lmao dude posted a whole screenshot.
Lmao, that screenshot moots your whole point.
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@FregglesFred said:
https://forum.deadbydaylight.com/en/discussion/comment/1867121#Comment_1867121
So.. Get this. If someone is getting camped as a meme build to face camp.. Did you know that you can do gens, too? 3 people are doing gens.
He's a meme killer because people tend to play him as a face camper.
Fun, interesting gameplay.
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@PeaceNGrease said:
https://forum.deadbydaylight.com/en/discussion/comment/1870223#Comment_1870223
Yea, you're very wrong and only someone with very few hours thinks like you do about Bubba. He's definitely fine as is. That's all.
I'm not, but you keep on telling yourself that.
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@lunarjax2 said:
What makes it so insane is I don't understand why a monopoly is causing Behavior to work so little...
Like, I'm an econ major :'3, I get why monopolies ultimately are lazy but in the gaming industry they could gain so many boons by just ######### caring a little about the community it's actually insane. They apparently don't realize they could/Would gain so much more money if they actually appealed to keeping older players in the game while also providing the new content and generally promoting the Health of the game...don't forget just putting in the effort to change a number on a perk can be done multiple times for many perks by the time they even release a patch -_-.
They need to simply Trust us, they don't I feel. They don't trust we would mind semi-broken patches more often? I definitely would prefer them to put out mini-patches every 2-3 weeks with perk number changes and smaller things as well. Can still do big releases being on the three-month swivel but just we need more interaction with the game besides that so badly. This lack of trust on their behalf is why we, I at least, just can Not trust them to get their ######### together. They've put themselves in this situation and don't give a ######### to get out which sucks.
All in all...idk, I love the game man...but there's so little to give props for anymore when they barely do anything. Second win buff from 32 secs to 20 secs, hahaha man that was really hard to do... (no point arguing "well they have to debate it around the good ol round table until they found a reasonable number, why I say do smaller patches more often and idk actually take advantage of the Communities input on things >_>)
Because true monopolies are lazy. Most 'monopolies' throughout history, weren't, they were highly successful enterprises that scratched and clawed to the top through ingenuity and innovation. Dead by Daylight's only innovation is it's formula and due to it's uniqueness, has a captive audience, giving it no direct competition.
Monopolies aren't about making the most money possible, they're about making the most per unit while making as few units as possible. So long as they can maintain that state of affairs, they will. Which is exactly what Behavior is doing.
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@AnimatedAaron_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1870412#Comment_1870412
"just do gens and win" Yeah sure! Thatll be fun if this didn't happen... Its people like you that really make me not want to play this game lol Stop defending this bs
I'll have a ham sandwich with a thick slathering of sarcasm, please.
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Bruh, it's fun and interesting gameplay, just do gens and win.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/1869919#Comment_1869919
I could see that as being a possibility, though it could be too strong when there are only two survivors left. But getting up and being in Deep Wound status (as mentioned in your original post) would definitely not be a big enough penalty.
Sacrificing your first phase hook for a deep wound revive solves that.
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@PeaceNGrease said:
https://forum.deadbydaylight.com/en/discussion/comment/1867905#Comment_1867905
Exactly how many hours do you have in this game?
Enough to be correct. Anything else you want to follow up on or is that it?
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As is often the case in these threads, many want to talk till hoarse in the mouth about how something "isn't a problem" because "you can just A, B and/or C, therefore."
Leatherface isn't OP, his kit is just antithetical to the base concept of the game. He effectively forces all survivors to act as though they're injured from the start, play selfishly/solo and ignore half your perks. He's just thoroughly bad design. Plain and simple.
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@Predator3174PL said:
https://us.v-cdn.net/6030815/uploads/E0JO9889J4D3/20201023215418-1.jpg
If you go under the hook, where I can't pick you up, I promise this game will be Camp by Daylight.
I won't leave till you nicely come to me, so I can hook you, and other player can still play.
Is it wrong? I don't care. I can play dirty too
If a survivor wants to give you a 2:1 through an exploit, that's not camping, that's taking advantage of their stupidity.