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  • @Dehitay said:

    https://forum.deadbydaylight.com/en/discussion/comment/541568#Comment_541568

    I love how everything thinks it's some super awesome strategy to never cleanse against Plague, yet apparently Myer's infinite EW3 addon is apparently super powerful. All the survivors going down in one hit for the rest of the game is the same end goal, except it's easier to get everybody broken and doesn't require an ultra rare addon.

    By not cleansing, you deny Plague her ranged instant down ability. EW3 Myers is just as loopable as a Corrupt-less Plague.

  • @AshleyWB said:

    What's that you're new to the game and you're playing Quentin with Wake up equipped BANNED. OMG YOU TOTALLY KNEW WHAT YOU WERE DOING. THIS IS THE END OF YOUR DBD.

    I know that's a very specific example but I think a lot of you are going all vigilante on those who happen to stumble upon using the perk.

    I get why you would be frustrated that the bug exists but if someone handed you a selection of cakes and you ate the one with chocolate sprinkles on top then you are told that it wasn't yours. That's not right. It was handed to you so what do you expect. Who knows why it felt decent?.

    Exactly. The devs could just disable the perk until it's fixed. They did it with Mount Ormond. Easy, no more issues, no bans related to Wake Up. So simple.

  • I'll fight you before they fix Clown's 40+ bugs and make his power useful in any other area.

  • I really don't understand why the developers refuse to disable the problem perks/add-ons until they are fixed. Someone explain this to me.

  • How about having actual map pressure? I very rarely ever feel forced to camp / intentionally tunnel someone within 20 seconds out of the match (bc you know they're going to DC) because I play my Hag correctly. I do my setup expecting a couple of generators to go by. As Freddy I've had 3 gens pop on me on first hook and I still 4k bc I got my momentum going properly. If you're that concerned about pallet looping, you have Hag for those and also Freddy for slowing generator progression. Many pallets/loops aren't as safe as they once were. If you get even just a bit of a lead on a survivor by moonwalking, going the other way, etc. it's often enough for a hit.

    If the survivors are the 10% that are competent and focus on doing their objectives, they deserve the win in my book. I don't need to turn into a salt machine that camps at the first sign of trouble. I'm not generalizing either, this is absolutely the truth at rank 1 as both a solo and SWF survivor.

  • It sounds like more of a problem with your intuition judging from the reasons you listed, no offense. 3 months is nothing in a game like this.

  • Is tunneling efficient? Absolutely. Is it fun? Well, I guess for some it is, but for me as killer? Absolutely not. I would rather take a 4 man escape just to have engaging chases and predictions than to act like a robot. I play rank 1 killer and survivor and cannot count the number of times that a survivor DCs or dies at 4-5 gens, but the killer doesn't toy with the others and instead just camps the next guy, and so on. Personally, I don't do this. I had a match as Huntress on Rotten Fields with a situation like this. After the guy died, I played chill and went out of my way to go away from the hooks I got (as I played before). I patrolled the objectives. Instead of having a 4 gen game, the game actually stretched out to the exit gates and I managed to get a 4k in a close, fun match. The survivors gave me positive feedback and told me that they were scared the whole match. That is SO much more fun to me than killers who just camp everyone they get. I'm not exaggerating this either; camping/tunneling is exactly what most killers prefer to do at rank 1. In light of the tools given to killers to help in chases (Spirit Fury, Bamboozle, nerf to exhaustion perks, etc.), it disappoints me that I feel like I'm one of the few that doesn't feel a great need to go back to the hook and ruin a game experience for someone else.

    It is brain-dead easy to hang around a certain radius of the hook and return immediately to it. Yes, the rescuer and the injured survivor should run away. They DO run away, but this isn't a game that emphasizes stealth. Chances are that the injured guy will be easy to find. Yes, the logical response is to have all other survivors complete generators while someone is camping. But would you truly be happy with the survivor playerbase turning into the depip squad? I certainly wouldn't. I want survivors to make unsafe plays so that I can chase them. I like for players to have second chances. I have way more fun in games that are close (2-1 gens left) as I described in the example with the Huntress match.

    It's not fun for the killer or the team when a killer decides to just focus on one person the whole game because they have no idea how to keep map pressure or change targets. Tunneling someone out of the match (and by this I mean: ignoring generators, downing other people, hooking, and basically doing things to the detriment of your own gameplay performance in order to eliminate one person) removes little skill there is present in the game and promotes toxicity. It is also highly inefficient gameplay wise if you tunnel the wrong person; they KNOW what pallets have been used. Switch to another target: boom, the next guy is not going to know what was already used in most cases. It's a common tactic I use myself.

    Despite the changes to healing speeds, a lot of killers still prefer camp/tunnels over solid gameplay. Some of them have changed, but a lot of them haven't. I would like further balance changes to help GOOD killers against the generator times, but until killers are better rewarded for NOT tunneling or camping, I would refuse any balance changes to generators because it would make the situation even worse. With SWF, it's possible for 3 people to survive. With randoms? Very slim chance. Most suicide on hook at the first sign of this type of killer, giving them the free victory.

    The killer role has had many positive changes and the addition of excellent perks to help with looping; maybe other killers should try this out and let the stats speak for themselves if there is a high escape rate.