PeeVeePeeGod
PeeVeePeeGod
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@Kurri said:
https://forum.deadbydaylight.com/en/discussion/comment/2909346#Comment_2909346
You havn't convinced me. Knowledge is power, and I believe that if the Killer knew there was not survivors around the hook, they would be more likely to leave the hook.
What do you think the killer would do if the perk doesn't deactivate after hooking the survivor? Sure, they would be much less likely to camp if it isn't active after the hook but the killer would be much more likely to camp if Whispers is active after the hook.
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@Kurri said:
https://forum.deadbydaylight.com/en/discussion/comment/2908291#Comment_2908291
That's what Killers do anyways because it's one of the few perks that considers a hoooked survivor as a nearby survivor, when most perks don't.
The difference would be that the killer taking a huge risk if they decide to camp just because whispers is active right after they hook. They don't know if the only person in the radius is the hooked person or if there are other players. They're essentially camping with no information on where anyone is.
With the change to Whispers that you proposed the killer could be 100% sure that no one is nearby or that someone is nearby and promptly leave to patrol gens or start looking for the person near the hook.
The only place camping rates might decrease would be at low MMR where the killer might not know that Whispers activates for hooked people as well.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2908291#Comment_2908291
But camping is legitimate strategy. The devs said it themselves.
Just because the devs said it's a valid strategy doesn't mean that they should be trying to incentivize it. I'm like 99% sure that when they said that they also brought up how it really sucks for the person that does get camped since they essentially just die and that they were going to try to make it better for the person who gets camped (which obviously hasn't happened). There's no reason for there to be anything that could incentivize camping when just about everyone dislikes the playstyle.
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I feel like CoH won't be much of a problem after the midchapter update. At 50% healing speed the survivors would be spending 32 seconds to heal themselves. At that point they're hurting their team more than they're helping. Plus survivors could easily play around the 20 charge cost by healing to 99% and then having someone else finish the heal.
And the other boons already aren't much of a problem. Shadow Step is really only a problem on indoor maps when the survivor has a big lead on the killer. Even then, after the first hit the killer can track them using blood and / or their grunts of pain. Exponential requires the killer to slug the survivor and for the survivor to be in the boons range. It's so circumstantial that it doesn't usually effect a game in any meaningful way. An argument could be made against Dark Theory but a 2% speed boost is so insignificant that it won't help much at all. It can get you that last bit of distance you need but most of the time the effects are inconsequential.
I feel like these changes would gut boons to the point where they wouldn't be used just about ever, and when they do get used it would really only be CoH.
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What would a story mode look like? The only thing I can think of for a story mode would be essentially playing against or with bots while doing tome challenges, which I would be all for, mostly because I want some kind of sandbox mode against bots. But a co-op mode doesn't make any sense for this game, unless you just mean playing against a killer bot or something.
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I feel like this change would cause more camping rather than encourage killers to not camp. If it's still active after the killer hooks someone then they would most likely end up looking for the nearby survivor rather than leaving the hook.
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SBMM hasn't been disabled, at least not recently. The game has been losing players for awhile, it got a really big boost after the Resident Evil chapter, stayed up for around a month, and has been losing players since.
If you were referring to the end of the matchmaking tests when you said that MMR got re-enabled there still wasn't a big change after that happened. You're looking at the monthly gain / loss. If you go up and look at the graph showing the player count in the last month you'd see this,
which shows no significant change in players since the tests started.
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You have to play one more match and then you’ll get the achievement.
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I’d say it’s fine as is. It’s a little bit week but it accomplishes what it’s there for.
