SadakoSlay
SadakoSlay
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It's listed in the ptb patch notes
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@Rickprado said:
Where did you get that info that it was 1 whole second in the PTB? I was arguing with a friend that it was 1s on PTB and he said it was 0.5s. If you could give a source, i would be happy.
Anyway, 0.6 was the perfect value. Its strange that it felt """"weak""" on the PTB and now after some weeks of pratice the 0.8 feels too much.
It's listed in the original ptb patch notes. If you watch otz or anyone else stream the ptb the power description (the one with the videos) also said it was 1 second. The devs also confirmed it was 1 second in their discord showcase when they announced what they would be changing from ptb to live. It was 1 whole second if you insta cast the beam and would get shorter the longer you held the power.
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@SpyUA said:
A lot of people complain about it being 0.8 seconds (I personally think it's reasonable), so probably don't expect any more buffs (she doesn't need any buffs nor nerfs, idk why they buffed her curve but it's quite a skill related buff so I don't mind it but that's enough buffs imo)
I get that, I just find it strange that the nerf for from the ptb is still in the game, while the reason for the nerf is not.
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@Aven_Fallen said:
You can literally remove half progress of a gen with ONE person running perks revolving around that perk, and people complained about this perk in the PTB?
…while your team is dying. Why do people always skip over this part?
Fast Track was a bad Perk before. Fast Track is still not a good Perk, even if it is better now. People were panicking about Fast Track when it first released and this panic was, as always, unjustified. Now Fast Track received changes and people are panicking. Because for some reason, people think that one Survivor Perk (which was either new or received changes) needs to be the next big thing which is concerning for Killer. And almost always it turns out to be a non-issue.
With all the gen perks being added, stop adding more.
They are all bad tho. The only good ones are Dejavu, but mainly because you find Generators quicker and have better tools to avoid 3-Gens and Resilience, but this is because it is an overall good Perk.
Your team doesn't have to die, they just need to get hooked. That is a massive difference. People can still survive and win the game with 2 hookstates
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4065013#Comment_4065013
I said it, but I guess I'll spell it out for you: these perks also fit the definition of "punishing your opponent for doing their objective". I even said they were low pick rate and not valid to worry about.
I use them to point out that things like fast track are cherry picked and encouraging language used to make them sound atrocious, when the reality is likely they are just mediocre.
Interesting though,
If it was a haste increase per hook it would be an issue
You recognize that haste is a good result, but conveniently left out "batteries included" in your response. That's not a hex, and gives haste. Are you implying you think this is an overtuned perk also?
I don't really agree with that. But it does fit with the "punished for doing your objective" narrative that I was working to dismantle by using these as hyperbolic examples. I'm sure you'll come back with some off the cuff reason why this doesn't count either.
I edited to include batteries but I'll say it again. Batteries isn't strong. It's haste bonus is really small and it only works for a small area around gens. And guess what, batteries has counterplay. Survivors can just run away from completed gens and loop somewhere else. Done. Guess what doesn't have counterplay? Fast Track. Again please think before bringing up random perks that aren't a part of the conversation nor add anything to it. These perks are completely different form Fats Track. If you don't think they're an issue then don't bring them up and dilute the conversation with nonsense please.
Also you clearly aren't reading what people are telling you so allow me. Fast track is bad for the game because it punishes killers doing their objective and because it punishes killers playing nice. That last part is most important. If a killer doesn't tunnel or slug they get hit by fast track way harder than if they do. Fast track punishes killers for playing nice and hooking survivors as many times as they can before sacrificing someone. That is unhealthy perk design. People (not saying you since idk how you feel about it and I'm not assuming anything) want less slugging and tunneling, and yet they also want more perks that encourage that exact playstyle.
Edit: also stop putting words in people's mouth please. I didn't say haste was great nor did I ever say that batteries was overtuned. Learn to not assume things please when you're talking to someone okay? I specifically said that if fire up gave haste it would be an issue. Obviously it depends on the percentage. What I meant was that if it gave the same amount of haste as it does the other buffs then it would be an issue. Also I edited my earlier comment to say could because that's what I meant, it would depend on values though I personally think that any permanent haste everywhere around the map would be problematic. Personally I think fire up giving permanent haste for every gen would be highly problematic since it would be permanent haste everywhere on the map WHICH IS VASTLY DIFFERENT FROM BATTERIES INCLUDED.
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Hyperfocus is literally an issue right now with lots of people talking about it. Hyperfocus stakeout is busted. Both of these perk have a 40% winrate on nightlight. Not only that cheaters are literally using hyperfocus stakeout as a defense for their cheats to make people think they aren't cheating.
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@Nazzzak said:
As someone who enjoyed old Fast Track, did people not realize that it also gained tokens for hooks? No one ever complained about that in the years that we had it. The old version wasn't popular because unless you saved it for late game, any tokens you used would be wiped away in an instant thanks to the numerous gen regression perks. All the new version does is ensure your value doesn't go to waste. If it's too much, then the devs will see on their end and they'll adjust as needed. No issue there.
You literally answered your own question. People didn't complain because it had counterplay. The progress could be regressed so killers could do something about it. Now that's it's permanent there's no counter play besides tunneling and slugging.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064990#Comment_4064990
I think that looking at everything as though it's a punishment is not a good approach. If that were the case, then things like conspicuous actions, or DS/OTR disabling in end game wouldn't exist since those are literally "punishing survivors for completing their objective". And, for the record, those are good things that should exist.
Why does this victim mentality only seem to come up when a survivor perk might be useful, sometimes, even or especially in very narrow circumstances?
Why not worry about batteries included? Or Fire up? Or even Hex:Wretched Fate? Why does this "clutching your pearls in horror" reaction only ever apply to survivor perks instead? Surely all of these also belong to the category of "punishing you for doing your objective, even if the perk pick rate is nearly zero". Where's the outrage? (It's unfounded, because getting bent out of shape about it isn't a valid reaction, even for fast track. That's the answer.)
Why on earth are you comparing fast track to any of those perks??
Fire up gives killer a small buff, nothing major. If it was a haste increase per hook it could be an issue, but it's a small increase to random actions. Survivors now even have a perk that works like with Flow state so what's the issue?
Also Hex Wretched fate is as the name suggests a hex. A hex has counterplay because hexes can be cleansed. Fast Track can't be cleansed. Hope this helps.
Edit: I forgot you mentioned batteries. Batteries is not strong. Not only is it just a small amount of haste, it also has a small radius around the gen, and again, it has counterplay. If survivors notice batteries in play they can just, idk, not run to completed gens and loop the killer somewhere else.
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@ThatRyanB said:
This perk is one of those interesting cases where there can be quite a large gap between its efficiency in general use and its projected value in very specific, often controlled circumstances. On the PTB, while we heard concerns of the latter, we didn't see concerning signs of it being too powerful in practical use.
All that said, though, we're keeping an eye on how it performs on Live and fully encourage you to share your practical experiences with us if you see it performing too strongly in-game!
I'm sorry, but this perk literally punishes killers for spreading hooks. That's bad design in my opinion. The only counter to this perk is to either slug everyone or to tunnel the people with fast track out as fast as possible.
I don't know what you're talking about, but fast track is efficient in every scenario. I'm not just talking about the few scenarios where survivors are removing half an generator (though the fact that a perk can do that is WILD), I;m talking about general use. Giving the survivors passive brand new parts because their teammate is being hooked is awful design. Survivors can now just work on gens, heal, etc and then get on a generator and pop fats track. That is way too strong. This perk will guarantee value every match since most killers will hook atleast one person in a match. That is a guaranteed more than half as strong bnp every match if only ONE person runs itt. Four people runnign it means you get a stronger bnp for hooking ONE person.
Killers have been talking about generator speeds being too fast for awhile now and instead of looking at that those complains get ignored and survivors get one fot he best perks to do gens faster. I don't get it. Hyperfocus stakeout is still in the game, that hasn't been changed event hough it's literally destroying generators.
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@ThatRyanB said:
This perk is one of those interesting cases where there can be quite a large gap between its efficiency in general use and its projected value in very specific, often controlled circumstances. On the PTB, while we heard concerns of the latter, we didn't see concerning signs of it being too powerful in practical use.
All that said, though, we're keeping an eye on how it performs on Live and fully encourage you to share your practical experiences with us if you see it performing too strongly in-game!
I'm sorry, but this perk literally punishes killers for spreading hooks. That's bad design in my opinion. The only counter to this perk is to either slug everyone or to tunnel the people with fast track out as fast as possible.
I don't know what you're talking about, but fast track is efficient in every scenario. I'm not just talking about the few scenarios where survivors are removing half an generator (though the fact that a perk can do that is WILD), I;m talking about general use. Giving the survivors passive brand new parts because their teammate is being hooked is awful design. Survivors can now just work on gens, heal, etc and then get on a generator and pop fats track. That is way too strong. This perk will guarantee value every match since most killers will hook atleast one person in a match. That is a guaranteed more than half as strong bnp every match if only ONE person runs itt. Four people runnign it means you get a stronger bnp for hooking ONE person.
Killers have been talking about generator speeds being too fast for awhile now and instead of looking at that those complains get ignored and survivors get one fot he best perks to do gens faster. I don't get it. Hyperfocus stakeout is still in the game, that hasn't been changed event hough it's literally destroying generators.
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@mecca said:
It makes sense if they balance their game with blinders on. They want killer to be braindead easy mode.
Edit: I wanted to reword what i said.
I don't think they want to make killer really easy, especially based on the last few patches and PTBs. Playing killer has been quite difficult for me atleast these past few weeks, but this pallet change favors killer more. The pallet changes were too survivor sided before with the first pallet density update and when that didn't work they decided to go way too hard in the other direction to make them killer sided. I wish they actually tried to find the balance instead of jumping from one extreme to the other 😭
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@thats1evildude said:
I think when she was initially cursed, there was a clear separation between Burong and the Krasue, but as time went on and Burong gave in to the hunger more and more, the distinction between the two began to disappear.
Now that they are in the Fog, the distinction between the two is now fully gone. Maybe there’s a little piece of that opera singer screaming on the inside, but for all intents and purposes, the two are now working in concert to satisfy their endless hunger.
I really like that interpretation! Like the Krasue's curse slowy corrupted Burong herself.
I hope we get a tome for her in the future that touches on the relationship between Burong and the Krasue a bit more. -
@PleaseRewind said:
I wish someone like you was writing the lore. Someone that can think of all angles and make it all make sense.
Regarding your final point, maybe she doesn't enjoy the killing but goes along with it because she thinks its her ticket to getting out of this situation and back in the spotlight. Since the lore indicates that she has become indifferent to the killing the Krasue does I assume she would feel this way in the Entity's realm too.
Oeh, maybe! That's a good idea!
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@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993442#Comment_3993442
Happy to help! Patch notes will also release tomorrow.
Allright, thank you!
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@ThatRyanB said:
Hey folks! Popping in here with a quick update on the PTB Live Balance preview for Discord, as well as the PTB itself. The Discord preview will take place tomorrow, Wednesday, September 3, at 10 AM ET, and then the PTB will go live right after at 11 AM ET.
There's obviously a lot to dig into with this PTB, so we're looking forward to seeing you there, and will be at the ready to gather your feedback from the PTB!
Thank you for the heads-up! Are the patch notes also delayed till tomorrow?
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992112#Comment_3992112
Yes, they are adding more incentives to leave the hook.
It's doesn't change the fact that killers have spent 9 years finding every excuse to watch someone hang on hook.
You mention that "gens aren't worth kicking" and I agree. Generally, the time it takes to kick isn't worth getting into chase that much faster.
But that's a less than 3 second animation plus some time out of your way even if you're already there. Yet, strangely, people have no issues rationalizing camping a hook for up to 70 seconds and consider that "not time wasted".
So I think, for those people specifically, they absolutely need everything they can get to encourage them to leave the hook. And having it be automatic instead of manual is exactly the wrong direction to make that happen.
But the anti camp si already there and they get free basekit weaker bbq and chili? So nerfing all low tier killers and only giving them a weaker pop with al these changes is just not fair in my opinion.
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@Foggyguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992026#Comment_3992026
And it feels bad for the players who get tunneled out all the time.
Being killed by sadako with condemned is a skill issue I don't know what else to tell you.
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The post says that if the survivor who was last hooked is sacrificed or killed the gens are not gonne be able to be blocked or regress, so seemingly powers are included.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992110#Comment_3992110
I mean sure, but you don't have to leave to get regression.
With pop you do actually need to leave the hook to get value from it.
Yeah, but what does that matter if there will already be different incentives to leave? Saying "pop encourages killers to leave so it should be basekit pop and not pain res" is redundant when there's already many other things encouraging killers to leave. The basekit weaker bbq and chili will already incentivize killers to leave so the gen kick buff doesn't have to do the same thing. And I keep repeating myself, but low tier killers won't able to get value out of it, that's the whole problem.
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(This is meant to be a reply to @AmpersandUnderscore but I forgot to press quote before replying)
I know you're being sarcastic so I'm probably wasting my time, but killers will also get the basekit bbq and chili like ability so killer will already be encouraged to leave.
Secondly and more importantly some killers simply wouldn't be able to do anything meaningfull with a stronger gen kick. Gen kicing is already a waste of time in high mmr and low mobility killers literally can't use this ability well. Let's say they see 2 survivors to their left, but the gen with the most progress is on the right. What can low mobility killers do here? nothing. If they go to the gen to use their stronger kick the two survivors probably already got more progress on another gen. Even if they go to the survivors reperaing a gen and kick that gen it is still a huge time waster for low mobility killers, since the survivor will have a lot of distance on them now meaning they can't catch up fast enough and the chase will be much longer. Even worse, let's say the killers sees that none of the revealed survivors are working on gens, what should they do now? Go to the gen with the most progress slowly, thus giving up all pressure or chase the survivors and have another survivor complete that gen, thus making the gen kick useless.
Killers are also already encouraged to leave hooked survivors in the live game with the anticamp, so that point is already redundant. Camping literally means the killer will lose.
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@Pulsar said:
Pop is better at forcing Killers to move, and making it worth it for them to do so.
PR automatically damages a gen, which is convenient, but it doesn't really encourage the Killer to leave the area. It doesn't give you anything else to do.
Pain res still gives you info since survivors scream and even then it's not necesarry since killers will also get the basekit bbq and chili like ability so killer will already be encouraged to leave.
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@Rokku_Rorru said:
I honestly think that a lot of on hook gen regression might get targetted with the new baseline incentives, I could be wrong though.
I agree. I find it so strange they didn't make pain resonance basekit or give killers a weaker pain res on a fresh hook instead of a weaker pop goes the weasel. The gen kick buff will only be usefull on killers that can move around quickly, while pain res basekit or a weaker pain res basekit would be universally usefull. The fact they went with pop makes me think that pain res is gonna get gutted soon or they want people to stop using it.
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@DBD78 said:
The PTB will prove to them that some killers need massive buffes to compensate for their massive nerfs. SWFs will be insanly strong with these changes so what will the weak killers get? We have to wait and see.
I hope they buff weaker killer, but I'm not too hopefull. I mean look at how many low tier and weak killers we have in the current meta. Ghostface, pig, Sadako, Trapper, Skull Merchant, legion, leatherface etc who haven't been changed in awhile. With how fast behaviour releases new content and how many characters and perks there are I worry behaviour won't have the time to look at and change lower tier killers. I mean the trickster rework has been in the works for years and nothing and skull merchant has been the weakest killer in the game for around a year now.
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This is not one aspect feeling worse this is an entire characters power now feeling bad to use since you get punished for it. The fact they can just change Sadako or make the punishment not happen with condemned and yet they choose not too shows to me that they are not thinking these changes through and are just doing this on a whim. Killers hould not be punished for using their power well, if they are what's the point? People made an uproar for Billy, yet nothing for Sadako or Pig. It's not good designs if one or two characters get punished way more with changes that 90% of the cast. Like I'm sorry but if you think it's good designs that Sadko's should just ignore fully condemned survivors not to instantly lose I don't know what to tell you. Survivors can now just ignore condemned until she has 6 hookstates, making her whole kit useless. No slwodown sicne no one will use the tapes, no condemned because using this ability too early will make you lose and no pressure since no one will fear her since she has no chase ability.
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@crogers271 said:
Some perks will need to be adjusted, but some of these are definitely doom posting. Survivors are going to kill themselves with slippery meat and give the killer a 3v1? People will waste 90 seconds on the ground with plot twist? Death Hook survivors are now invulnerable? An Invocation will be actually usable?
I'm not saying all these things will happen, i'm saying they could happen and that I hope behaviour thought about these things (which knowing the haste and hindered stacking changes they have not). For invocation for example, with the anti tunnel changes killers should now ignore death hook survivors in certain situations meaning that being injured will mean less and invocation becomes easier to get value out of with less chance of the downside. With plot twist I'm not saying people will just keep plot twisting, but I personally think it's unfair if plot twist works towards the anti camp timer. In that scenario people are choosing to plot twist to help themselves and killers get punished for it, which I think is unfair.
Also just to add, yes death hook survivors will now basically be invulnerable if a killer has less than 6 hook states. If you hook them you get punished as the killer, if you slug them they can crawl towardsa teammate and recover to just pick themselves up. So with all these downsides what should a killer do when a no mither user keeps running in front of them not caring? There is nothing. A swf can just have one or two teammates keep pestering the killer while 2 of them do gens and hide and now there's nothing the killer can do.
Edit: Also want to add that I'm not saying all this stuff will 100% happen, I'm saying that if these changes haven't been properly thought through they COULD happen. If the gen speed bonus is too high then sacrifising a less skilled teammate for the bonus might be a good strategy especially at 2 generators left for example. I'm not saying every person will choose to die on hook the moment the match starts, i'm saying that if there's 2 gens left a swf might choose to do that to give the rest a speed bonus. Depending on the gen speed buff that might be a valid strategy, if not the best strategy. I don't hate all these changes, I'm just really hoping behaviour thought these changes through more than their other recent changes.
Like did they think about how making it so the killer can't damage or block gens ruins perks like nowhere to hide, since killers won't be able to activate them anymore? Same with unforeseen and Dragon's grip? Or how kilelr won't be able to stop wiretap since they can't damage generators anymore? Knowing behaviour they didn't (though believe me I want to be wrong). I'm just making this post to let behaviour know how I personally think these changes COULD theoretically affect perks and powers to inform them of this in case they didn't know. I don't want to make people worried, I just want to share my thoughts. I truly hope this post will age like milk and they thought eevrything through, but seeing the haste and hindered changes I personally feel the chance of that happening is very small.
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@Foggyguy said:
Just want to point out, even with the changes sadako can and still probably should go for the kill. Unless the numbers are insane they will never make up for a whole survivor being dead.
I agree, but it will still feel bad for the sadako player to get punished for using her power well.
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@AmpersandUnderscore said:
They still have to recover, which is a 32 second action, and still bleed our at 4 minutes.
So the first time is 90 seconds, then another 32 after that, up to 4 minutes tops.
But honestly, what is the killer doing that leaving someone slugged for 90 seconds is the answer besides intentionally slugging?
Killer is supposedly all about "being efficient with your time", so if you're taking the entire length of a gen to close out a second chase, then you're really, really doing something wrong on your end. Especially since the average, total match chase time is about 60 seconds per survivor.
Unbreakable and exponential make it way shorter though, meaning equiping either of these perks makes it way easier for suvivors to just pick themselves up endlessly. Add Soul guard to that and now they also get endurance when they pick themselves up. There's also conviction which will be even stronger now since you can move and recover meaning you'll reach the needed 25% recovery faster then you can just stand up go to a boon exponential to pick yourself up or just go to a safe area and then wait to pick yourself up.
The most important thing I think people aren't thinkign about is how the anti tunner changes encourage slugging even more. If there's two survivors you hooked twice you are now basically in a lose lsoe situation. These two survivors can now just play really stupidly and body bloc. If they get slugged they can just pick themselves up since the killer won't be able to hook them because of the anti tunnel, and if the killer hooks this person they get punished because of the anti tunnel.I'm not saying these changes will ruin the game, but I completely understand people being worried because we have no numbers and no idea which perks will change. I don't really like these changes the way they are now based on the limited information. Knowing how behaviour handled the removing of haste and hindered stackign I'm guessing they only changed tenacity and unbreakable and that's it.
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According to the devs themselves it's not a 1v4 game it's actually 4 1v1s so this argument actually doesn't hold according to the devs themselves. A killer tunneling someone out is actually the killer winning one of the 4 1v1s according to the devs.
Here is them talking about it: https://youtu.be/Pz7f_WPutq8?si=VjNqFkdhFPIPPgDx&t=1521
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Behaviour will not buff the weaker killers. I mean look at skull merchant, she's been dead for a year now. Trickster is meant to get a rework and it's been multiple years and nothing. They will never change trapper so he'll always be f tier. It took them years to change Freddy. They either nerf c tier killers on the ptb and then revert them or buff them way too much and then revert them. For evidence of Behaviour not caring with just this new patch, the twins and Sadako aren't gettting changed at all. The Twins are the killers that are most affected by the slugging changes and they get nothing. No changes, absolutely nothing. Then there's Sadako. She will now be gutted by the tunneling changes and there's no mention of her on the patch notes.
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@LockerLurk said:
IDK but Ghostface not having voicelines at all is a crime. :(
True!! He could have some absolutely amazing onces
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@jesterkind said:
Personally I think the best way to handle this would be to steadily add voicelines to more older characters, but also make them toggleable for all characters, since I know some people get annoyed by the voicelines we already have and avoid those characters because of it.
I completely agree!
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3928392#Comment_3928392
That's kind of stretching its purpose, though. The abandon mechanic is there to prevent unnecessary extension of matches. It's not necessarily there to dip the instant you lose. It's the players who use it like that.
Mind, I don't like how the abandon mechanic was implemented sor survivors either. I'm not against it existing, but I think it appears too quickly. As the final survivor, you can dip the instant you go down. If they can just dc freely from that point, why not just have them get EGC-killed? By extension, I have to wonder why y'all were so against the original finisher mori to begin with, since it effectively does the same thing. Hell, the original finisher mori is even better here, 'cause then the killer doesn't have to bother with finding hooking the bot either. Saves us all time, no?
It's why I'm in favour of adding a timer for the survivor abandon scenario. It prevents hostage situations, like it was designed to do, whilst also still allowing killers who just want to finish the game as normal, to do so.
It seems silly to me that after years of people saying that players should grow a thicker skin when you're being t-bagged or humped, now it's suddenly the deciding factor of whether the abandon mechanic should activate. What happened there?
And, more to the point, if that's the issue, why was the finisher mori such a bad idea?
Personally I do like the survivors abandon features, though I do think that if survivors leave like that it should be an automatic loss for the survivor and not a draw. I kinda wish they did it more like identity V where when every survivor is on the ground, the survivors can vote to abandon and if they do the match ends as a win for killer. Identity v's win and loss system works differently than dbd though. With identity v the suvivors either win or lose as a team. It works like this:
-2 survivors escape = draw for both sides.
-3 survivors escape = win for all survivors, loss for killer.
- 1 survivor escapes = win for killer, loss for all survivors.I think this system works better than dbd's 4 1v1 system, but that's just my opinion.
I think giving the suvivors the option to leave when they've already lost is a good thing I think (as long as it counts as a loss mind you), but I also think Killers should have that same option.
I might be wrong, but as a killer player I feel like when the endgame collapse happens you will now whether you'll be able to get another kill or not. So I feel like giving the killer the option to end the game there is a good thing, because they'll be able to decide whether it's worth it or not.
The biggest thing for me is that I don't thik it should be an abandon feauture and instead it should be a surrender feauture. Where abandoning like that ends the entire match and gives the other side a win. But for that to work behaviour would need to change the win and lose conditions themselves.
Personally as killer it can be really annoying and demorilising when people just stay at the exit gate even if they've won and you aren't even enar the gate. I feel like it happens quite often where people will just wait for you to chase them out which I think is just stupid. It doesn't make me upset or antyhing, like it is just a game, but it is a bit frustrating sometimes. You also don't know why peopel teabag because there's no emotes int he game. It can eba friendly goodbye or a toxic player roastign you. you just don't know.
Also I think the finisher mori was an awfull idea that has only made it so people slug more to see it.
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@GentlemanFridge said:
I wonder if this won’t just encourage never fully finishing a trial that doesn’t end in the killer’s favour.
I mean that's kind off what's going with abandoning as survivor, right? Survivors can abandon when they can't win anymore. I don't understand why survivors get the option to do that while killers don't.
