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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/3282086#Comment_3282086
So does that mean i can report people for Intentionally killing themselves on the hook, DCing or going AFK as well? Because all 3 of those would be "Refusing to participate in the normal gameplay"
Mandy has already stated killing yourself on a hook is not against the rules.
Disconnecting is already punished.
Repeatedly going afk for whatever reason is against the rules.
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@DEMONANCE said:
https://forum.deadbydaylight.com/en/discussion/comment/3282441#Comment_3282441
no changes needed, his best addons already got nerfed and his antiloop is weak.
stop using soloq as an excuse to nerfing every killer survivors don't instantly become dumb when they're solo queuing if you go for the box in time he's powerless. and if you're late and chain hunt starts dodge 3 chains and solve it survivors need to learn about killer powers and their counters.
It's really disheartening at this point.
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@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/comment/3281751#Comment_3281751
Name one player who has ever been banned for being AFK.
Apparently, you did not play back in 2017 when players would run a script the entire night when they went to bed.
That period was absolutely awful, the majority of games were against a Killer that was afk and autoclicking.
It became so bad that yes, people were banned for this.
I'm sure you could probably go find it on the steam forums.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3277908#Comment_3277908
What you describe is like getting body blocked during endgame from 3 healthy survivors. Which ironically is considered to be totally fine.
Anyway, i think Calm Spirit could use a buff. Preventing the whole cooldown thing alongside the scream.
The ironic thing here is that this is the very reason why insta blinds on flashlights were removed.
They were able to incapacitate the Killer for an inordinate amount of time without much effort.
To some here though, it's perfectly fine for the other side.
Ever wonder why that is?
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You do realize the longer it takes for you to get to a hook in the basement the longer it takes a Survivor to get out, right?
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3273888#Comment_3273888
You do realize that the people that work on the report system, improving it and keeping it running. Are not the same people that introduce new features or smash bugs. Do you?
So, what you want is for them to monitor and go through each and every game where someone dies with 2k points and ban someone for killing themselves on the hook where two people have reported them?
Do you realize how many games are played each hour, let alone each and every single day??
That's completely unrealistic and sounds like an inordinate amount of work on top of the abundance of false reports they already already are forced to look into.
All of this, just to ban someone for no longer wanting to be in a match and suiciding on hook?
You've got to be kidding me.
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@Jay_K said:
https://forum.deadbydaylight.com/en/discussion/comment/3273940#Comment_3273940
Actually i never directly asked for it to be removed. nor did i directly say im annoyed because i can't tunnel anyone. But i kinda give up because if any killer main every sais anything against a survivor ability on this forum its always the same response. Its just assuming we want to hardcore tunnel every survivor and we complain when we can't. Well this has NOTHING to do with tunneling this has to do with the countless games where I have a team of swf that unhooks in your face, they tank a hit (when your trying not to tunnel) with base kit BT then uses there free exhaustion to jump in a locker to start off the head on stun chain.
I'm fed up with the constant complaining about tunneling every time a question is asked about a mechanic in this game. Aparently we can't ask questions and even if we don't directly say anything about tunneling in the post its always just assumed that we are being salty because we can't tunnel.
So im guessing this is just a mechanic in the game that is intended so lets just leave it at that shall we....
You're complaining about a Survivor tanking a hit off the hook then jumping into a locker WHILE HAVING THE ENDURANCE EFFECT to head on you?
They'll literally fall out of the locker, you can't be serious.
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@Jay_K said:
https://forum.deadbydaylight.com/en/discussion/comment/3272541#Comment_3272541
Did i say i want an easy way to tunnel someone???
Did i even say that i'm pissed at this mechanic and rage about it???
No i didnt.
I'm gonna go out on a lim here and assume that your the type of survivor that believes that all tunneling is bad and killers should not do it. If thats the case then you are very very wrong im afraid. Tunneling hardcore is a ######### thing to do. Sure ill agree with that which is why i never do it. But when as a killer you activly go for the person who hasn't been on the hook and the one who is just unhooked comes into take a hit then thats just Bull and should be looked at because in my eyes if you take a hit for the unhooker then you are begging the killer to chase and tunnel you.
I don't activly tunnel anyone but if a survivor puts them in a position where they are forcing a protection hit they why on earth wouldnt i change target and get the easy down???
Doesn't sound like an easy down to me if you're here complaining about the player that you just recently hit straight off the hook not being exhausted.
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Noticed this as well playing last night.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3269399#Comment_3269399
I think validating the points screen and several people (that are not swf) writing about it in the endgame chat, shouldn´t be to difficult to implement as a checking mechanic.
Why would they waste time and energy doing this when there is a plethora of other problems?
It sounds completely idiotic.
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@LordSturm said:
https://forum.deadbydaylight.com/en/discussion/comment/3271285#Comment_3271285
Dude, what? Take your pills. You should really take your medicine BEFORE being deranged in public, but better late than never.
Forgive me, I'm not the one dedicating a post to bragging about beating some professional DBD'er here.
I'm the deranged one with no grip on reality apparently, though.
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Why compare a Survivor doing a glyph to a Killer doing a glyph?
It sounds so stupid and makes zero sense.
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@Jay_K said:
I'm guessing this has been asked here before but i've always wondered why survivors get there exhaustion back the momenty there hooked. I mean its not like there just chill sitting on a hook being able to recover.
I think its kinda unfair that it is instantly back so the moment they are unhooked they can re-use the exhaustion perk like sprint burst or overcome (combind with base kit BT or Off the Record).
Does anyone know if there was ever an official statement as to why this happened or maybe is it just a bug never addressed because it seems stupid as a mechanic.
Its especially stupid when you consider that being downed doesnt instantly recover your exhaustion where your character is just laying there but being impaled on a hook...now thats a relaxing time.
Do you really need it to be easier to tunnel someone off a hook?
There's a reason why it's removed when the Survivor is hooked.
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Pretty easy solution here.
Open the gate before you go walk your dog.
Problem solved.
You're welcome.
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This same player five minutes later:
WHY ARE PEOPLE SUICIDING AGAINST ME, I DON'T UNDERSTAND?!?!?!
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The majority of players that play this game simply move on after a match is played.
Gloating about them after the fact is akin to Al Bundy and Polk high.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3269267#Comment_3269267
If people honestly cared about making the perk affect solo q and SWFs equally, then it makes sense to buff the perk to an AoE incapacitate, or make it incapacitate anyone that repaired an affected generator in the last X seconds. This would make the perk the same experience for solo q, and would only affect SWFs using voice communications.
The problem is people say “eruption should affect solo q and SWFs equally”, but they are really just using solo q as an excuse to get the perk nerfed. This is the reason why the only acceptable solutions for them involving nerfing eruption.
TD;LR if someone actually cared about making the perk affect solo q and SWFs equally, then they would also be open to ideas where the perk is buffed against SWF but kept the same against solo. But if someone only wants ideas where eruption is nerfed, then they are using solo q as an excuse, and don’t actually care about the solo q / SWF balance.
So what you're saying is you want Eruption buffed to affect SWF which in turn will hurt solo queue even more?
This, instead of having the perk toned down to not affect solo queue as much?
Sounds great.
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@SiaOiz said:
Survivors also try blocking when a Killer had downed one survivor and is trying to carry them to hook so the Survivor is dropped.
Do you not understand that the Killer is blocking the prompt so the Survivor has no way to unhook?
The Killer has options while carrying a Survivor to a hook, both Survivors have ZERO in this situation.
It's not that difficult to understand.
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@Viridyan said:
https://forum.deadbydaylight.com/en/discussion/comment/3043140#Comment_3043140
Good for you, some of us like to play with our food.
Spoken like a true psychopath, well played.
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@Akumakaji said:
Hello everyone,
today I want to talk about a topic that I noticed while reflecting on my own BHVR. Usually I start going pretty chill into a match, determined to give everyone a tough, yet fun and fair time. I try not to kill anyone off before 2 gens are done, unless its up against a bully squad and they are all trying to tilt me to the max.
Usually I will let an unhooked survivor run to safety and go after the unhooker (unless the unhooked survivor bodyblocks, then they kindly proclaimed that they don't need protection but are ok with going back right into the game).
But last game I had one player, who was clearly the top of the pack. This survivor was extemely good at looping and running tiles, and they greeded pallets to the absolute max. Usually I see pallets as the ammunition of the survivors: they start the trial with a full mag, but as they need to fire their gun more and more, their means of defending themselves get scarcer and scarcer until things turn desperate by the time its down to the last gen.
The thing that killed DBD before 6.1 was this greeding. With their second chance perks survivors were so safe that a lot of them could run the killer for several gens on end, and you just couldn't effort not to stay on top of them, because the second you tried to go for someone else, their exhaustion timer would reset and they began self-healing.
Well, today I meet a survivor who clearly knew how to play this greeding game and I am no fan of it. Yes, good gameplay should be rewarded, but greeding pallets feels really aweful to go against. There are so many pallets on nearly every map that you don't need to do that, and its not they way I think the game was designed and balanced at. Getting some vallue out of a pallet is ok, but greeding them to the max will likewise lessen the killers option.
So after some frustrating greeded and never dropped pallets I left this Meg (of course it was a Meg :V) and went after someone else, downed and hooked them. Then the Meg was in my face again, I took the bait, but still couldn't get her, while she again greeded every pallet to the max. It was so frustrating, while gens started flying (of course), that I shifted gears and tunneled the recently hooked survivor. At two gens I got that Rebecca sacrificed and went after one of the other survivors.
This one was more fearful and FINALLY started dropping pallets, resulting in a dead zone were I could finally down the greedy Meg.
Where do I want to go with this? I think that getting value out of a pallet is ok, but greeding them to the absolute max will frustrate the killer. And a frustrated killer is more likely to resort to "unfair" and "unfun" tactics. I don't enjoy tunneling and I basically never camp, but if I am put in an unwinnable situation I will do so. With survivors having figured out how DH works, we are again at the point were pallet greeding moves into really unhealthy territory. Mind you, I am not asking for a DH nerf, even though I am facing 2-4 again in most matches, DH still is much fairer then old DH and I don't fall for the obvious DH baits and sometimes even call out the window DHs and don't swing. But pallets should never be an abundant ressource, they are meant to be depleted over the course of the game. If good survivors can routinely greed and preserve pallets in such a way, then that is extremely unhealthy for th game.
So Tl, dr: being extremely good at looping and not throwing me a bone/pallet caused a poor innocent Rebecca to be tunneled out of the game. Actions have consequences.
TLDR
Another player was better than me so of course I'll use every excuse EXCEPT my own poor play to take it out on someone else.
That's beyond pathetic.
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@PuddleOfBludd said:
https://forum.deadbydaylight.com/en/discussion/comment/3263890#Comment_3263890
So, what you're saying is ... when you have the 3 on a gen rinse and repeat system going that it doesn't allow you to coast through popping gens. Oh yes, SUCH a problem. *sarcasm*
This post right here shows that you clearly have absolutely no idea what you are even talking about.
In what world are Survivors efficiently doing generators by 3 stacking them?
Really????
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@Lost_Boy said:
https://forum.deadbydaylight.com/en/discussion/comment/3256126#Comment_3256126
Pretty big bug to be in the game.
It's very, VERY difficult to replicate which is probably why it's never been fixed.
Rarely happens.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/3254626#Comment_3254626
You could argue that, but we also have data from millions of games that show the correlation between the number of survivors alive and your chances of survival. I have no doubt that it'll work sometimes, but the deck is seriously stacked against you.
But even so, assuming you do manage to sneak out the hatch a bunch, the hatch is considered a null- neither the killer nor survivor gains or loses rating from it. By doing that, you'd still lose rating from your deaths, but you wouldn't gain anything from your escapes.
I'm not sure why you need data from millions of games to figure that out.
The problem is that not only is the Survivor playing this way not increasing nor gaining MMR, in the process they are also tanking everyone else's MMR that HAVE decided to play as a team.
This is the problem with basing gain/loss solely on escaping.
To make matters worse with this new system, you are now going to lose even more MMR if everyone dies.
That makes absolutely no sense at all, the game was never designed to be based SOLELY off kills and escapes.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/3253475#Comment_3253475
This. 2 high skilled players can only carry their teammates so much. When I'm in a 2 minute chase and the only gen to get completed is the 1 my swf teammate worked on solo there's only so much we can do to pick up the slack of the other 2 players.
This.
They could make a million changes to how rating works but in the end it's completely meaningless when matchmaking doesn't even work the majority of the time in the first place.
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This guy's very next post:
Why is everyone DC'ing and suiciding, it's out of control!!!!!!
Forehead.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/3253437#Comment_3253437
"but don't act surprised some people don't share your opinion."
I'm gonna act surprised when this hasn't been brought up AT ALL in the 5 years that I've been playing this game and is only now being complained about.
Except it has???
Players have asked for a system to refund or exchange items and addons you do not use for a very long time now.
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@TerraEsram said:
https://forum.deadbydaylight.com/en/discussion/comment/3249758#Comment_3249758
https://forum.deadbydaylight.com/en/discussion/comment/3249759#Comment_3249759
Ok, so 45% minimum on each gen on this game, + the perks like hyperfocus, got it, thank's for your answer
No, that is not how it works.
Each Survivor affected by Prove Thyself gets an additional 15% making their efficiency 1.00 instead of 0.85.
A generator without Prove Thyself and 3 Survivors will take 35.29 seconds.
A generator with Prove Thyself and 3 Survivors will take 30 seconds.
The effect does not stack, only one Survivor needs it equipped to give the bonus to the others and their self.
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@GooseMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3244957#Comment_3244957
Why do you think so?
If you have terrible internet or ancient hardware yes, there is a chance you are going to have a delay loading into the game.
It's not rocket science.
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They haven't been able to fix this issue in 4+ years.
Absolutely ridiculous.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3243810#Comment_3243810
https://forum.deadbydaylight.com/en/discussion/comment/3243820#Comment_3243820
https://forum.deadbydaylight.com/en/discussion/comment/3243953#Comment_3243953
But why? You all state that it would make the game less appealing for new players. But you don´t explain why.
Balancing around top players makes sense, because even a potatoe player will eventually get better. While good players can´t beat the balancing thats set up around bad players.
Imagine for a second, that the 15% higher escape rate of SWF would instead be a 15% higher kill rate of a killer. So instead of 60% of the top killer, he´d have a 75% kill rate. There would be a massive outcry of the community. Demanding (rightfully) the immediate nerf of said killer. But for SWF thats ok. Sounds weird, doesn´t it?
Your posts make no sense whatsoever.
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The Survivors would just continuously switch their loadouts before the match started.
It would not work out the way you want it too.
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@DemonDaddy said:
That's a bad player not a bad perk.
No.
That's a bad player using an even worse perk.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/3225119#Comment_3225119
This is the second part of the mechanic that gave you bonus prestige levels for characters you had prestiged before the progression overhaul. At the time, characters that were level 50 were not granted bonus prestiges even though they could have been prestiged at any time. This update fixes that by giving characters that could have been prestiged but weren't the bonus prestige levels anyway.
e.g. if someone was taking a break from the game at the time and didn't prestige their level 50 characters.
A character that was P3-50 was already at the maximum for the prestige catchup mechanic, so they would have been appropriated awarded bonus prestige levels when 6.1.0 released. Only characters that were level 50 and prestige 0, 1, or 2 are eligible for this second round.
Having a character that was Prestige 3 and had every single perk was no different than having someone that was Prestige 3 and Level 1.
Why this was not accounted for, who knows.
It literally cost MORE bloodpoints to get all the perks at Prestige 3 than it did to LEVEL FROM PRESTIGE 0 TO PRESTIGE 3.
Made absolutely no sense at all and honestly, I'm not surprised one bit.
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Forcing flashlights to stay on for an extended period of time after turning them off is completely asinine.
Imagine forcing the Killer into a full lunge attack on every single attempt just because they pressed the button or tapped their mouse.
I'm all for fixing the strobing issue but this was not it.
Some things they do make absolutely no sense whatsoever.
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@xEmoGirlxAlexisx said:
https://forum.deadbydaylight.com/en/discussion/comment/3222144#Comment_3222144
This is why SWF always Run it becauseit helps soloq 🤷♀️ Making Gens fly in like 40 seconds is a QOLHmmm ok then are any Slowdown Perks like Pentimento, Corrupted, Eruption also QOL Perks for weaker Killers
Two Survivors without Prove Thyself finish a generator uninterrupted in 52.94 seconds
Two Survivors with Prove Thyself finish a generator uninterrupted in 45 seconds.
You're welcome.
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Always been this way.
The text is poorly worded, however it does say to "catch" a Survivor in your Bear Traps -- which can be interpreted to grab them out of it.
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@Unam said:
Why are surv mains always there to complain and cry for killer nerfs?
Youre most likely getting UB basekit, you got BT basekit, you got a Speedboost to BT basekit, you got an anti camping perk, you got anti tunnel perks...
######### do you want? An insta win button if the killer doesnt play to your rules?
Maybe, just maybe, think logical about the Issue of Camping and tunneling.
Why do Killers camp and Tunnel? Bcs its the most effective strategy in many situations.
So what exactly do you think will happen, if you make tunneling and camping harder? right, nothing!
It will STILL be the most valuable tactic for killers.
Instead of making one tactic harder and harder, maybe, just MAYBE, make not tunneling and not camping more valuable for the killer?
What exactly is the benefit of the killer for not tunneling besides probably losing the game due to insane gen times and getting t-bagged at the exit gate? Right there is not benefit...
Give killers something like grim embrace basekit...
Yep, let's give Killer more buffs to make Tunneling and Camping EVEN EASIER.
Great solution.
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@ArchAbhor said:
https://forum.deadbydaylight.com/en/discussion/comment/3216338#Comment_3216338
I still think it shouldnt be an auto loss even in that situation. With previous people I thought of the idea of making BT active in endgame but not base kit. So at the very least they have to bring a perk to get that kind of an escape
Perhaps you should bring a perk like Bloodwarden to prevent that escape?
Perhaps you could hook them further away from the exit gates?
Perhaps the Survivor doesn't 4% off the hook leading to their death the majority of the time?
Your OP wreaks of entitlement.
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@ArchAbhor said:
https://forum.deadbydaylight.com/en/discussion/comment/3216290#Comment_3216290
DS and OTR taken away in the end game was because theres nothing the killer can do in endgame to stop it. So it grants free escapes. Which Basekit BT does, so why is it active in endgame?
You want to flip flop the situation by disabling BT in the end game so the Survivor has zero chance of escape just the same as when DS was not disabled and granted a free escape?
This is the exact reason why this was a terrible idea in the first place, the idiots then seem to think everything needs to be disabled in end game.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3215642#Comment_3215642
But then you're just adding insult to injury to the killer instead. They beat the survivors, closed the free escape hatch, now what? You want to give the survivors more chances to escape?
It's more about not giving the lone single Survivor (not Survivors) zero chance at escape.
You've already won the game, if you need No Way Out vs one Survivor I don't really know what to tell you.
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@cluxdx said:
https://forum.deadbydaylight.com/en/discussion/comment/3215645#Comment_3215645
The difference with No Way Out is you A: have to play without a perk for the entire game, and B: have to split pressure across the entire team for full value, which incentivizes a strategy that is more often than not suboptimal. Essentially you're handicapping yourself the entire game to help secure the endgame better, and by that point I think there's nothing wrong with it giving the free late-game win after a hatch close.
With this line of thought, Decisive Strike should not be disabled in end game.
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@ArchAbhor said:
https://forum.deadbydaylight.com/en/discussion/comment/3216248#Comment_3216248
In end game dude. Its completely uncounterable. During the match its fine. Endgame no. Even bubba cant do anything about it. If you are caught in endgame the other survivors need to pull something to get that save. They need to earn it. Not just get it for free because of base mechanics. Your logic is like the equivalent of arguing that camping shouldn't be happening in endgame. A killer should be able to secure the kill in end game period. The mechanic takes away the ability to do so. Its completely unfair.
What you're lobbying here for is the exact reason why DS and OTR were disabled in the end game.
How can you not understand that?
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I find it astounding some of you still cannot comprehend that the toolbox itself is giving more value than the perk.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3208462#Comment_3208462
what point are you trying to make anyway
my point is that PT (and PT adjacent items/perks + hitting greats) can be clutch near the end of the game when you absolutely need specific gens done fast before the killer has a chance to down someone. like yeah early game you're better off splitting on separate gens most of the time but saying PT is inefficient is just flat out wrong.
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3208244#Comment_3208244
PT scales with gens done. The less gens on the map, the more valuable it becomes. Doubling/tripling up on gens matters more when the map has lost resources (potentially making chases shorter and allowing common gen regression perks to shine) and shaving off half the time (or more) on a gen could make or break the killer's pressure.
So, Prove Thyself saves 5-8 seconds on a generator in a specific situation near the end of the game.
It's not saving half the time (or more) on a generator.
Saving nearly half the time on a generator is accomplished by two or more Survivors working on a generator WITH OR WITHOUT PROVE THYSELF.
That's my point, not hard to figure out.
Players use this perk for the bloodpoints, not to sweat their balls off.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3208244#Comment_3208244
PT scales with gens done. The less gens on the map, the more valuable it becomes. Doubling/tripling up on gens matters more when the map has lost resources (potentially making chases shorter and allowing common gen regression perks to shine) and shaving off half the time (or more) on a gen could make or break the killer's pressure.
Half the time (or more)???
Not surprised, everyone here seems to need something or someone else to blame when they don't win -- it obviously cannot be themselves.
I'm going to make this really simple for you and hopefully anyone else that cannot seem to comprehend how Prove Thyself actually works.
A generator being done by two Survivors without Prove Thyself takes 52.94 seconds to complete.
A generator being done by two Survivors with Prove Thyself takes 45.00 seconds to complete.
A generator being done by three Survivors without Prove Thyself takes 35.29 seconds to complete.
A generator being done by three Survivors with Prove Thyself takes 30 seconds to complete.
Guess how long it takes two SEPERATE Survivors doing two SEPERATE generators where both of them have Prove Thyself?
90 SECONDS.
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@SpaghettiYOLO said:
https://forum.deadbydaylight.com/en/discussion/comment/3207218#Comment_3207218
I've been watching PT become more and more used over the last year, even a little more. I was pointing out how disgusting it could be when Trickster came out. I was surprised when 40 perks to be reworked turned into 39 perks to be reworked and PT was nowhere to be seen. I've been of the opinion that it should be the equal of Thana, but with how Thana works now, that would essentially kill PT if the same kind of numbers were applied. I'm not for killing it off. But 15% PER every survivor that joins the PT user is just overkill. At least with Hyperfocus, the huge benefits to get from it require either skill or dedicated builds. PT is like Self Care, just slap it on and away you go. Plus I feel like those that cheat also use PT in the same way they use Self Care, as in they equip it to try and cover their tracks.
There's enough gen repair boost perks and enough gen regression perks. Please... no more. Stop before Boon: Gen Go BRRRRRRRR or Scourge Hook: Poppression comes to be. Literally do not need anymore of those two categories for a long, long time.
Do you have any idea how inefficient Prove Thyself actually is?
So tired of seeing the same idiotic posts complaining about this perk while not even understanding what it actually does.
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@RpTheHotrod said:
https://forum.deadbydaylight.com/en/discussion/comment/3200939#Comment_3200939
It's not 45 seconds. It's 22.5 seconds. They are making unbreakable reduce recovery speed by 100%. Everyone will be running that or tenacity.
Unbreakable already does this in its current state???
Like, what?
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/3200959#Comment_3200959
You do know that slugging a survivor to immediately chase another is a slow down tactic early game? You force another survivor to get off a gen to pick up their teammate while you chase another. That's three survivors not working on gens. If survivors can pick themselves up nobody is going to come for that save so you are forced to abandon chase on a survivor to pick up the slug. All the while two other survivors never stop holding M1 on a gen.
The ability to create early game pressure is now lost.
What happens when there's no other Survivor to chase around the Survivor you just downed in early game?
Is your ability to create early game pressure now lost?
Do you not see how stupid that sounds?
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3197450#Comment_3197450
You get a speed boost. That allows you to get to where you want to be.
Ah yes, this speed boost straight off the hook definitely grants you the ability to choose where you go down.
Never mind the fact that recovery time was shortened and god forbid if the person has STBFL.
Yep, you're definitely going places -- ie the closest available tile.
But according to you, players should choose a better place to go down.
Smart.