AVoiceOfReason
AVoiceOfReason
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@EvanSnowWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/2075662#Comment_2075662
See, that is what I mean. You are in the mindset that looping is the go-to defense. Looping and pallets and the like should be your LAST RESORT. I pride myself on playing as long as I can before the Killer even knows of my existence.
This is the evolution of a degenerating mindset of "I've been playing DBD so long I am bored of holding M1, so I am going to go loop the Killer because I am bored and chases are where the game is fun for me" and then they go all Pikachi Face Meme when certain Killers excel at crushing that.
I'm perfectly happy playing a ninja that uses Fixated to pivot behind boulders. If I get into a loop where I have to start dropping pallets I have already failed twice.
I can tell you now that I don't Blendette for no one. I escape many chases and you aren't going to fixate away from someone aiming at you at a loop in the middle of an area. I have a ton of videos of me losing killers. I even have a video of me destroying a Gunslinger who gets me in the end because he just will not relent on me. Did I have fun because I lost him multiple times in my chases and got away before he got on me once more and just shot me to put me back in the mend state? NO. It wasn't fun. Huntress, give her to me all day. Gunslinger can go somewhere.
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@EvanSnowWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/2075595#Comment_2075595
Yeah, I still disagree about Deathslinger. I can't "butt ride" anyone. A missed shot is going to give them several seconds of distance, and then I have to reload, in which they get even more seconds. At that point I am nowhere near "butt riding" anyone. Especially with a 110% speed kill.
It sounds to me like certain people just live for looping, go to it as their primary defense, and then get upset when there are killers in the game designed to counter that.
Nah, I just play both sides and I speak on about what I find annoying and not fun to go against. Butt Riding is when you get close enough so they cannot go anywhere without taking a hit. In Gunslingers' case, you can butt ride someone near a normal loop. You push them close to the center and reload. By the time they run away from it, you are close enough to hit them before they can get to another loop because you can shoot them while they vault and get a window hit or they might not even get that far. You see a shooter and go, oh, he shoots and slows down while reloading. You don't realize that survivors can be herded to a corner of a loop before reloading so you have the time to catch them before they get very far. With add-ons, it makes it super easy. The longer the loop, the easier it is to reload and shoot, reload and shoot. You can shoot over objects and pull them away from it with little effort as long as you keep them there. That isn't FUN. Also, adding a range killer to a game that revolves around LOOPING and PALLETS is already bad design.
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@EvanSnowWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/2075031#Comment_2075031
Sounds to me like you are overly reliant on pallets. If you KNOW you are facing a Killer that is weak to defense X, why are you still trying to use defense X? This is like saying Huntress is an OP Killer cause she can throw a hatchet over a pallet.
Difference between him and Huntress is, when I dodge her enough times, she has to screw off to get hatchets at designated areas and that gives me time to run away and heal. Gunslinger can just butt-ride you with reloads until he gets you and if you're at a loop that doesn't have a wall and you dodge his attack, you can't make it anywhere before he M1's you. I am not trying to have Trickster do the same thing. It's already frustrating enough. Next, we'll get a killer who can throw dynamite and does AOE effect damage until you just die at a wall or a loop. I don't mind range killers but they need some weaknesses. Trickster needs his slowdowns reduced greatly since he takes a few blades to do actual damage but he shouldn't be able to butt ride you to death nor make it so you can't do anything against him.
I enjoy Huntress. I am one of the few who have NEVER complained about her except for Iri's for obvious reasons. She's balanced overall and you'll never hear me say otherwise. Give him the same treatment as Huntress, reduce the amount of knives needed by 1 or 2 and make his main power activatable whenever you want with a bit of a speed-up compared to now and he'd be alright. Giving him other stuff without fixing his main problems can make more problems if he becomes overbearing. Take time to fix what is annoying about him to play then start to buff him after you see the results. Unless you want to overbuff him and see him get nerfed and never see a general idea of his placement in the ranks. His main issues are his slowdown while winding up, while throwing and not being able to do his main event. You don't seem to realize that if he butt rides you, he can get a quick health state of damage. They do too much and people will go from wanting buffs to hating him.
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@FrauZockinsky said:
https://forum.deadbydaylight.com/en/discussion/comment/2073498#Comment_2073498
Didn't read what you quoted did ya ^^ Not asking to get rid of the decay, just the passive nature of it. Obviously survivors should be able to rid themselves of laceration once they escaped a chase. Similar to mending or snapping out of it.
I would be fine with that then. I don't want to get away while injured then get nailed by a knife after 40 seconds because of self-care or trying to find someone to heal me due to lack of decay. That's all I'm saying.
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@GodDamn_Angela said:
https://forum.deadbydaylight.com/en/discussion/comment/2074332#Comment_2074332
Not sure why saboing is on there either but I think the exit gates aren't for like 1v1 end game scenarios. Maybe?
If you have time to sabo a hook, you aren't being tunneled.
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@swearingtulip28 said:
You probably went against SupaAlf lol. Hes a great person and a really good nurse!
No. Just seems really easy as a Nurse. Dude even said he was going for speed runs.
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@EvanSnowWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/2073904#Comment_2073904
If it is oppressive they can change it back.
And I am sorry... what? "Spam"?
You don't know what spam is. The Deathslinger fires, then has to drop what he is doing to reload the chamber after EVERY SHOT. That is hardly spam. One missed shot and that Survivor is bailing. As for Pyramidhead, there is a long delay on POTD and if I miss that shockwave that Survivor is, as with Deathslinger, out of here. The only thing in this game you can spam is teabagging.
We go against enough Gunslingers to see how oppressive he is at certain loops. Just keeps reloading until he gets you. I refuse to keep my mouth shut when they introduce more and more range killers in a game with pallets as defense.
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The match was over after 2 hooks.
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@latinfla4 said:
72 hours? How many dcs lead to that ban?
I think 8 lol
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@EvanSnowWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/2073819#Comment_2073819
Yes, that is how damage works. It is SUPPOSED to stick around. You don't just heal automatically after X number of seconds after taking an M1, a hatchet, a Corrupt Purge, etc so why the hell should you heal automatically after throwing knives. It makes no sense and is not consistent with any other damage-dealing function in the game.
If they add it and Trickster starts being oppressive, I hope you enjoy going against Him a lot. That's my last on the matter. I don't like ranged killers since Gunslinger and PH being really oppressive with the range spam. Huntress was fine but adding all these new ones is starting to get tiresome. Gunslinger already drives me up the wall with the constant reloading at a pallet and PH butt-riding you to death. Don't need another.
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If he buttrides you with his power, he'll always get a hit. He'll hit you while throwing the pallet or if you fake it, he'll just cancel and M1 you. They tried to give it a buffer between canceling but it doesn't work.
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@EvanSnowWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/2073550#Comment_2073550
You are not getting a 1 hit down. You are getting an 8 down that was broken up. You were still hit SEVEN times first.
Seven doesn't matter if you keep the damage forever until you get downed with a blade. That's my issue.
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@PsyQuil77 said:
https://forum.deadbydaylight.com/en/discussion/comment/2073680#Comment_2073680
The reason I'm suggesting 6 -7 per health state is because I'm also suggesting adding Ricochet to base kit. It just makes sense that the "Trickster" should have "Trick Shots"
Rico's were fantastic lol. They should be base kit.
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/2073709#Comment_2073709
You are holding W while he throws those 6 knives, by the time he gets there you laceration will be gone and then guess what? You position yourself on the opposite side of the loop from him and you hold W again. Knives are projectiles that have travel time, so you need to lead every single shot. And as I said this will only happen if you have an aimbot. Moving slightly to the left or right while you have a tree between you and him will cause him to miss a lot, considering his projectiles have the same size as deathslinger's spear and now he's gotta throw either to the left or to the right of the tree which is a 50/50 guess.
If you're holding W, you aren't dodging XD
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/2073680#Comment_2073680
https://forum.deadbydaylight.com/en/discussion/comment/2073680#Comment_2073680
That's is the same as saying "if you are good with the nurse, you can hits every single blink and read every survivor perfectly all the time". It doesn't happen, if you want to hit every single knife accurately that means you need to throw them one by one. So even if you get an aimbot and land all 6 out of 6 knives you throw, what are you going to do when survivor stops at a loop ou can't throw your knives over?
If you're at a LOOP, you aren't W'ing, are you? Also, you can throw over rocks and hit beside thin trees due to a survivors' hitbox being slightly wider than their frame. 6 Blades is more than fair since Huntress is the same but can do a single health state with 1 hatchet with a much more lenient hitbox.
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@PsyQuil77 said:
https://forum.deadbydaylight.com/en/discussion/comment/2073606#Comment_2073606
I could see removing 1 from the base, because that's how many he can throw in the time it takes huntress to ready, charge, throw, and connect.
Remember, his knives move faster than the hatchet, and he throws faster the longer you hold M1.
@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/2073611#Comment_2073611
Maybe they were just bad, because every (outdoor) map has trees or rocks everywhere along your path, I'm not even gonna mention indoor maps. @AVoiceOfReason
@PsyQuil77 I said 2 per health state since Huntress gets an immediate health state with little chance to dodge due to the hatchets' hitbox and the survivors' hitbox. The wind-up takes a bit before you can throw the knives and even then, they're still fairly easy to dodge compared to a charged hatchet throw.
@HellDescent If you're good with the knives, you will hit but small rocks and thin trees don't do much.
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@onemind said:
https://forum.deadbydaylight.com/en/discussion/comment/2073581#Comment_2073581
And a slight recoil reduction for the side to side he is horrendous on console
I would also remove 2 knives from the damage requirement. Huntress can hit you once. You shouldn't have to hit someone 8 times for a health state.
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@HellDescent said:
How does a 110% killer with pretty much no power shut down W meta? You're troliing right?
If you run in a straight line, you take easy damage.
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He needs his mega slowdowns reduced significantly, rico by default and Main Event activatable and he'd be good. I agree with everything you've said.
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@EvanSnowWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/2073498#Comment_2073498
No, it would not. Your math is bad.
Iridescent Head = One Hit
Trickster Blades = 8 Hits per Health state.
If he slugs someone and then downs the rest with one blade each, that means each of those other people were hit a minimum of 21 times, and that's assuming he only did one Health state on them and got the first health state gone with M1s.
That is BEST CASE SCENARIO math.
24 =/= 1.
At any time, if I get 99'd for a 1-hit down from a blade and I can't do anything to get rid of it and I can't even use a pallet to save myself is the moment I let them kill me and move on to the next match. I refuse to play against something so unfair. There is a decay for a reason. You get away, you get rewarded. You don't get away and you get hit until you take damage. Being able to stockpile 1-shots with a ranged killer is not good design and I won't sit there and play against one. Decay is fine. It doesn't matter how, what matters is if a killer can 99 me for an easy 1-hit down with a ranged attack whenever he/she feels like it, I won't even try that match. That is not fun for anyone but the killer.
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/2073509#Comment_2073509
So survivors should go from injured to healthy if the survivor was injured by a hatchet and the Huntress fails to land a foolow-up hit?
What are you even talking about XD
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@Nos37 said:
Since The Ghostface is stronger than The Trickster, can stalk please decay from survivors over time?
Why should Ghostface be allowed to insta-expose me on demand at the end of the match after he 99'd me at the start of the match and I hadn't seen him since??
Because he can't just throw a damn knife over a pallet and 1-shot you. If he did that, he should have a damn decay. Read the convo. He doesn't have a range attack.
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@FrauZockinsky said:
https://forum.deadbydaylight.com/en/discussion/comment/2066374#Comment_2066374
Can we not make this the tired survivors vs killers debate like everything else... That doesn't even make sense bc survivor times in lobbies are really bad, so if anything, they would want to motivate ppl to play killer. Which it seems they tried to do by creating a fun killer. And I'm sure trickster can be really fun, if he is balanced better.
https://forum.deadbydaylight.com/en/discussion/comment/2066645#Comment_2066645
I didn't say that laceration decay should not exist. The problem is that it happens passively. Survivors should have to heal (or smth similar) for it to happen. Not just magically lose laceration while still in chase.
https://forum.deadbydaylight.com/en/discussion/comment/2073177#Comment_2073177
Honestly, if a killer manages to 99% every survivor in the game, he probably deserves to snowball some damage. And if they made the heal for laceration smth that every survivor can do for themselves (like mending or snapping out of it) I don't see how that would even happen.
@EvanSnowWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/2066645#Comment_2066645
Iri Huntress hits you once.
Trickster has to hit you EIGHT TIMES.
Yeah, Trickster could keep you at a 1-hit down the entire match until he slugs someone and gets the rest with just 1 blade. That's the point of the decay. If you take away the DECAY, it'll be like IRI HUNTRESS.
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When you get banned for a month and you still have the nads to do it once more, well, I don't know lmao. Never seen someone go past 72 hours XD
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His slowdown punishments are just too much. His main event is even worse. Remove the slowdowns and let his main event be useable with a button press. Make it take 6 blades instead of 8 per health state. There you go. He's alright.
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You give me 3x the bloodpoints for staying away from a hook and you bet your sweet ass, you can do whatever unhook you want and I'll avoid that survivor like the plague for 2 minutes XD
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Just give me 3x the Bloodpoints for an entire year plus more cakes in the bloodweb. That's all I really want from this event.
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@Viskod said:
https://forum.deadbydaylight.com/en/discussion/comment/2066645#Comment_2066645
That’s not what would happen. He isnt Ghost Face. Knives only deal one health state worth of damage.
@terumisan said:
https://forum.deadbydaylight.com/en/discussion/comment/2066645#Comment_2066645
How would he even 1 shot tho if he 99% a survivor if they are injured and he 99% and leaves the survivor will heal and probably do gens if the trickster comes back and hits them with a normal attack or a knife they still get a speed boost and it wouldn't matter
I'll answer them both at the same time. I told you the reason. 1 blade to down someone, specially a full team with 60 blades to waste would be overbearing. Yes, they could heal but if you manage to get them all to 1 hit, you could just pelt each one with 1 knife to down them after slugging someone. That's why. No one wants that. It's a really bad idea since he ignores loops. Ghost Face is affected by loops and pallets, Trickster is not so much.
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@Viskod said:
https://forum.deadbydaylight.com/en/discussion/comment/2066645#Comment_2066645
That’s not what would happen. He isnt Ghost Face. Knives only deal one health state worth of damage.
@terumisan said:
https://forum.deadbydaylight.com/en/discussion/comment/2066645#Comment_2066645
How would he even 1 shot tho if he 99% a survivor if they are injured and he 99% and leaves the survivor will heal and probably do gens if the trickster comes back and hits them with a normal attack or a knife they still get a speed boost and it wouldn't matter
I'll answer them both at the same time. I told you the reason. 1 blade to down someone, specially a full team with 60 blades to waste would be overbearing. Yes, they could heal but if you manage to get them all to 1 hit, you could just pelt each one with 1 knife to down them after slugging someone. That's why. No one wants that. It's a really bad idea since he ignores loops. Ghost Face is affected by loops and pallets, Trickster is not so much.
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DS does a pretty good job at extending the game. Does it prevent tunneling? No. Does it make a good survivor make their sacrifice worth 5 gens and a gate opening? Yes. You CANNOT stop a killer who wants to tunnel you. Forcing someone to play a certain way that makes YOU happy but restricts their win is just bad design. If you took out the ability to attack the person who was just unhooked, I doubt any person would play killer longer than a week once they start to lose.
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Since the update, I forgot that DS even existed XD
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It's definitely getting a way to constrict it somehow and the amount of Blight/Oni players will disappear into Spirit and Nurse players. Hope people enjoy it.
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Can't wait to see them "fix this" and the Oni/Blight players become Spirit and Nurse players :D
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I rarely see toxic killers. Mainly just toxic Survivors in end-game chat.
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I did it with no issue. Just make sure the full animation plays and make sure the killer is about 20 steps from you. I did it with a Trapper. The moment it procs, immediately point at the killer.
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Because 99% someone then 1-shotting everyone wouldn't be fun. That's why. Unlike Plague who has to rely on fountains and cleansing, the Trickster doesn't have to rely on that. Being able to 99 everyone and then just 1-shot 4k would cause so much outrage, they would never hear the end of it. It's like Iri Huntress. No one wants to face that.
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@usuarioreal said:
The last week I have been playing several games and I feel that the hitboxes are again bugged, is it my thing or they ruined it again
Probably your location compared to the server because the issues are actually reduced for me.
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@Shadow_Da_Bagel said:
https://forum.deadbydaylight.com/en/discussion/comment/2058223#Comment_2058223
Thanks. I'll make sure not to do this again then.
No problem. It use to not do that but recently, they changed something and it's doing it since the Blight update.
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I bought both characters :D
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/2065732#Comment_2065732
The thing that really annoys me is how people try to downplay the strength of Dead Hard and just say that you can easily bait it or you end up exhausted on the ground most of the time but you see it in every game regardless.
It's a good perk or else you wouldn't see it every game.
Also your comparison with We'll Make It doesn't really make sense.
It definetely is a great perk that can help you a lot.It's not complained about because it's perfectly balanced.You have to earn it by saving a hooked teammate and is limited by a 90 seconds long timer
I have a stream of 9 hours straight with Dead Hard in almost every match and I only lost 3 matches with 2 people getting out. Dead Hard isn't that bad. The 2 times they got out was due to SB.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/2065732#Comment_2065732
The thing that really annoys me is how people try to downplay the strength of Dead Hard and just say that you can easily bait it or you end up exhausted on the ground most of the time but you see it in every game regardless.
It's a good perk or else you wouldn't see it every game.
Also your comparison with We'll Make It doesn't really make sense.
It definetely is a great perk that can help you a lot.It's not complained about because it's perfectly balanced.You have to earn it by saving a hooked teammate and is limited by a 90 seconds long timer
I have a stream of 9 hours straight with Dead Hard in almost every match and I only lost 3 matches with 2 people getting out. Dead Hard isn't that bad. The 2 times they got out was due to SB.
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@Raptorrotas said:
https://forum.deadbydaylight.com/en/discussion/comment/2058220#Comment_2058220
Whenever the removal of the current "facecamping" is discussed, i remember the old real facecamping and how it went down with Deathgarden.
Deathgarden removed the "hook", was one of the nails in its coffin.
I remember those second chances and never reduced the amount of blood needed to finish the trial afterwards so you could just steamroll the Hunter with no issue lol. They just kept giving more and more to the Runners without really doing much for the Hunter. After awhile, NO ONE wanted to be bullied by others.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/2058205#Comment_2058205
compared to DH that usually doesn't work properly, they run into a wall or they save themselves an extra 5-10 seconds. SB is better in almost any scenario.
And yet you still see this perk every game.Way more than any other exhaustion perk.
That just tells you how strong it is.
I see a lot of people using We'll Make It at Rank 1 but no one seems to care about that perk? Just because it has a high use rate doesn't equal it being great.
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@Shadow_Da_Bagel said:
So I'm saving up for the Trickster who is coming out tomorrow and I had three rituals lined up. Two completed and one in progress. I trash the one that is in progress and then the next thing I know, the others have disappeared. I didn't get anything as far as I know (at 1 mil bloodpoints) and I'm not sure why this happened. I heard of this happening in another dead thread but only one person experienced it. Has anyone else had this happened to them and also, does anyone know whether you can go above the 1 mil cap with rituals? I want to know if they actually just disappeared or if they redeemed themselves.
If you go into it and interact with any of them after they're completed, it'll auto-collect the rewards from them. I do it all the time.
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@Chordyceps said:
Practically every other discussion I see is people complaining about camping. People are constantly crying "why did the devs put this in the game" and "why do the devs allow this to continue". In this post I hope to explain how these likely were not explicit design decisions, and are more side effects of the game's design. I also hope to show why stopping people from doing these things, like people seem to want a lot, is either not possible, or more unhealthy than the actual behaviors themselves.
I would like to start this off with some comparables. When people complain about camping, it reminds me about people complaining about spawn camping or spawn peeking in other online games. These are definitely frustrating things to deal with that's for sure. Not being able to leave spawn without dying is not fun at all at often makes me want to stop playing. That being said, whenever I see people complaining about these things in other online games, like R6S and Team Fortress 2, this anger is always directed at the players, and rightfully so. This is because the players understand that the Devs did not make the spawn mechanics the way they did because they want people to get spawncamped. It is just a side effect of how the systems work, and while it's frustrating, the system can't be changed because it would in turn give the people spawning in an unfair advantage. If the TF2 devs made it so people in spawn couldn't be damaged, people would just stay in spawn and attack from a distance because they know they're safe there. In R6S, if defenders couldn't shoot outside or if attackers had an invincibility period, it would give the attackers a gross advantage, being able to attack quickly without any risk of return fire. Getting spawncamped sucks, but it's better than giving either side an unfair advantage over the other.
I believe the same applies to DBD. The hook system was not made to enable facecamping, it is a side effect of it. The hook timer is a very important part of the hook system. It keeps the match moving, and prevents survivors from leaving their teammates on the hook for indefinite periods of time. It is very important for creating tension in a match as well. If survivors had infinite time to go for unhooks, they would never feel any immediate need to go rescue someone. The decisions of how hooks function were made deliberately and serve a very important function. And unfortunately, this does allow facecamping to happen. Killer's can just stand in front of the hook to make sure the timer goes down uninterrupted. However, if you were to mess with any part of how hooks function, it would cause a major issue in the power dynamics of the game. A common suggestion I hear is that the hook timer shouldn't go down while the killer is near the hook. This would disturb the power dynamics of the game, and removes player agency which is very important. In a game where players compete against each other, no player should ever be forced to allow something to happen because the game straight up will not allow you to prevent it. This is just flat out bad design. Face camping isnt particularly fun for either party, but if you attempted to mess with any part of the hook's basic functionality, the system would break. Because of this, the devs really can't take any explicit actions to prevent face camping from happening. They have however, implemented the most healthy possible option, which is by discouraging this behavior as well as incentivizing players not to camp. While not outright preventing players from doing so, the point deduction punishes players for doing so in a way that doesn't mess with the hook's functionality or the power dynamic in the game. Perks such as Make Your Choice and Devour Hope reward the player for not camping. BBQ & Chili and Thrilling Tremors give intel on things away from the hook, nudging players somewhere else. This is the healthiest possible way to address this and the closest to a solution you can reasonably expect to get.
To close this off, stop whining to the devs about facecamping as if this is something that is their fault specifically. It sucks, I get it, but this is not the dev's fault, it's the player's. This is a choice made by the players, as a result of a side effect of the game's design that unfortunately must stay the way it is. The devs have already taken the best possible approach to deal with this side effect.
The amount of stuff that they did try to solve this was a lot. Problem was, Survivors ALWAYS abused it. We had the timer stop when the killer was nearby but a survivor would loop around it on purpose to keep the killer nearby. They gave swivel hooks, invincibility frames and prevented traps from being too close to the hook. They even increased the hook timer from 80 seconds for both hook states to 120 seconds for both hook states (60 seconds per hook state from 40 seconds) and that didn't do much. If someone wants to face camp you, they will face camp you. You can ALWAYS get someone but if they really want that person dead, they will get that person. DS, BT, bloodpoint loss, hook timer increase and swivel hooks never stopped it and nothing ever will. Risk the unhook with BT and hope they last.
Both sides want to win and denying someone the best course of action in a game where its 4 vs 1 really would be the downfall of this game. I hate to say it like that but the moment you take away the ability to secure a kill to a killer is the day that killers' won't bother playing. At that point, you're just a killer simulator with a rule set of how to lose to the greater majority of players.
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Doesn't bother me but I do it all the time in a chase :) To me, it's not BM'ing. I'm doing my job as Survivor to keep the killers' attention solely on me. The longer I loop him/her, the more gens "should" be getting done and then I won't have to worry about a random survivor throwing every pallet down in less than a second before the killer has even gotten to them. I'm a Rank 1 and the amount of stupid ######### that I've seen other survivors do at that Rank is mindblowing.
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SB is a much better perk compared to DH since DH rarely works anymore. SB gives you distance before you can even get an initial hit or they get away before a chase begins so you have to continue past 2 more loops just to get into hit range compared to DH that usually doesn't work properly, they run into a wall or they save themselves an extra 5-10 seconds. SB is better in almost any scenario. Dead Hard is fine.
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I had a game as Doctor. I 2-hooked everyone and maxed all of my categories and even went for another 5 minutes. I let everyone go and I barely safety pipped as a Rank 1. BARELY. Kills matter. (Edit: Spelling mistake)
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Since the 5th year is coming up, make triple blood points permanent for a year and make it the best year ever!
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@OBX said:
https://forum.deadbydaylight.com/en/discussion/comment/2055105#Comment_2055105
The devs word it awkwardly to say the least. It’s says 200% for ruin and that simply means it turns it from .25 charge/second to .50 charge/second. It’s highly misleading
@OBX said:
https://forum.deadbydaylight.com/en/discussion/comment/2055081#Comment_2055081
Either way, I hope the devs continue to tinker with things and try them out either in ptb or trial runs in the game. Was a fun debate.
I appreciate you also. Thank you. I also hope they try new things out. A lot of stuff needs some work but hopefully they keep trying to fix what they've broken over the years. Still one helluva game.