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Anti051

Anti051

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Anti051
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  • @mecca said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874592#Comment_3874592

    Perks is not a solution, I only have 4 perks. Besides, I've had unbreakable before and guess what, it's only 1 time. Killer slugs again and now I have a dead perk. Meanwhile, killer can slug indefinitely. See the problem yet?

    Then use UB wisely, I can't count the number of instances in which UB was the only reason anybody escaped.

    Also try WGLF/MFT and then start to appreciate the fact that you get more chances to play from getting knocked down than getting hooked. Whether it's on the hook or on the ground, you're sitting out either way, the only problem is your perception of this.

    @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874592#Comment_3874592

    And where in my build am I supposed to slot these perks?

    According to these forums I’m also supposed to bring perks to help with solo queue, camping, tunnelling, and 3 genning. Oh and I should probably bring some chase perks too in case I run into one of the S tiers.

    My perk budget is getting a little stretched here…

    Solution to gripes about solo queue is to not queue solo for a team role (how surprising).

    The killer could be lurking anywhere, it's weird to get angry about it if you've ever seen a horror movie. Plus there's a system that literally gives you a free hook-escape if the killer lurks too close for too long.

    You're sadly mistaken if you think there's time to worry about the order in which people get hooked or feelings about getting knocked down. The killer has about 4 minutes to make a difference against good survivors and there's no time to gauge the skill level of the players you're fighting.

    The killer isn't allowed to defend a generator after 8 regression events (they're basically forced to let the survivors score a goal), so I'm not sure why 3-genning is coming up.

    As for your perk budget, you can cover a few bases, but you can't cover them all, which is intended. So use your slots to aid in whatever you tend to experience the most "problems" with.

  • @Alicia_Tried6041 said:

    Camping and tunneling are viable. Slugging is NOT! Bypassing 8 hook states is NOT fair to survivors.

    Hey, whoa, timeout - what do you mean "bypass?"

    It's possible to get three strikes on hook, at no point were survivors EVER entitled to that…and they shouldn't be considering how fast the gens can be done, not every killer kit is S-tier and capable of consistent 12-hook matches.

  • @mecca said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874563#Comment_3874563

    That is all fine if survivors can counter it. They can't.

    Tell that to the folks who drop the attitude and overcome the challenge by equipping WGLF, MFT, Bond, Empathy or Exponential. This is one of those 'you can lead a horse to water, but you can't make them drink' moments.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874091#Comment_3874091

    I'm asking for clarification on what spreading pressure even means since any tactic of it I can think of is typically complained about.

    'Spread pressure' means doing anything that slows or stops survivor progress. Survivor players who are completely absorbed by a selfish game-scrub mindset will always say that killers shouldn't do anything that isn't "fun to go against" which translates to 'anything that beats them.' If you win as the killer (in any way), you'll almost never get approval from most people playing survivor, it's futile to try. Ignore them and keep spanking that booty, you can't force anybody to adopt a better mindset.

  • @mecca said:

    Killers at this point feel like they control the game because they can dictate everything and it happens, which is every nerf survivor received whether it was balance or not. Killer streamers win all the time, take shortcuts with broken killers and builds, shortcuts such as tunneling at 5 gens, slugging, etc, and still somehow say the game is survivor sided while they win. BHVR empowers people that want an unbalanced game.

    Shortcuts according to what? The in-game manual says the killer is supposed to do anything in their power to stop the survivors from escaping.

    Your made-up rules and ideas about how a killer should play don't mean anything at the end of the day.

    Real Game manual.png
  • @CaptainNimrod said:

    In light of chaos shuffle where your builds are completely random, I have been slugged almost every single round with nothing to do about it but wait until they decide if they want to pick me up or not. Why are killers still allowed to deny someone's ability to play the game, by doing the simple act of not picking them up? Some killers like The Twins or Singularity are even more potent in doing so, it almost feels like they're DESIGNED to leave people on the ground which is frustrating.

    Vice versa, hook sabotaging is incredibly abusable and FORCES killers to slug. It's an infuriating cycle of killers being forced to not play the game, which makes survivors not be able to play the game. Which then births more people to just start playing this way normally even if the survivors aren't doing anything to antagonize them.

    Please for the love of this game, consider changing how being downed works, remove sabotaging, or consider making something like Unbreakable be base-kit in some way that isn't survivor sided? I'm not sure exactly what to do about it but just try SOMETHING! Nobody likes being left on the ground or forced to leave people on the ground for extended periods of time.

    You do realize that you're sitting out whether it's on the hook or the ground, right? If it's the ground, you potentially get more chances to play and be chased than being hooked…

    Also, if your team is on point, you spend about as much time on the ground as you do on the hook. I swear, so many of you guys just jump straight to being angry without truly analyzing the situation.

  • @Torrin said:

    It is not fun for anyone to get repeatedly chased off the hook and removed from the game. Make it so killers can't down the person who was last hooked. It's so boring just getting tunneled every game and not being able to even play.

    The only way to remove "tunneling" from the game is to share hook states like respawn tickets, you can't be uncatchable just because it hurts your feelings.

    As long as gens can be completed in less than 5 minutes (and they can), you'll never be in the right if you choose to get weird about the killer targeting one person.

  • @Alicia_Tried6041 said:

    Its like every match now. Slugging slugging and more slugging. BHVR please fix

    Ever play a weaker killer against a team that knows what they're doing? If you try to hook ASAP after every down, you won't stop the gen completion.

    If you sap knockdowns, you'd have to pump up a lot of the weaker killers at the same time, which is a ton of work that detracts from chapter creation and the producers ARE NOT gonna go for that.

    So maybe you should think about packing up and forgetting about all these low-vibe, sore-loser style terms like "slugging, camping and tunneling" and just figure out how to deal with it using the tools at your disposal instead of demanding that the game be fractured and a giant chunk of the killer roster be rendered more or less useless just because you're not getting the experience you desire like a soda out of a vending machine.

  • Friend: Wait, they're mad that they aren't getting impaled on meathooks?!

    Me: Eyup.

    Friend: *visible confusion*

    Me: Eyup…

  • @exDbd said:

    I shouldn’t have to make a whole build to hide aura. That’s the whole point. I want to use perks that I normally run but it just sucks when killers get instant aura reading every so often. I mean I guess it’s okay as all these aura perks I hope will be nerfed soon since I’m seeing them way too much. Almost every game.

    I don't want to build around countering exhaustion perks that I see every game, but that's just the way DbD is.

  • @Aceislife said:

    What exactly are survivors supposed to do over 40 seconds of no gens? Why would a killer not run a perk like this if they want to win? Say 1 person would be getting chased for the 40 seconds, if the other 3 would be available to do gens, that's 1,333… worth of gen progression lost for the survivors (best case scenario) and there's not a lot survivors can do to prevent this.

    Just hide.

    Also, when you say "that's 1,333… worth of gen progression lost," what do you mean?

  • The original final mori system was the answer. When there was no more game to play, the match ended, which was good.

    Now instead of the match ending and everybody going next, you get to hang out in purgatory getting "humped."

  • My wishlist after 10k hours of mostly playing Ghostface.

    • After 4 successful marked stabs, gain the ability to throw the knife once.
    • While crouched and in Night Shroud, the Ghostface will not trigger chase.
    • Accrued stalk points do not drop off on injury. (All accrued stalk points drop off when put into the dying state)
    • All reveal progress is instantly lost when losing sight of the Ghostface while Night Shroud is active (Current time to reveal is 1.5 seconds).
    • Add slight speed burst when revealed.
    • Make directional indicators more accurate when in the process of being revealed.
    • Cut cooldown of Night Shroud in half on successful marked stab.
    • Make effects of current 'Chewed Pen' and 'Lasting Cologne' base kit (Increases reveal time for dying/hooked survivors to 3 seconds).
    • New Chewed Pen: Marked targets become blind for the duration of the mark.
    • New Lasting Cologne: For 80 seconds, survivors injured while Night Shroud is active take 1 second longer to reveal the Ghostface.
    • Marked Map: After performing the damage generator function, survivors within 10 meters of the affected generator will have their locations revealed for 3 seconds upon the next interaction with the affected generator.
    • Cinch Straps: Night Shroud remains active after successful 'Silent Stab' scoring events. (Putting survivors into the dying state ends Night Shroud)
    • Victim's Detailed Routine: (In addition to it's current effect) For 80 seconds, generators being repaired by marked survivors will be highlighted in Yellow and marked survivors receiving or performing healing will have their locations revealed .
    • Night Vision Monocular: (In addition to it's current effect), auras of all survivors within 10 meters of the revealing survivor are shown for 5 seconds.
    • Telephoto Lens: (In addition to it's current effect) stalking has no range limit.
    • While Night Shroud is active, if a survivor is 'stalkable,' their portrait will animate to indicate they are 'stalkable' (unintended marking can be extremely detrimental).
  • @Alicia_Tried6041 said:

    Survivors need base kit unbreakable after 60 seconds. Slugging is busted beyond belief in this game. Whether killers like it or not base kit unbreakable is the answer. It will force them to hook survivors as the game intends. BHVR please fix slugging asap.

    You don't understand what you're talking about.

  • You guys do realize that the way the entire game is setup is based around the killer's ability to knock everybody down for the win, right?

    Why can gens be done so quickly? Because the killer can knock everybody down for the win.

    Why are pallets/windows so close together? Because the killer can knock everybody down for the win.

    Why are there so many ways to get another chance? Because the killer can knock everybody down for the win.

  • Not even at the PTB release and the tears are already flowing, give me a break.

  • Don't be ignorant.

    There isn't time to worry about how anybody feels when the game can be over in minutes, event or otherwise.

  • @Equinox_One said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3862990#Comment_3862990

    Playing sweaty = winning as efficiently as possible, disregarding the fun of the other side entirely. Camping, tunneling, heavy slugging, running stacked perks in an SWF, abusing stuff like the BGP+FB glitch or double lockers to guarantee saves etc.

    Right, so when people say "sweaty" they're really just reframing the idea of somebody who's better than they are.

  • Are people "sweating" or do they just know what to do after thousands of hours? Hmmm

  • Original final mori system should have gone live.

  • Gen speed is really fast BECAUSE the killer can knock everybody down for the win.

    If the killer couldn't "slug" everybody for the win, THEN you'd have to touch gen speeds.

  • @Yoshirama said:

    That's just a free hit for Houndmaster

    Dodge the dog.

  • @HerInfernalMajesty said:

    I can’t be the only one who finds sabotaging hooks a nightmare. What if you could pre sabotage hooks with a toolbox, similar to how chemical trap and blast mine work? It could activate upon hooking a Survivor. Maybe it could do the smoke bomb effect or Hinder the Killer for a certain amount of time.

    Idk what do you all think?

    If you make hooking even more annoying, cumbersome and punishing than it already is, guess what becomes more attractive?

  • Blindness is fine.

  • @SidneysBane1996 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861210#Comment_3861210

    I think they're complaining that people are complaining that THESE Killers that have "nothing but a knife" are too strong. Which is definitely a what the fog moment.

    Exactly, this situation is nutty.

  • He has to catch you with nothing but a knife…

    In an obstacle course designed for you to have an easy time escaping…

    What the hell, man?

  • @Oputeeva said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859990#Comment_3859990

    GF is strong and not fair, especially on indoor maps, there is always a room to improve with any killer, you can't 4k at your first 10 matches, that's a logical thing…

    Oh yeah, man. When I activate nightshroud in chase, people may as well just drop their controllers cause it's over.

  • @bleep275 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3860029#Comment_3860029

    This is just coping. If you need to rely on this as a means to win, you are out of your skillset. take the L and drop MMR. the survivor hook perks are NOT that strong and the most used ones deactivate if they do anything to progress the game. The killer hook perks are much more influential in the game than the survivor perks.

    as killer the only time i slug and ever felt i needed to slug is if i down a survivor under a pallet and there is another survivor very clearly right there goin for the save. I have not had a survivor bleed out or even reach 3/4 bleed out in years of playing and i started in 2017. It is not necessary and it is a horrible way to play that is simultaneously breeding toxicity and worsening the "us vs them" mentality.

    Not to mention it goes against the lore of the game as you're supposed to sacrifice the survivors to the entity no tleave em on the ground.

    Bottom line. The mass slugging "tactical" argument is a consequence of being out of your skill set. It isnt necessary and does nothing but make the majority player base want to not play. which in a soley pvp game…ya kinda need the other 4/5 of the community to not quit in mass.

    I see posturing and an attempted reframe, but no argument.

  • The tactical strategy is to not activate any off-the-hook perks (which are so strong they can carry survivors through a match) and cook as much pressure as possible for as long as possible until your health bar is gone.

    Hooking has become too punishing with the benefits and opportunities it provides to survivors. If all factors are considered, there is no logical reason for killers to play for hooks at the moment. This is a natural adaptation mostly in response to too much 'endurance' being added to the game.

    Beating you is not "griefing" and using a perk wisely is not "abuse."

    If killers are expected to play for hooks, then the process of hooking cannot be rife with detriment and more beneficial to the survivors than the killer in the long run.

  • @Oputeeva said:

    true reveal thing needs a good rework, because it's unfair when nothing happens when directly stared at him, other things are fine, also 99 stalking should also not exist it's not fair to get 1 hit out of nowhere

    • Gens fly.
    • Safety is close, plentiful and interconnects.
    • There are back to back second chances all over the place.
    • All Ghostface gets are legs and a knife.
    • Exhaustion perks exist.

    But 99 stalking isn't fair? An interesting perception.

  • @epi said:

    Kinda silly for it to be not. Like how do you counter this? You're perpetually blind. My teammates were both down. Only one gen was done. The other was being chased, I'm working on the 2nd gen. It takes so long just to find your teammate and then they're going to get down almost immediately. (We had a Singularity killer). The whole match was just dying state, got picked up, whacked by the killer. Then it just repeats itself over and over. If we knew the killer we're gonna get or their perks, would make us better prepared, like getting Soul Guard or whatever that gives us Endurance, but obviously DBD ain't that kind of game, but like cmon, this is ridik. Make it cleansable maybe?

    That's what good pressure looks like.

    KO is an indirect slowdown perk, has multiple effective counters and isn't needed to achieve the kind of pressure you experienced in that match. KO doesn't need a nerf, you just need to pickup your tools.

    @Astel said:

    I think current concept of Knock Out should be scrapped and should be replaced to something totally different that does not encourage killers slugging but instead hooking.

    Killers are encouraged to "slug" because going for hooks right now is like signing up to get BS'd. The punishment for hooking outweighs the reward in most cases, so in response, more killers have naturally started going for an alternative and vastly less frustrating murder-method.

    A single instance of a hit not counting, a free escape from DS/Kobe, or a flash/pallet save can sap enough pressure for the lower tier killers to lose the game if they're going for hooks. So why play for hooks?

  • @JustElf said:

    I believe that Ghost Face's ability is unbalanced and frustrating because it is easy to abuse. When you play as a Survivor and reveal Ghost Face, you do not reduce the progress he has already accumulated on you, so you can often be "99% stalked." This means that the next time he activates his ability, you are already instadownable, regardless of whether you revealed him or not.

    There are two possible solutions:

    1. Survivors should be rewarded for revealing Ghost Face. My idea is that Ghost Face would lose 100% of the stalking progress on the Survivor who revealed him. Alternatively, there could be an add-on that causes Ghost Face to lose only 50% of the progress when revealed.
    2. Adjust his mechanic to make him lose progress over time, similar to The Trickster. I believe it should take much longer to lose progress, for example, 1 second = -1.2% progress. Additionally, there could be an add-on to reduce the decay rate, such as 1 second = -1%.

    So if you underestimate a killer, act like a fool and get downed by their power…it's…"abuse?"

    Is this bait?

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857567#Comment_3857567

    The answer mostly lies in the fact that it's not self inflicted, mostly.

    Don't get me wrong, it can be self inflicted, both before and after the 3-gen system was introduced. It's still very bad for the survivors when it happens that way, too.

    But, the reason it's okay to include a system like this is because killers could, before, go out of their way to force a 3-gen by just defending it aggressively from the start.

    So, to recap, we have a system that still allows for poor macro play to put the survivors in a losing position, but that prevents the killer from stalling excessively in that scenario + stops them from being able to force that scenario either way. I think that's pretty fair, personally.

    I would agree if the tools and procedure to bust an aggressively defended 3-gen didn't exist, but they do exist.

    Therefore I maintain that this system isn't truly fair.

  • @ContentCreator said:

    If you close hatch, you should get aura on the last downed survivor.

    What's the point of bleed timer hide and seek? Feels punitive from the survivor.

    If unbreakable or exponential is in play, there shouldn't be an aura read.

    If there is no way for them to get up and death is inevitable, there should be an aura read.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857034#Comment_3857034

    Sure, different killers are going to struggle more or less in different scenarios, but that's somewhat missing the point.

    Assume the worst possible setup for the sake of this argument, an immobile M1 killer on a map that really needs to be reworked for this reason like Azarov's. The survivor's worst case scenario is a massive, almost unwinnable amount of game stall where nothing really happens.

    The killer's worst case scenario, here, is that the match progresses to the next stage of the game and they have to play around the exit gates instead of the generators. That's not great for them, but it's not unwinnable and things are still actually happening.

    There's no next stage of the game to progress to if the survivors have to deal with an old 3-genning killer, the game just stalled out entirely until someone decided to throw by taking the first risk.

    The thing is that this worst case scenario for the survivors is usually self-inflicted due to low or zero macro consideration, after which the killer just isn't allowed to defend from being pushed into an equal scenario of dire straits (unless they have high mobility or a travel feature).

    So why exactly should the survivors receive favor, take precedence and benefit from a special system that, in essence, forces the killer to let them score a touchdown?

    How does it make any sense in terms of what's actually fair?

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856976#Comment_3856976

    Because the killer has way more ability to both prevent that situation from forming, and still win after getting into that situation.

    The worst case scenario for a killer there is that the last generator gets done and they have to make their play in the endgame. The worst case scenario for survivors here is a stalled-out slog where they can't get repair done but the killer won't leave to progress their objective either.

    It's healthier for everyone if killers can't stall matches out like that.

    It depends on the killer kit and whether or not the survivors brought gen perks.

    If the killer kit has high-mobility or a travel feature, then they could make a last ditch attempt. If not, the killer is pretty screwed unless the team somehow miraculously blunders into a 4-man knockdown.

    Let's say we're on Asarov's with 3 gens in a corner and 1 gen on the other side of the map -

    If survivors have things like Deja Vu, Resilience, Prove Thyself, Leader, Hyperfocus/Stakeout or Potential Energy, it isn't a fools errand to prevent the scenario or try to snake a generator from an M1 killer defending a 3-gen and suddenly flip things into an indefensible gen-split scenario.

    I wouldn't call it healthy to step in and throw down a system that ignores the power level of all killer kits and basically shoves a proverbial middle finger in the face of every killer player just because most survivors refused to pick up the tools at their disposal.

  • @Atom7k said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856495#Comment_3856495

    Using fancy words doesn't mean your're right. It just shows that you feel like you know better even when you're factual wrong.
    So take off the monopoly hat and try to view the situation from other peoples perspective.
    Just because you invent names for situations doesn't mean they do not matter. Well I can tell they do not matter to you because you don't care about good games.
    Saying I have no idea what's going on in dbd, yet saying survivors are just salty is the most ignorant thing I heard in this forum in a while.

    It's okay, being angry at the truth is part of the acceptance process.

    @Atom7k said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856643#Comment_3856643

    But dbd is NOT a competitive minded game.
    At least not for the majority of the player base.
    So you with your "I do everything to win mindset" will go up against people who just got back from work and want to chill a little in the game.
    BHVR never could decide wether it wants dbd to be casual or competitive and that splits the playerbase a lot.

    I agree that Killers have to kill and Survivors have to survive. That's why it is called the main objective.
    But by your logic we should award players with a trophy if the spawn camp in CoD and therefore have a lot of kills, because killing the other players was the main objective.
    Do you see the flaws in your logic?

    Well from the way you're responding, it seems like you don't actually possess the most basic understanding of what a PvP (player versus player) game is, you're sort of trying to hover in some kind of non-existent grey area.

    Since the dawn of time, the object of every PvP game has been for the players to try to beat each other.

    If somebody wants to "chill after work" in a game, then why would they try to do that in a PvP environment which is naturally competitive? Why not choose a single-player game which is designed for you to go at your own pace?

    It's like trying to put a cubic block into a triangular hole and getting mad that it doesn't fit.

  • I'm not sure there should be a limit at all.

    I mean why should there be a special system for "3-gen" scenarios, but nothing for the killer equivalent when there's 1 gen on one side of the map and 2 on the complete opposite side of the map.

    Like…it's cool for the killer to be screwed at the macro level, but not the survivors? Why?

  • @Atom7k said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854863#Comment_3854863

    Aah the old "get good" argument.

    I am learning to get better at looping and I know I am way better as killer then as survivor. The point here is that playing survivor is no fun if the killer is just an m1 brisket and has barely any clue how to chase or how to use the killers power. Whats the point of having a variety of killers if they all get played the same way?
    And if you cannot win any matches without hard tunneling, well hate to break it to you but you lack skill then.

    You are but another tree in the vast forest of people who have no idea what's going on in DbD.

    "Tunneling," "Camping," and "Slugging" are scrub-terms that came from survivors being salty about losing.

    Ignorantly perpetuating this sort of bogus nomenclature in a feeble attempt to control how people play killer is the only real problem.

  • @Atom7k said:

    Sounds offensive I know but in the last week there was not a single game where the killer would not tunnel hard and/or proxy camp from the start of the match. These killers (mostly) did not make good use of their killers power but tried to outweigh that by tunneling hard and camping.
    And I say babykiller even though Im no beginner (5 years in dbd) because these people actually do have hundreds if not more then a thousand hours in the game but play like it's their first week with the killer (while being p68 or smth).

    While some people may be able to pull something off out of this situation, most of the players are not on coms and therefor will not be able to resolve the situation easily.
    So basically you play like in a tournament against soloq casual players.

    2 things are the result from this:
    1. People don't want to play with you and if you start to face good teams they will stomp you and (rightfully) make fun of you.
    2. You will win a few matches but your mmr will increase to a level you don't belong to, so if you don't tunnel hard at 5 gens you will loose every single match.

    So this goes out to people who cannot play without tunneling at 5 gens:
    Go back to the drawing board. Your strategy will only carry you for a little while and then teams will eat you alive. Watch streamers or youtubers to develop an understanding for your killers power and especially develop game sense.
    If you need more then a minute for a chase and no gen has popped you are most likely not faceing a team. So stop playing like your life depends on it.
    In the end its a win win if you learn how to control your killer and are able to win matches that way, while survivors get a fair match. Trust me it feels a lot better to simply play better then your opponments being a very lethal killer then being an m1 brisket tunneling hard.

    Tunneling later in the game is a different topic not realted to this one.

    Maybe you should just get good…

    And not cling to shame tactics using old, salt-borne terms.

  • @BugReporterOnly said:

    Just saw a streamer go against a Wraith slugging right at the start of the match. It shouldn't matter if it isn't done often enough but killers like him need to have something that prevents them from doing that right at the start just to ruin people's fun.

    It's to counter gen rush.

    If you don't pressure the survivors hard at the start, then you can't get mad if gens fly.

    And no, there isn't time to gauge whether the group you've been matched with is smart or derping.

  • @YamamuraVideoRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854773#Comment_3854773

    You know, I have TRIED to do that, but it turns out, we get into the same problems I already mention.

    I break ghost face out of his stealth, he already has me marked 80% of the way. Then he just has to follow me around for like 15 more seconds and can instantly pop his instadown.

    Admittedly, I am not a great survivor player and rather suck at looping. But your response to cheap instadowns can't just be something like "just don't go down."

    With the way maps are designed, if you can't get to a pallet or window within 15 whole seconds, that's completely on you.

    Ghostface might be able to stalk to expose, but he still has to catch you with nothing but M1 chase in a safety-rich environment.

  • @Angerydoge said:

    This needs to be in the game. Slugging, while fair and acceptable in certain situations, is not in many others. I believe that unbreakable should be basekit, not the recovery speed but the picking yourself up part. I will go through various slugging situations and discuss potential counter play from the killer side.

    Last 2 survivors:

    Slugging for the 4k is a valid strategy, however there is literally nothing that the last survivor can do in that situation, their skill is irrelevant because unless they can run the killer until the other survivor bleeds out AND find hatch first, they're dead either way. In this situation if the killer want's to avoid unbreakable, they just hook the survivor and then it's a hatch race, where the last survivor can escape if they are skilled enough.

    4 Man slug:

    Basekit unbreakable removes the 4 man slug which is pretty much an absolute win.

    Snowballing (Slugging for power value):

    This is probably the biggest grey area, as with the current recovery speed it may not be possible to get 2 downs and hook the survivors. For this reason, making the recovery time longer may be a good idea.

    Sabotage:

    The killer can drop the survivor and go for some one else, the slugged survivor is still incapacitated and cannot work on gens.

    Slugging for the Mori:

    Slugging in this situation is valid, potentially make it so that hooked survivor in struggle state instantly dies when the other survivors remain to avoid slugging in this situation.

    SWF:

    Many killer mains probably think that basekit unbreakable is too strong because it will be abused by SWF. I really don't see the argument, most sweaty SWF already bring Unbreakable so they are already making use of it. And if you are really insistent on not buffing SWF, just disable it when its a 4 man SWF.

    From the survivor side, slugging is not fun, you are basically just waiting with nothing to do until you either get picked up by someone else or hooked.

    Another thing I would like to bring up is the "Bleed Out" button argument. This is a bad idea. This would just reinforce and exacerbate the issues that slugging already creates, this would make an unfun strategy part of the encouraged gameplay.

    Furthermore toxic metas like 4 man slugging really ruin the game as a survivor. Especially solo queue. This change shouldn't really change how the game is played. Killers who are skilled enough to get a 4k, don't need to slug extensively for it. They only slug when it makes sense, these changes largely don't effect this.

    "From the survivor side, slugging is not fun, you are basically just waiting with nothing to do until you either get picked up by someone else or hooked."

    Gens flying is equally unfun from the killer side, but the reason for insanely fast gen speed being possible is BECAUSE the killer can knock everybody down for the win.

    The killer being able to "slug" everybody is also the reason that pallets and windows connect so easily as well as the reason for the existence of "god-loops."

    Going for 12 individual hooks was a trend that was started by streamers and frankly, was only done in the name of building popularity and painting themselves as being "the cool kid."

  • @legiondoctor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810332#Comment_3810332

    I seen it alot. They go to a locker and is stop chasing and another survivor enters locke cause they know if i open a locker i would be punished for it.

    Yeah, if two people with flashbang jump into lockers right next to each other, there's nothing you can do but leave them, it's pretty stupid.

  • I feel like the only thing wrong with 'dissolution' is that it warns survivors when it's active.

  • Gens can be completed stupid-fast BECAUSE the killer can win by knocking everybody down and vise versa.

    'Gen Rushing' and 'Slugging' go hand in hand. If they "fix" slugging, then gen completion has to take a significant hit to compensate.

    Consistently playing for 12 individual hooks is only realistic with top-tier killers, especially with all the invincibility and advantages tied to hooking.

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