Anti051
Anti051
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@ThatRyanB said:
Thanks for providing this perspective on the Thrill of the Hunt change! We've been sharing feedback on this with the team and can confirm that we have plans to address this perk in an upcoming hotfix. Stay tuned for details!
Please be sure that hexes will still be viable.
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@bleep275 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3851248#Comment_3851248
I was running counterforce because of this new buff. Even with the cleanse speed bonus, it takes ages. To the point where if i see a hex totem i gen rush as fast and effectively as possible and only save when in devour hope no token range
Calm Spirit, Counterforce and Boon:Illumination assist with totem cleansing speed.
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@Vishlumbra said:
This post is emblematic of the broader forum discourse: perks or strategies that challenge survivors' accustomed playstyles are labeled "oppressive" or "unfun," often without evaluating the tools survivors already possess to counter these changes.
If anyone believes Hex builds are truly oppressive, I encourage them to consider the current state of the game's killers and their nerfed tools. Survivors must adapt strategies instead of demanding constant balance shifts. The strength of these builds lies not in their power but in survivors' unwillingness to address them logically and efficiently.
Most valuable response and fact of the matter ^
__________________________________________________________________________
Also,
Killers - Reread the effects of Thanatophobia.
Survivors - Better Than New, Leader, Object of Obsession, Resilience, Spine Chill, Counterforce and Boon:Illumination can assist with totem cleansing speed.
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@Valimure said:
You'd think survivor mains would be more excited about killers not running gen regression or aura reading perks.
Doesn't matter what killer it is, they can't defend every objective on the map at once. Just do the gens and leave the hexes if they're that much of a pain.
Or just run 'Small Game,' 'Counter Force' or any other means of anti-totem approach and cleanse dull totems to weaken Thrill if it's really that much of an issue.
All I've seen since the update are cries from angry scrubs who refuse to pickup their tools and adapt. 30+ matches deep running Thrill/Crowd Control and I haven't seen a single totem hunting perk or even a damn map.
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@CrypticGirl said:
People need to start asking themselves WHY the killer feels the need to do those strategies, and I will tell you right now that its not as simple as "they're just bad".
WHY do Killers need to tunnel? You're right, they don't do it because they're bad. They do it because they can. That's it.
- Killers are pressured to "tunnel" because they're under a strict time crunch.
- Killers are pressured to risk "slugging" to create more time and/or because hooking is more detrimental than beneficial to killers at this point.
This goes double for the weaker killer kits.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3845143#Comment_3845143
You can't use Finesse with Dead Hard. also this I win button only happens coz the servers are awful, on killer side the only issue I have with dead hard is the servers like LMAO WHAT JUST HAPPENED?? (they make the death noise when going down but are still up and teleport to where they actually are).
"DBD isn't supposed to be fun", people still lost with dead hard, it's no different than s tier killer powers and addons and chase and exhaustion perks which have endlessly piled up since dead hards change.
Soooooo keep your nonsense, you can literally test it on a ptb without causing an issue on live, try old dead hard with the invuln, bring it back, or give it more activation conditions, anything, you have nothing to lose testing it on PTB.If the fact of the matter registers as nonsense to you, then I'm not sure what to tell you.
What I am sure of is that we don't need to backtrack on progress made toward rebalancing broken perks just because a novice doesn't understand.
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Remove Kobes unless there's some associated perk.
If they really don't want to play that badly, they can just not fight the entity on second hook.
Also, create a reward system with rotating prizes that accepts tokens earned from consecutively exercising good sportsmanship and playing through, even if the match didn't go your way (both sides).
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Current DH is already a strong incentive to avoid hooking and just play murder-tag.
But here's why you can't have the old one back:
If a loop can be mind-gamed at all, an M1 killer must win the mind game to earn the distance necessary to attempt to hit the survivor at maximum lunge distance. Due to tile design, such a hit occurs fractions of a second before the survivor clears a vault (which has been buffed by default, not to mention finesse) or drops the pallet. Gaining back that extra distance from losing the mind game with the killer (as well as erasing your hitbox) turns DH into a literal I-Win button for looping (it still is with M1 killers since the invincibility covers you for the same distance in the loop as old DH, it's just "limited" now).
DbD isn't supposed to be some sort of Orlando Studios amusement park ride, it's supposed to be a game that you win or lose in a fair way according to it's asymmetric layout. As far as gameplay is concerned, pressing E to win is some lame-stank-cheese and I don't think we need to have another enormous wave of discourse over it.
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@SidneysBane1996 said:
Easy fix: you shouldn't be able to self-unhook unless you're running perks like Deli, Up the Ante, or Slippery Meat. Just make that fix, and now the issue solves itself.
This.
You can't completely stop the damage caused by low constitution pseudo-players who've adopted an "I give up" mindset, but you can mitigate it.
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Frankly, I'm not sure why they think forcing the chase music matters so much. An M1 killer is going to have to work their butt off to catch anybody (improved hearing or not) with the current one-size-fits-all way that maps are generated with loads of interconnected pallets/windows no matter which killer character is picked.
I remember when there were bugs that muted the chase music and it didn't make catching anybody any easier. Frankly, it felt more immersive and having the freedom to play your own music in the background without an audio clash was nice.
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Why?
So they have something to point to any time somebody tries to say the game is pay to win.
The game IS pay to win if you want to win with a killer you like, hence why a lot of the licensed killer characters suck until you apply perks from other licensed killers.
Is it lame? Yes.
Will they knock it off? Probably not.
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@IronKnight55 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3841251#Comment_3841251
From what I gathered from his post, he often experiences slugging in the main game (who doesn't?). Now, he has to deal with it in the limited 2v8 mode that's meant to be enjoyable. Can you blame him for feeling frustrated? Who enjoys being slugged, especially when it often occurs unnecessarily? I can tell you that I've played games where my teammates and I were getting slugged, but we still escaped. However, it still wasn't an enjoyable experience even though we won.
That's how it feels to play M1 killers, exhausting and unenjoyable even if you win.
Also, whether it's on a hook or on the ground, you're sitting out either way. Are you not?
What's truly confusing is that you get angry about having freedom of movement and more than 3 chances to play if you're "slugged."
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@iceeinchrg said:
Now you guys are doing it in 2v8 as well, and you wonder why your queue times are so long. No one wants to play with you just so we can sit around until you get a mori.
All I heard was "stop beating me!"
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@TheLonelyHarlequin said:
I totally agree with that. A fix to something like this should not be a perk being made basekit, it helps no one in the end. The simplest choice is to allow survivors to bleed out quicker. I only mentioned unbreakable as a option others have suggested in previous post.
In my honest option survivors don't need base kit unbreakable as slugging is a viable way for killers to win. It's the bleeding out for 4 minutes I am agasint. The moment all alive survivors are on the floor the game is officially over in my eyes. Why do survivors have to then endure 4 minutes of nothing to make the killer player feel superior. I'm not here for that, I'm here to play and have fun, not to allow some perv to get their rocks off
idk why people were so adamantly against the original final mori system.
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Play through or play another game.
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There should be some sort of 'get out while you still can' element. Hazing is dumb.
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There are perks that completely counter the aura hiding feature of 'Knockout,' pick them up and use them if KO really bothers you that much.
It feels weird when people tell killers to just take 'shattered hope' to counter infinite-cast boons, but that's just the way it is.
If something abnormal starts happening more frequently in your games, and you choose not to adapt, that's on you.
It's wrong for the devs to dismantle something just because you're too unintuitive to do something as basic as changing your build.
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@TheRealConsent said:
Is the survivor running? Chase only triggers when a survivor is running away from you.
Indeed they are. I'm a long time user of PWYF.
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@smurf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3833587#Comment_3833587
Don't most anti-tunnel perks deactivate after some amount of time being off hook?
I can see how WGLF or some similar perks might get abused by swfs if the heal rate is too high.
It's not uncommon for survivors to get unhooked and immediately seek out the killer to body block with OTR, DH as a backup and DS to follow. OTR has an 80 second timer and does not remove collision from the survivor to curb this type of misuse.
Someone with DS can be unhooked and healed while the killer chases, downs and hooks a completely different survivor, but if the DS timer is still active and the first survivor gets caught again, then the killer is punished by DS even though they didn't "tunnel."
It's bogus, it sucks and a lot of people who play killer are becoming quite tired of "playing nice" yet still eating a mouthful of garbage for it. It's like being told to not cross a line or you'll be tasered, then getting tasered anyway even though you obeyed.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3833659#Comment_3833659
Eh? What do you mean chase someone off a generator?
You're already in a chase in this scenario, right? How can the unhooked survivor be bodyblocking if there's nobody to bodyblock for?
The blocker will continue to body block with DH as a backup and DS to follow up after you remove collision from OTR, so not taking the bait would be to not chase either the blocker or their protection target anymore and go chase someone off a generator, right? Then you're back to chasing one healthy survivor while the others take their place at the generator.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3833642#Comment_3833642
The bait is chasing that survivor. You hit them once to remove collision and then you continue the chase you were already in.
Protection hits aren't nothing, but they don't give that much distance, and chances are the survivor wants you to actually play into their full suite of perks so they'll keep following you in the hopes you'll start chasing them. Just refuse to take that bait and you're totally fine.
Also, hard disagree on being forced to hunt for a slug being healthy, it really isn't. Coming off generators to pick someone up could be considered healthy slowdown, but not when it comes with hunting around blindly for a slug you have no idea where to look for. Knock Out, specifically, makes this situation unhealthy where it wouldn't be otherwise.
Alright so you don't take that chase and instead chase one off a generator, then the others take their place at the generator and continue repair while you're back in the same scenario of chasing one healthy survivor, and the plan is to repeat the OTR intervention process until the gens are complete.
Protection hits will give you enough distance to get a pallet or window.
You can disagree, but that's where perks like Bond and Empathy come into play, letting you know exactly where to go or making it a lot easier to find people. And if knockout is being used more frequently, then why not just equip a perk that scrubs the problem aspect of having no clue where to look?
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@ShanoaLegendaryPlz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3833632#Comment_3833632
Then tell me why the hooks exist at all if they are not meant to be used?
I didn't say they're not meant to be used, I said they don't have to be.
It's generally best to put everybody on hooks when they're all down and have lost the game.
@ShanoaLegendaryPlz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3833632#Comment_3833632
And u also seemed to miss the fine print in your manual that says carry survivors to hooks for the entity to consume.
It's not MY manual, it's THE manual and you seem to have missed the ultimate goal highlighted in red for your convenience.
Like it or not, the killer role is about preventing escape, not getting hooks.
Have a nice day ✌️
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3833624#Comment_3833624
Right, so you've got two survivors occupied by default, then a third occupied to finish a pickup and do a heal.
Compared to the alternative, which is that all three survivors are just doing generators from the start.
All the killer has to do is not take the bait and the survivors are absolutely throwing, they're just doing generators slower for no real benefit because they're not even denying hooks.
Worth mentioning none of this is relevant to Knock Out, btw, that perk is unhealthy either way.
What do you mean take the bait? You're being blocked by someone with OTR/DH/DS which is preventing the next hook.
As for the relevance check, examples like what I've illustrated are the reason more killers are switching to a knockdown playstyle.
Also worth mentioning that being forced off a gen by knockout to find a teammate isn't unhealthy, it's a form of slowdown that's just unliked for redirecting agency. Endurance from certain perks, on the other hand, is pretty unhealthy because it allows you to play badly, free of consequence.
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@ShanoaLegendaryPlz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3833611#Comment_3833611
Thats like saying an online shooter's tutorial litteraly tells you to spam grenades into the enemy spawn because thats how the game should be played lol your avoiding the issue of how the game is played
I'm not avoiding anything, you on the other hand are attempting to argue with the real instructions of the game manual.
The fact that a player gets 3 phases on hook does not mean the killer needs to hook them 3 separate times or at all.
In Counter-Strike, just because most people have a shootout until the opposing force is dead, it doesn't mean you shouldn't try to plant the bomb.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3833608#Comment_3833608
I guess if that happens to you a lot, I can see the frustration. I can confidently say it's never happened to me and the only time anyone tries to abuse anti-tunnel is when I'm already near the hook, though.
It is worth mentioning that the survivors are throwing here, though. You do have something to show for it- you have two survivors occupied, then a third occupied to pick up the person who tried to bodyblock if they force a down. I get that doesn't change it being annoying, but it does warrant saying.
The third is only occupied for the pickup, then straight back to the generator if it isn't already completed during the extra time created by the OTR intervention, in which case they fully heal the downed blocker and proceed to repair another generator. I definitely wouldn't call it a throw. The same process of intervention with OTR and DH can be repeated in cyclic fashion unless the killer does not play for hooks.
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@ShanoaLegendaryPlz said:
Tis a good idea, keeps the original purpous and gets rid of the exploit. But what hes saying in the previous comment makes it seem like killers believe the goal is to kill all survivors, not get as many hooks as possible. Which the only way i can see clearing that mindset is to make killers get next to nothing for kills with 1 hook and bleedouts. Maybe a points multiplier for each time youve hooked someone.
It's not a belief or a mindset, the killer is literally instructed to do anything in their power to stop the survivors.
Reference Photo: In-Game Manual
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3833500#Comment_3833500
That's my point, though, you only have to deal with that kind of thing in the very specific scenario of survivors insta-saving so that the hooked teammate can bodyblock. Otherwise, to be at risk of hitting into OTR or DS, the survivor has to not touch a generator for up to a minute while you're off doing something else.
Does that really happen that often? Occasionally I have to ignore a survivor trying to bodyblock, but it's hardly that common.
It isn't just insta-saving, they will seek you out immediately after unhook with plenty of time to get value out of OTR and DH right after. If you wait out the DH, they just DS. If you leave them knocked down, they just get picked up in short order. You continue after the person they blocked for and have nothing to show for it while 2 other survivors were repairing the whole time.
A complete abuse of things that are meant to combat "tunneling."
Why would a killer player choose to open up the opportunity for something so bogus and frustrating by hooking, when they could avoid such poorly implemented perks by playing for knockdowns instead?
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Not playing for hooks has nothing to do with finisher mori.
Knockdown playstyles have everything to do with off-the-hook perks and how horrible it is to play against "anti-tunnel" perks that can punish you even if you don't tunnel.
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I've made a list after 10k hours of mostly playing Ghostface.
- After 4 marked downs, gain 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 went 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 and hooked survivors to 3 seconds)
- New Chewed Pen: Marked targets become blind for the duration of the mark.
- New Lasting Cologne: Survivors injured while Night Shroud is active suffer 10% repair, healing and sabotage penalty for 45 seconds.
- New 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.
- New Cinch Straps: Night Shroud remains active after successful 'Silent Stab' scoring events. (Putting survivors into the dying state ends Night Shroud)
- New Victim's Detailed Routine: In addition to it's current effect, aura of marked target is shown for 5 seconds.
- New Nightvision Monocular: In addition to it's current effect, aura of the revealing survivor is shown for 5 seconds.
- New Telephoto Lens: In addition to it's current effect, stalking has no range limit.
- While Night Shroud is active, if a survivor is 'stalkable,' provide an animation around their portrait that indicates they are 'stalkable' (unintended marking can be extremely detrimental).
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There was a pretty massive and fierce discourse on Dead Hard before arriving at what it is today.
A hit not counting is huge, you have to understand that endurance is one of the most powerful and annoying features in the game and there's already too much of it.
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You can get a better connection if you use a vpn server close to the closest physical game server.
Example: If I'm in Arizona, I can get a better connection to the west coast DbD server by VPN'ing to San Francisco or Seattle. It does depend on the VPN you're using and the traffic on the route your connection is taking.
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Had 6 hacker games during stream the other day.
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If hooking were made to be less punishing/time-consuming, it would be more attractive than "slugging" for the effects of the hook perks. But currently, off-the-hook perks are too effective at cheesing their intended function on killers who are actively NOT trying to "tunnel."
Knockout doesn't need a rework, off-the-hook perks do.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832834#Comment_3832834
Do you actually have to put up with Endurance if you hook, though?
If we're reasonable and assume the killer isn't tunnelling, that means we're necessarily narrowing the situation down by two separate, noteworthy steps;
- The survivor is actually trying to get in the killer's face with said Endurance, AND,
- The survivors were bombing the hook to insta-save, since you're still by the hook to even be in range of someone trying to bodyblock you.
I certainly get that those situations are annoying, but are they really so common that you'd forgo a major component of core gameplay and give up on all the benefits that come with it to avoid them?
Yes you do have to put up with many players using 'Off The Record' to body block for a teammate, backed up by 'Dead Hard,' and if they still go down then 'Decisive Strike' gives them a free escape that they honestly didn't deserve. Even if you catch and hook a completely different survivor, 'Decisive Strike' from a previously hooked survivor will still punish you even though you didn't tunnel, completely screwing you out of tons of time that you don't have.
When stuff like that starts to happen regularly, hooking becomes about as attractive as a screen door on a space station.
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If 2 are dead with the third on hook in 2nd phase, the killer should not have to wait until the third is sacrificed to mori the last one.
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There is no slugging problem, there's a patience problem.
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@Caiman said:
Shouldn't hook next to the gate.
Don't always have the option.
@adam1233467 said:
Well, the end games will be boring if this happens
The killer will hook someone, and nobody will try to save anymore, making the end game boring
And being guarded by invincibility out of the gate isn't boring or unfair?
2 dive the hook, 1 soaks the first hit and runs while the other unhooks during hit recovery, all escape without any actual challenge and BM at the gate as though they did something difficult….because otherwise it would be "boring?"
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832324#Comment_3832324
the funny thing is all these killers saying the hooks are bad tm, when pain res is the most used perk in the game LMAO
they love lying. Hooking is fine, slugging is not.Hooking means you'll have to put up with a lot more endurance and nothing is more frustrating for a killer than an invincible survivor.
As a 10k hour killer player and Ghostface specialist, I'd rather lose to good teamwork than lose because my hit didn't count, and if that can't be understood then idk what to tell the folks complaining.
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@Beano744 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828050#Comment_3828050
Slugging to an extent is fine. I get that. But STRICTLY slugging is the problem. Like no hooking. And Knock Out promotes that.
It should be pretty obvious why hooking isn't an attractive option to a seasoned killer player.
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@iloveandhatethisgame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831927#Comment_3831927
Um no? I have more screen shots from that game we were all slugged multiple times throughout that match with knockout and I was solo que idk about the rest but with no communication we couldn’t pick up quick.
https://us.v-cdn.net/6030815/uploads/KL2BTPMXQMRN/img-8627.jpeg
https://us.v-cdn.net/6030815/uploads/MCHMMPEFD3QR/img-8628.jpeg
”this proved me right”
Keep telling yourself that
Not picking up quickly is the entire point of knockout, it's a different kind of slowdown perk. You can't forget that generators can be blown through not even 5 minutes from game start if the survivors are on point and It can take a lot of time to catch somebody and get them on a hook (If you get them on a hook at all), so knockdowns are a more risky, but viable alternative when playing weaker killer kits.
You're getting more chances at playing from being knocked down than getting hooked unless your team critically fails.
Also, whether you're caught and hooked or "slugged" you have to sit out in either case. 'Unbreakable' and 'Bond' exist too, so I'm not sure what the perceived problem really is.
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- The killer is supposed to do this according to the in-game manual.
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@dwight444 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809539#Comment_3809539
when you say tough play, you mean when you go after the guy who just got unhooked and is easy prey because he has 1 health state? Then you get mad because he has a perk meant to mitigate a killer who tries to capitalize on this? ironic, no?
More like the guy who gets unhooked, healed and still has active endurance from OTR and also has DH.
Guy purposely runs into my face and starts another chase knowing he has nothing to worry about.
If I stalk to expose during chase as Ghostface and manage to get the hit (tough play), it's suddenly turned into a regular hit (which is BS, I worked for that and it wasn't easy), followed up with DH at pallet at the tip of a coup lunge (which is icing on the BS cake in a lose/lose situation for me).
Not all killer kits have the ability to reliably rotate hooks in the small amount of time that gens are completed, especially if all sorts of hits aren't counting in order to safeguard survivors feelings.
Is it logical, fair or cool in the slightest to get mad that killers are adapting and playing around invincibility perks, and demand that the devs basically funnel killers into a wall of 'endurance' so that you can easily beat anything except S-tier killer kits?
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Isn't it obvious?
A lot of killer players are getting fed up with hook-activated god mode perks.
Reality check - It was only a matter of time before people got tired of getting BS'd and started playing around such a dumb, hand-holding mechanic like 'endurance.' If you think for 2 seconds that successfully performing a tough play and having it not count is fun for the killer, you have a screw loose in your head.
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Endurance perks screw him so hard that he's better off playing for knockdowns instead of hooks.
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@PreorderBonus said:
So many Survivors just queue up to give up the second they can’t loop the killer for 5 gens and farm clips. It doesn’t even matter if the match is going in their favor, if things don’t go exactly how they want, they just throw in the towel and move on. So many games get thrown because one person decides they don’t want to play anymore.
And the devs are doing nothing about it. No DC penalties, no removal of the give-up mechanic, nothing. Meanwhile, the community’s response is always “Killer is OP!!” Well yeah, of course the killer seems OP when you’re constantly down a teammate every other game.
What’s even worse is how many people actually defend this attitude. If you even suggest that players like this should be penalized, you’ll get swarmed with people saying things like, “You can’t expect me to want to play against [insert killer they hate].” Like, if you’re not gonna try no matter how the game goes, why are you even playing? DBD would be better off without you.
Players who give up shouldn’t be able to queue until their match is over, and if they keep doing it, their penalty should go up. There’s no reason Survivors should be able to cherry-pick games, screwing over four other players until they find a match they can stomp.
Yeah, this sort of thing has gotten a little out of hand. You shouldn't press the ready button unless you're actually ready for whatever might be coming your way.
- Kobe attempts need to go (primary use of the mechanic is pretty clear by now).
- Incentives for not DCing need to be a thing.
- DC penalty should be a little more steep.
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Chase not starting happens intermittently when using play with your food in my experience. Definitely not great.
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Would definitely be a welcomed change. The gates should be more of a contest without needing to bring gate perks.
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@ShanoaLegendaryPlz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805971#Comment_3805971
a perk that hides the person you slugged so people cant come for saves like it used to be for. Currently ita only used to slug the entire team until they cant do anything and then just hook everyone once or just leave em all the bleed. This change makes it so it goes back to jist effecting 1 person so it cant be abused to hide everyone from everyone while trying to 4 slug
There's already plenty that counteracts knockout. Pickup your tools and use them.
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@ShanoaLegendaryPlz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805946#Comment_3805946
Yea until the killer is purposly running around slugging with knockout then ur just running to pick people up all round - at 5 gens. Not just a you issue in that case
Yes it is. Run anti-knockdown perks.
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Deactivate on protection hit - Can't do that, too much opportunity to kill the point of the perk.
Deactivate on entering locker - Should do that, the idea is 'anti-tunnel,' not 'allowed to be stupid.'
