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Aquamarine

Aquamarine

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Aquamarine
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  • The matchmaking is horrible. There are usually at least one red rank survivor, but I just went against 4 red ranks in the same match. While being rank 10 myself. Needless to say, they did the gens and left.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2093315#Comment_2093315

    There are many reasons why "tunnelling" may not be tunnelling.

    It's entirely possible to re-encounter the same survivor, even though you've gone out of your way to find a different one, purely due to the mistakes of that survivor. What are you supposed to do? Keep ignoring them?

    I mean, I typically do in those scenarios, but the killer shouldn't be expected to give that kind of leeway.

    That's true. If the same survivor is unfortunate enough to run into killer again and again, it's not tunneling to hook them. But It sounds like OP meant tunneling on purpose.

  • There are many reasons not to run DS. Laggy internet connection or otherwise can't hit the skillcheck, you don't have Laurie or haven't leveled her up yet.

    Yes, it's tunneling. Tunnel if you want but don't say it's not tunneling.

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2093129#Comment_2093129

    Well actually i am surprised why Inner Strength is not meta. Because it is really good and strong perk.

    Perk is rewarding you because you doing one of the survivor goals. Yes clean totem is one of the survivor goals. So that perk gives you easy heal for that. And plus blood points.

    Sometimes is actually faster to just selfcare than search a totem. Especially if other people run Inner Strength too. Also, there are not enough maps for every game, so you can't rely on items.

    I have just 2 problems with NOED

    1. Survivors don't have a totem counter. It's easier to cleanse them in soloq if you know how many there are left.
    2. It artificially inflates kill rates. If survivors are killed on their first hooks during EGC, the killer didn't perform well but kill rates suggest otherwise.

    Other than that, I don't mind Noed.

  • Many of you have suggested Corrupt and slugging. Time to level up Plague, get Corrupt and Infectious Fright and start a slug party. And meanwhile, I'll just go practise to end chases faster and don't give f about getting hooks or kills. Bad matches are free practice afterall, even though they are really discouraging sometimes.

    @OmegaXII said:

    Don't handicap yourself with playing "fair". This game is not designed for it at all.

    Slug, tunnel, camp, whatever that makes you win the game. Don't even show mercy because if you do, survivors can come back really quickly.

    Yep, harsh reality. I tend to play in a way that I consider nice and have been able to do it at low ranks when going against potatoes (probably because I have a lot of survivor hours which somewhat help playing Killer). There are fewer and fewer potatoes, especially when matchmaking just doesn't work. It's a bad design flaw in this game.

    @whispersenthusiast said:

    Not sure if we're allowed to name names but there's a popular streamer I watch who taught me a lot about killer and how to apply pressure. There are a lot of things you can and should be doing obviously, but what really helped me the most is this:

    "If I don't get anything from this survivor in 15 seconds, I'm leaving."

    Meaning if he doesn't get a hit on the survivor (which applies pressure by forcing the survivor to heal or forcing them to be one shot and likely play more passively) or if the survivor doesn't drop a pallet (which applies pressure by making the map weaker for the survivors and giving you easier chases later on) in 15 seconds, it's not a chase worth pursuing.

    Once I started doing this in my games, I feel like I have a lot more pressure overall and I don't get too tunnel visioned on one chase. From playing survivor, I know that the easiest games are when the killer is on one side of the map with the same one or two survivors and never check the gens. The hardest games are when I keep getting progress on gens that get halted by the killer either showing up or him having so much pressure on the other survivors that I have to get off it.

    (This is also why slugging is very effective and it's mainly why survivors hate it, because it disrupts their gameplay.)

    But yeah, limiting my chases against a single survivor has been very helpful. I chip away at their resources while keeping pressure on mine.

    I've heard about 15s-guideline and that's what I usually do. Most of the time I'll get either a hit or pallet during that time. But after that...they run into a safe loop, throw more pallets and don't go down easily, then a gen pops. Rinse and repeat, and another gen pops. There clearly isn't time for that.

  • @ethan99 said:

    I seriously want Sluzzy to live stream.

    That would be worth watching. "Oh my god, there's a KILLER in this game?! How I'm I supposed to fix these generators when someone tries to kill me"

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/241091/killer-mains-how-do-you-just-pressure-gens

    I'd like to tell you there is a secret move or a magic bullet. There isn't. The advice I'm going to give you is all correct in theory, but application of these tactics will still take you a lot of time and practice. Good pressure keys in on a lot of things. I like to be and honest and up front as I can. These things will help you, but it is going to take time to integrate them into your playstyle, and evolve the instincts you need to do them in the first place.

    1. Triage your map. This means you should immediately look out across the map and decide what Generators are not worth fighting for at all. As you become more familiar with the maps (which takes time) this becomes easier and easier. There are some Generators that appear inside areas and loops that are just too friendly to the Survivors. Consider that Generator that always appears upstairs in the "Ugly Room" of the Hawkins map. This is the room where the Upside Down is spilling over into the real world. It takes forever to get there, you have to go all the way in, up the stairs and then back around to get to the Survivors. They on the other hand have multiple holes to drop down on, a whole side to drop down on and go back up the stairs, and even a crazy little catwalk in the corner. Time spent in this room is largely a waste. Likewise, any Generator spawning next to the Pig Head Tree and the little Stone Wall is like swimming upstream when you face someone with even the basics of Looping down. There are strong points and weak points for Survivors all over the map, just as there are those for Killers. Once you know your maps, it only takes a moment or two to identify those areas which provide the most dead zones and advantage to you.
    2. Corrupt Intervention is your friend. Why not start the first two minutes of the match only having to defend four Generators? It gives you time to get a feel for the Survivors and a lot more time to do that Triage I spoke about above. It takes time to do Triage fast, but with Corrupt Intervention you have time to think until you have internalized the instinct. Sometimes you even get a bonus. Sometimes the three furthest away Generators are also the closest together. This means you can instantly see the best 3-Gen at the start of the game and you don't have to defend it yet. You can get your early hits and hooks in, and then if you feel you have to, shift to that side of the map and defend those hardcore and lock up the game. It is a dirty trick, and those three furthest aren't always the closest together, but at least a third of the time, they are in fact a great 3-Gen.
    3. Eat those pallets and take those early stuns. Lots of Killers are adverse to getting hit, so much so that they respect the pallet and it doesn't get thrown. Remember that Triage above (it all goes back to that)? I said you want to identify your strong points early (dead zones which favor the Killer) and in the early game you want to NOT respect the pallet in those areas so they drop them. So you get a brief stun, so what? The key thing is you have made that strong point into a fortress now and defending the Generators in it just got a whole lot easier as the game goes on. Take your lumps early to ensure they take their hooks later.
    4. Learn to Herd. Herding is another tactic, not unlike Camping, Tunneling, Slugging, etc. It just isn't very well known. Herding is the practice of chasing in such a way as to pick up more than one (as many as you can) Survivors in a chase as possible. In fact, you often aren't really chasing, only giving the appearance of it. You listen for those Generators being repaired, you keep an eye out for other Survivors as you chase, and then swing wide to bring them into the same motion. The more Survivors that are running, the fewer there are working Generators. Also, if you scoop up 2+ Survivors in a chase the chances are that they will get in each other's way allowing hits or downs, and/or when they do break into different directions, you get an option to cut the distance and go for an easier target than the one just pushing M1 and going in a straight line. Herding also allows you to nudge them toward the 3-Gen you want. If you just start chases (even those you know you don't intend to close) and keep running them off from certain areas, Survivors always gravitate to the Generators of least resistance, i.e. working on those you have written off anyway.
    5. Keep track of where everyone is located, or likely located. This skill only comes with time, countless hours spent playing the game. You get a feel for where Survivors are and you take note of when you see Crows in the distance, or you see one land as you move into an area. There are always clues that can tell you where people are even when they are being pretty sneaky. If you run up on a Generator that was at zero last time you checked it (not that long ago) and now it is almost done, it should tell you something. Even if you only see one Survivor running away, there is another there somewhere hiding and waiting for you to chase off so they can finish the job. Does this mean you have to have a good sense of time, check Generators are regular routes and do the math in your head roughly? Yes. Does this mean you have to pay attention to crows, even the ones you can barely see? Yes. You also have to take note of the Generators that are going up and in what pattern. Are your Survivors clumping together or are they spreading to the four winds?
    6. You have to study your Survivor reactions early. Are they altruistic or are they going to milk every hook for maximum Generator time? Altruistic types can be disrupted simply by hooking someone, and make sure you hook them in a backwater, some deep corner where there are no Generators or the Generator there is already done (if you can). This takes two Survivors off Generators (or more) for the longest time possible. Also, the further someone has to travel, the greater the chance they will run into you while you are leaving that backwater. Dead corners can be better than the Basement. Also, if you are so lucky as to hook two Survivors at the same time, hook them near each other if possible and in this case near a Generator or two you are defending. Then you can defend those Generators and camp at the same time. You will be pulling at least one and perhaps both the other Survivors in this case for the rescue and have killed three birds with one stone.

    I'm going to stop there, because I've given you enough to think about and practice. There is more, a LOT more. These are just the things I think you will have the most power over early. Different Killers, of course, have options to Proxy Camp, Insta-Down, and various Regression Perks help with generator pressure too. I'm making the assumption you already know about those.

    Wow, that's a lot, thank you. Yeah, nothing can replace practice. In theory, I should somewhat know how the game works (red rank survivor) but playing killer is much more...hectic. And easily discouraging.

    @WishIcouldmain said:

    Which killer and build are you using?

    Pyramid Head with Ruin, Trails of Torment, Nurse's Calling and BBQ. Not an ideal build maybe, but I don't have many perks for him yet.

  • @glitchboi said:

    What killer(s) are you playing?

    I played as the Legion until rank 10 and did okay with them. Now I'm playing Pyramid Head and it's defeat after defeat.

  • Agreed. In one game, Pyramid Head trapped me inside his Rites of Judgement and watched me running around like a headless chicken. He could have killed me already, so I decided to play around a little bit and acted like I couldn't leave this enclosure. I started to work on dull totem next to me, and he left me. He returned soon after and killed me.

    Fun times.

  • killers.png

    S: My main killers. Nice to meet you.

    A: Allways fun games

    B: No strong opinions really

    C: I prefer not.

    D: No. Kill me already.

  • One of my first killer matches. One survivor said he'll report me for being so bad :'D

  • @TruEternity said:

    https://forum.deadbydaylight.com/en/discussion/comment/2088345#Comment_2088345

    Nope, pushing a button in a game isn’t toxic, even when abusing a glitch. Just because you get butthurt a survivor does squats in your face doesn’t make it toxic.

    Do you think giving someone the middle finger is toxic behavior? Why is it or why not?

  • As said, facecampers play for kills and they somehow think that they are good players after getting 2k with 2 hooks.

    If devs really wanted to solve this, they would make hooks work like Pyramid Head cages. If PH stays too close, the cage moves away and the killer doesn't know where. But they don't. They on purpose allow this strategy that ruins the fun for other players.

    It's weird how so many people just tell to slam gens as a solution. The game doesn't reward the hooked person for doing so. Why would he hang in there so that other players get points? The hooked player keeps the killer occipied for 2 minutes, which is huge. And gets nothing out of it.

  • Quite a few times. There are a lot of killers that tunnel right off the hook.

  • Sprint Burst, Iron Will most of the time. And then either DS + Fixated or Tenacity + Unbreakable

  • @Skaty said:

    https://forum.deadbydaylight.com/en/discussion/comment/2086277#Comment_2086277

    Oh that’s possible? How do it do it sorry I’m being really dumb now?

    There is a button on the right side of the text box.

  • Killers that are both strong and easy to play are Spirit and Freddy. You will get insulted if you play them, but then again, you'll get insults in the end game chat anyways. I recommend that you just turn it off. Out of free characters...maybe Huntress or Hillbilly. But don't choose just a strong or "good for beginner"-killer, choose one you like playing. Watch some streamers playing killers, that usually helps to decide.

    It's important to learn the maps, but you can do it as survivor as well. I recommend that whichever killer you choose, get some bloodpoints as survivor first and at least open all 4 perk slots for the killer. Makes life easier.

  • @BioX said:

    imagine it does not, 99'd laceration, killer moves on, gets everyone to 99 and then he goes on a murder spree.

    If laceration meter could be reseted by normal healing, that wouldn't be a problem. But it goes down on it's own, during a chase.

  • The biggest reason is survivor players (and I say this as a red rank survivor main). I'm a new rank 10 killer and get purples and reds as my opponents all the time. It's not uncommon to get totally crushed by them and way too common that they are jerks about their win. Refuse to leave the trial and start making noise at the gates if I don't show up to watch their tbagging. Those people are simply not fun to play with.

    Killer is not easy, but getting to green ranks as killer is way too easy. I've ranked up from horrible matches, and then the game thinks I'm good and ready to face high rank survivors, which is not the case.

    As a survivor, there's time to chill a little bit. As a killer, no way.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2079162#Comment_2079162

    Ok, two self-healing survivors does equal the same amount of time. But how often do you see two survivors healing themselves at one moment with Self-Care? A much more common scenario is a healthy survivor healing an injured one. And it’s way better to have someone completely healed in 16 seconds, compared to having one or two injured survivors potentially go down in a 32-second self-healing window. It’s half a hook state and almost half and a generator completion. It’s so dull to watch.

    Who cares if it’s an infinite self-heal, if it takes an absurd amount of time to complete each instance? But mathematically, you are correct.

    "Who cares if it’s an infinite self-heal"

    Killers care about it. It's important to push people off the gens or survivors would just complete them asap and leave. You are suggesting that survivors should be able to regain a healt state faster than killers can injure survivors in many cases, while other keep on doing gens. That means zero map pressure. Do you play killer?

    Healing is supposed to be somewhat difficult. Bring a medkit, find another survivor, take a risk playing injured or take a different kind of risk by selfcaring.

  • It's very rare, but yes. 4 times a survivor has given me a free kill at the end of the game. I do it sometimes. If the killer clearly had a bad game, played nicely, and I don't have any particular reason to escape, I find them and let them kill me.

    More often though...survivors start making noise at the exit gates because I don't show up to watch their dancing and they refuse to leave until the last second.

  • That would be broken as hell. Being able to heal yourself without an item is very powerful, so the downside (slow speed) is needed.

    Self Care is not too bad the way it is. Sometimes it's even the most convenient way (can't play injured, you have no idea where your team mates are and searching them would lose more time than selfcaring)

  • Funny because I just found a skeleton key and jumped off the hook in the same match.

  • This game seriously needs a totem counter and survivors should have exposed status immediately after completing the last gen. Then they would know to get out and not save team mates anymore, at least not without finding the totem first.

    Noed is not that fun for killers either but needed for weak killers. Gen speed in this game is insane, and Noed is just a band-aid for the core problem: killers who get genrushed all the time start to use it

  • @Nicotinhaltig said:

    https://forum.deadbydaylight.com/en/discussion/comment/2068308#Comment_2068308

    A situation I just had: Was hooked beside a generator that was regressing. My teammate rescues me. The killer is really close, but I go ahead and tap the generator before immediately running away. The killer (obviously tunneling) catches me 5 seconds later, but DS is gone because I touched the generator for like 1 second. I do think DS needed some kind of rework. But the current state its in is just kinda frustrating.

    Don't do that. You shouldn't have a safe gen-tapping before running away (and also, it takes more time to kick a gen than save it by tapping. Gen-tapping shouldn't be a thing). It was a risk you were willing to take and it backfired. If you just left, your DS would have been active.

    I say that as a heavy DS user. The perk should counter tunneling better than it currently does, but it shouldn't do anything else than help you to run to safety.

  • Also:

    • If you haven't been hooked all game and your team mate is on death hook, please take some agro for them. DON'T HIDE when they are being chased. I have died so many times when stealth players refuse to help.
  • DS is as good against tunneling as it was before, not great in other words. Killer can eat DS and tunnel you down again (just happened in one game). Changes were needed definitely, but I can't believe they didn't even make DS to hide scratch marks.

  • I think Freddy should also be able to fly. And maybe time-travel too.

  • Definitely not too strong. I'm not sure if it's even strong enough to be a hex perk. Like...there's bamboozle. Can't be destroyed and also gives faster vaults to killer.

    Recently, I have encountered many survivors that like to throw pallets like they were infinite resource. Wait behind them to stun me and drop them against Feral Frenzy. And yet, there have been pallets left at the endgame to save them. There are many problems in this game, but too few pallets is not one of them.

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/2049500#Comment_2049500

    Maybe you haven't seen how well it can be used for distance idk? I run into the perk frequently and yes, many survivors don't actually use it well and just aren't the best with it. But there are also quite a few who do. We are just having different experiences it seems, but there are definitely survivors who use the perk very well.

    Ok, maybe perks shouldn't require skill, but a reasonable activation condition on both sides especially if it is a perk with a powerful effect. For example, pop can be used for 45 seconds after the killer hooks a survivor, surge requires an m1 to down a survivor while near gens. Same thing for other survivor perks, BT works if you are saving someone while in the killer's terror radius, DS works (not for long though) for a minute after being unhooked. Dead hard on the other hand...

    To me and many other people, dead hard is a very frustratingly annoying perk because it requires no special activation condition other than being injured. Lithe needs a window, smash hit (coming soon) will require a pallet, adrenaline requires all gens to be done, head on needs a locker to activate, and SB isn't always used to get distance on the killer.

    About SB btw, people say that it's also used to get more distance on the killer than dead hard, but the thing is it is not always used for that. If you are using sprint burst effectively, that means you use it all the time to switch off of gens, run over to rescue teammates, and possibly get distance from the killer. It is used to shorten your travel time to objectives and can sometimes be used to evade the killer. If you are using the perk well, you should be exhausted for a good chunk of the match you are in.

    Dead hard as I said above only requires you to be injured to be able to use it. It also only requires the push of a button, the E key or whatever button on console. It makes me feel cheated to make a great mindgame only for the survivor to press a button and make it away.

    I have seen very good use of DH occasionally, but a lot of times the perk doesn't do much. All exhaustion perks extend the chases but the most annoying thing about DH is probably that you have to commit to chase for a while and get one hit before finding out they run DH. While you notice immediately they have SB and can decide not to chase this time.

    To be honest, if the uses of DH were limited to once per hook state/ healt state, many players wouldn't even notice the difference and kept on deadharding into wall. But it would limit the value god loopers would get out of it. Maybe rework wouldn't be that bad afterall.

  • @AhoyWolf said:

    Who was ever outraged about looping? Probably the first time I'm hearing this tbh.

    I've heard about people complaining about looping occasionally, but it's not that common. I wonder what are survivors supposed to do if they aren't allowed to run away.

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2053513#Comment_2053513

    To divert the attention of the killer, try to make the killer to commit to a chase.

    If you as a killer can't handle these situations it is your fault, but it is not toxic.

    ...okay? You know, if you try to divert the attention of the killer by annoying the player behind it on purpose, that's kind of the definition of toxic behavior. Be toxic if you want, but don't try to sugarcoat it.

    I can get the attention of the killer easily without bm. Choosing to do it in a way that community considers bad behavior is...well, bad behavior, which is toxic.


    "The word's lost all meaning at this point, it's just people calling the most pathetic things toxic because they can't handle someone pressing the crouch button at them in a videogame."

    That is really flawed logic. Simple actions get a specific meaning in every community, and you can't hide behind the action itself. Like, if you give someone the middle finger, you are basically saying "######### you". It's not suddenly not toxic if you tell you just raised one finger, big deal. Just basic social norms, it's not that difficult.

  • Lol, okay. Tbagging and flashlight clicking is definitely toxic. What is their purpose? Annoy to killer?

  • @AsherFrost said:

    Maybe they were just trying to say goodbye and thanks? Did you check to see if they were using morse code?

    Seriously though, it's just another thing kids (and immature adults) do, why even care?

    Just out of curiosity. I know why they do it at gates, it's just what toxic people do when they win. Finding hatch has never felt much of a win for me. It has practically spawned under me when I was slugged. A nice consolation prize, but nothing to be that proud of. Some survivors disagree I guess :D

  • The problem is, if the killer returns to the hook/ is facecamping, the two survivors would automaticly be within the protection hit range with no time to get away. That would pretty much destroy the whole perk.

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/2046237#Comment_2046237

    The amount of value anyone can potentially get out of this one perk that can be used multiple times and stack on four survivors with no skill required to use it is far too much.

    I'm seriously confused where all this DH hate comes from. I don't think it's significantly better than other exhaustion perks. Of course you can more freely choose when to use it, but its duration is a lot shorter and it works only when injured.

    Saying it requires no skill is just not true (not that perks should require skill). It's safe to say that I have no skill with DH. I can't even remember when was the last time it actually helped me any longer than for about 3 seconds. That's why I rarely use it, I can't get much value out of it. If it didn't require any skill, it should have saved me most of the time.

    When I play killer, most of the time Dead Hard can't save other survivors either. Usually there are no windows/pallets nearby so their DH in the open doesn't do much.

    I watch a lot of red rank killer streams and yes, I see tons of DH in those videos. Funny thing is that majority of those DHs doesn't even help, streamers still complain how annoying DH is, and yet they 4k most of the time. Just where are those players who can prolong the chase 60 just by bringing a perk.

  • Again. Perks are supposed to help the user and give advantage, they DONT NEED counterplay. Let survivors keep their strong perks, you have your own.

  • Wiggling free should be rare. Like, only in those cases when the killer tries to get you too far on purpose, or your team mates manage to save you. It also sucks if you play the killer, take your time to down a survivor and LOSE THEM because all the hooks are too far.

  • If you are chasing people off the hook, you deserve your stun. The new DS will stay active only if the killer is tunneling.

  • It would be more fun if the hatch spawned always BUT if the survivor didn't "earn" it (hiding all game, farming people off hook and so on), the hatch would kill the survivor if they jumped in.

  • If it ruins the game for one side, of course players are salty about it. Those tactics are both effective and unfun, which is a clear design flaw in this game. Devs should care about it more.

    "Easiest way of countering a tunneling Killer is to just do Gens, a Killer can't pressure every survivor at once unless you give him that oppurtunity"

    No, this isn't true. Survivors are not one unit, they are four different players with personal emblems and points. Sure, other players can do gens, but it doesn't help the one who's being tunneled. Let's say the killer picks one survivor and tunnels him out of the game asap. Other players take that time and finish the gens, then manage to escape. You would say that "The survivor teams wins", but the game doesn't consider it as a win for the dead survivor. He depips and gets almost no points. There's no such thing as a team win as long as points and emblems are not shared.

  • "Bitter Murmur is so unfair. It punishes survivors for doing their objective. Killer can see their auras and knows where they are going"

    -entitled survivor main

  • Look, a gen is not a player. They don't care if all gens aren't repaired a little bit until one gets finished, you can't ruin a game for a generator.

    Stop comparing it with hook tunneling.

  • If there's a good tactic that completely ruins the fun for an individual player, the game is not designed very well, and with DBD, that's exactly the case. Of course tunneling is a tactic (aggressive use of DS and 4XBNP are tactics as well), but that doesn't mean those tactics are healthy.

  • @Grandpa_Crack_Pipe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1968209#Comment_1968209

    You'd think the possibility of going against someone playing in certain ways is something you'd make peace with before you queue up for a game.

    Sure. I just meant that if you choose to play in a way that is known to be very unfun for the other side, you shouldn't be surprised if they decide not to play with you and DC. Of course it's not allowed, but it will happen.

  • Tunneling and camping killer doesn't care about your fun at all, so why would you care about theirs? DC is not allowed, and you'll get penalty for it. But if it doesn't bother you, do what you want.

    "The killer is just playing the game. Why shouldn't you?"

    You know, when you are playing in certain ways, you might find that people don't want to play with you.

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1937036#Comment_1937036

    The devs have stated there is nothing wrong with any of those.

    If your being camped stay on the hook and everyone else do gens.

    If your being tunneled bring BT+DS and learn to loop.

    If your slugged bring UB.

    Well, many people ARE running those perks as you suggested. And see the results: endless ranting about survivors bringing DS/BT/UB all the time.

    As for banning killers: no. I don't want to sit longer in survivor queues just because my team mate doesn't want to play against Spirit.

  • @thrawn3054 said:

    The only way I could see it as holding the game hostage is if you absolutely refuse to commit to a chase.

    Still no. If the killer won't let the survivors repair the gens but won't kill them either, then yes. I guess that is possible if doctor keeps on shocking the survivors over and over again so that they have absolutely no way to leave the trial, but it's rare. Usually when people are accused of holding the game hostage it just means "you didn't let me do what I wanted to do!"

  • Holding the game hostage means ONLY that your opponent can't leave the game without disconnecting. Meaning that a killer bodyblocks someone in corner for example. They screwed up and had a choice to let you kill them. If they refused to, that's up to them.

  • The nerf doens't make tunneling easier and the timer wasn't a problem. The problem is that if DS tries to be an anti-tunnel perk nowadays (it clearly wasn't before), it does it's job horribly. One DS stun simply doesn't help enough when you are really being tunneled

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