Aven_Fallen
Aven_Fallen
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@Well_Placed_HexTotem said:
https://forum.deadbydaylight.com/en/discussion/comment/1035292#Comment_1035292
The problem with games like this where the gens are popping like crazy is that how the game goes is entirely reliant on the survivors. The killers skill plays absolutely no part in it. As the Depip Squad showed, survivors who pound out gens are almost impossible to beat. The maps are too big, the loops are too strong. Outside of using only the most powerful killers and most “scummy” tactics, you will lose in very quick fashion, no one will score many points, and the game is boring for everyone.
And when you start using the meta killers and “scummy” tactics like setting up three gen strats and slugging, survivors will complain about that and send hate messages and DC. It’s a lose/lose for killers.
Luckily enough, not everyone wants to play in the most scummy way. Because even if a Survivor Team focusses only on Gens and is even ignoring people on the Hook (to get those Gens done, not because they are bad), nobody will pip. And I have never seen this happen, outside of some Camping Scenarios.
And personally, I dont have any problem with scummy tactics. If that Killer needs to get his Killer or needs to slug for more Pressure, sure. I have a problem with people who do that without having to do that. Like slugging 3 people while 5 Gens are up. Or like that Demogorgon I played earlier today, who camped me to death on my first Hook, despite being a Survivor Main (according to his profile). Those things dont give anyone any points or Emblems.
Thats not DBD for me, DBD involves multiple Hooks, Unhooks, working on Gens, Chases... And not just doing one of those things.
@EverflowingRiver said:
https://forum.deadbydaylight.com/en/discussion/comment/1035364#Comment_1035364
I agree with all of this. I guess my concern is that it's too easy for a game to snowball out of control when a good team of survivors plays well. But if someone is a half decent killer then a 2k minimum is always possible.
DBD is a game where snowballing in general can get done quite fast, but it is even more drastic on the Killers Side. When one person is dead (depending how early) it can be way harder for the Survivors. Once you have only 3 people, there will be one on the Hook, one going for the Save and maximum 1 on Gens. And for 2 people it might even be GG, at least when one of those get hooked.
For Survivors, they can snowball by doing Gens, but I dont know if that is really a Snowball, because the Survivor Team does not get stronger with that.
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@OnryosTapeRentals said:
Strong killer mains with the right killer, perks and add-ons will win virtually every time if the survivors aren't fully coordinated.
But this is up to the Player. If you give the same Killer and Build (including Perks and Add Ons) to a less experienced Killer Player, he will most likely not win every time.
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@Umbrae_pk said:
https://forum.deadbydaylight.com/en/discussion/comment/1033690#Comment_1033690
It can be, and WILL be, destroyed.
Thing is, when using PGTW and new Ruin, you will play with 3 Perks. While Ruin is up, you will not be able to use PGTW and once Ruin is down... Well, you have 3 Perks.
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@EverflowingRiver said:
https://forum.deadbydaylight.com/en/discussion/comment/1035292#Comment_1035292
No one is saying a 4k isn't possible. But if one or two chases go on too long after the first 2 gens are done, good luck even getting 2k.
Just because someone disagrees doesn't make them stupid.
"Just because someone disagrees doesn't make them stupid."
Thats not what I mean.
But I mean, getting a 4K while the first Gens were fast, should be fine. In the end, it only counts if all Gens are done. Obviously you will not get many points or Emblems for a 4K only because of NOED right at the end, but usually Killers in Red Ranks play pretty solid.
Of course, if you have the mindset "2 Gens done, this game is over", you will not have a good time. But then DBD might not be the game for you. (Not meaning "you" in particular, but this is just the way I use to express myself)
@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/1034878#Comment_1034878
But what if my butt actually hurts?! 😢
Then you need to go to the Butt Doctor, a proctologist.
(Which is kinda odd, I always wanted to ask my proctologist when in his life he came to the point to say "I want to look in other peoples buttholes".)
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@EverflowingRiver said:
https://forum.deadbydaylight.com/en/discussion/comment/1035249#Comment_1035249
It's true they did not directly say that they want short games. But when the first 2-3 gens pop like crazy and the survivors are smart enough to not three gen themselves what do you think is going to happen.
You can still win at this point. There is no reason why a game should be lost when 2 or even 3 gens are done. This is the problem, people think they lost at this point, meanwhile they still 4K.
When someone thinks it is bad when the first Gens are done fast, despite ending with a 4K, this person is just outright stupid. There is no other word for that. Especially with the adjustment to Gatekeeper it should also not be as punishing as before.
I see it problematic when 4 Gens get done with still 4 people alive. THIS is where a game might become a loss. But not after 2 or even 3 Gens done.
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@Malkoth said:
Yes. Played 4 games, got around 500xp each, which should be 2 levels, but i am still stuck at Tier 14, 8/10 fragments.
It should not be two Levels/Tiers. Those are two Rift Fragments.
You still get those Rift Fragments for your time playing, but there is no visual indicator (the bar that filled up with the XPs for 1 Rift Fragment). But the XPs count and you get Rift Fragments. So just a visual Bug.
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@EverflowingRiver said:
https://forum.deadbydaylight.com/en/discussion/comment/1034878#Comment_1034878
They did make it clear that gens were supposed to go fast early on. This usually results in quick games
They said that you should not expect to have all 5 Gens still to go after 4 minutes into the game.
This is totally different.
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@luka2211 said:
I started running unbreakable alot more since the latest patch,it does a pretty good job
...so far
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I dont notice any difference so far. Games have roughly been the same, good Killers still win, bad Killers still lose. Not really an increase in slugging either.
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"DEV CONFIRMED THAT THEY WANT THE GAME END IN 5 MINUTES"
This is incorrect. Stop making things up because you are Butthurt that your Crutch Perk got nerfed.
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"only 4%"...
Sure Buddy. Meanwhile there are Streamers who are Rank 1 with Pig or (old) Doctor every season. But I guess you were talking about those two Killers?
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@NoShinyPony said:
Is there anybody else who finds his chase "music" most annoying?
I wish the devs would give us the option to choose between his music and the standard one.
Edit: I added quote marks. I cannot call this "music", it's so bad.
Yeah, I dont like it. I also dont like Onis Chase Music. I was totally fine with Myers having his own Chase Music (since it was unique and I really like it), then with Demogorgon I was like "eh", but I thought it was part of the Deal. Then Oni and Doc...
I would also wish for an option to change the new Chase Music into the regular one (except for those Killers, who never had a different Chase Music), because with every Killer getting a unique Chase Music eventually, I know I will get really annoyed when playing against or as some of them.
But I doubt that such an option in the menu is gonna happen (and most people seem to like individual Chase Musics)
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Man, I wish we would live in a time where not everyone is butthurt about everything.
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@Hag.is.Dtier said:
https://forum.deadbydaylight.com/en/discussion/124020/calling-all-sexy-mama-huntresses
Huntress is depressing to play these day's. Even Scott barely plays her now.
I see quite a lot of Huntresses. Second most used Killer I verse, after Doc, currently.
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I cannot take people serious who ask for Movement Speed increase. The reason why NOED is strong is not only the Insta Down, but also those 4% Extra Movement Speed which make a lot of Loops obsolete. And you dont need to know how to mindgame with 4% Extra Movement Speed, let alone 5% more MS by default.
Also there is a reason why it is so clunky to get Stacks with PWYF and why you lose them so easily - the Perk has to be somewhat weak, because you cannot mess too much with Movement Speed.
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I am a big fan of the Question Mark in Line 44 for "Toxic".
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@underlord99 said:
https://forum.deadbydaylight.com/en/discussion/comment/1032317#Comment_1032317
so I can use my moris ?
If you like. But you wont get many points nor many Emblems. And dont expect people to like it.
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You can expect some of those Items for the Archives. Like, you have to do a number of Gens? Bring a Toolbox to be faster. Also many Toolboxes right now are for Sabotage, because there is also a Challenge.
Flashlights, most likely because they are bugged right now. I have not seen them as a problem, because they might be bugged, but when Survivors suck with them, they are not effective at all, despite being bugged.
Other than that, should be fine? Survivors pay for their Items, so I guess its fair to get some use out of those before those BPs are wasted.
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Devs said that they will not change DS currently.
Then they cry for the next Nerf... Maybe we can wait until Dead Hard actually works consistent before thinking about nerfing it?
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You get 2 out of 10 popcorn cups for that from me.
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@Mikeasaurus said:
https://forum.deadbydaylight.com/en/discussion/comment/1031921#Comment_1031921
My point still stands that its up to the individual player to play how they want to play. There are no rules in the game stating that a player can't use certain things. If we're going to start complaining about killer add-ons, lets complain about Survivors. Flashlights negate a hook. Pretty much the same thing as a killers negating the exhaustion perks. End of the day, all I'm saying is that let people play how they want to play. Maybe if people stopped complaining so much about the play styles, the game wouldn't be hemoraging killers right now.
"Maybe if people stopped complaining so much about the play styles, the game wouldn't be hemoraging killers right now."
It doesnt.
To the rest: everyone can play whatever they want, but they should not expect people to like it.
(btw. Flashlights dont negate Hooks... Flashlights are pretty hard to use instead of Killer Add Ons which are just "Put them on", and easily counterable)
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/1031871#Comment_1031871
I do agree that it's too early to nerf him now. This thread was just about my experience and my opinion what might need to be done to Doctor in the future. I think I am just worried that they nerf Doctor in a way that will make him much weaker again.
I've seen the suggestion to increase his shock therapy charge time, and I feel like that would be a terrible way to nerf him. Because it would either just increase the amount of times a Doctor needs to loop around a pallet loop while shocking the survivor everytime they approach the pallet again before he catches up to the survivor to get a hit, or if the charge time is increased too much, his shock therapy will end up being just as useless in chases as it was before the rework.
An increased cooldown on the other hand will simply make one certain counterplay of survivors a bit more viable, which I think would be the far better way to nerf him since that counterplay takes skill.
I agree that an increase in Charge Time would be too much, I think that new Doc is quite fragile, at least currently. And a Charge Time increase might indeed break him.
But I would disagree that his Shock Therapy was useless in a chase. It was much harder to use, but not useless. You needed to be spot-on with your Switches between Modes and Shock Timing.
And one thing is still the same - it is quite inconsistent, sometimes the Survivor still makes the Window, sometimes they get set back mid-Vault. But this Inconsistency had a bigger impact when his Shock Therapy was harder to use.
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@Mikeasaurus said:
It actually really makes me laugh that Survivors will say 'X Add-Ons are BS cause they're OP' but they're totally fine with BT, DS, DH, Lithe, etc. If they can have an advantage to escape a killer, whats the issue with a killer having an advantage to stop said escape? I swear so many people are so one minded, they don't think to look at the other side. I could care less is either side uses X Add-on/Perks, it's a game. We're playing to have fun. One person may like using certain add-ons for fun. People need to stop being so damn negative constantly just because they don't like certain aspects. To the OP, keep doing what your doing. If you enjoy it, and it helps in matches, don't let people make you feel otherwise :)
Using a Perk Slot is way different than spending 3K BPs to negate Perks.
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@DragonOfPain said:
https://forum.deadbydaylight.com/en/discussion/comment/1031828#Comment_1031828
yeah right, you play on high ranks without ruin but have no videos to prove it.. Yeah right.. You do know it takes more skill to play Killer than Survivor, Right? It is more frustrating since you need to go from one place to another, hit and hook a survivor and kick gens before it could be done while the only objective of survivor since nerf ruin is to hold M1 and wait till 5 gens are over.. Yeah man, you and your fairy tale story that "I don't use ruin on the higher ranks".. Sure.
Are we at the point where only the opinion of Streamers or Youtubers matter? Come on, Man. Another person can come up with "I lose every game because Killer is SOOO HARD" and you would believe them right away. Without any videos.
My point stands, Killers are the whiny part of this community. Just look at the Forums and you see it.
I think I wont discuss with you, sorry, I cannot take you seriously when you actually expect people to record their games. There are so many players here who do well without ever recording anything.
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I would also say that it is too early. Give Survivors time to adapt to new Doc, he is out for a few days only and once everyone got used to new Doc, a Nerf (if needed) can be considered.
Things should not get rushed, because it can easily destroy Doctor again. I think he is really strong, but I cannot figure out if he is TOO strong or just right. I think when he is on Live for a few weeks or months, more can be said about it, but I feel when there is a Change quite soon, it might be too much.
It also looks quite bad to rework a Killer and nerf him again afterwards. The Devs also took their time with Freddys Slowdown Add-Ons, so I guess the same will happen with Doc. But nothing should be rushed here.
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@FrenziedRoach said:
https://forum.deadbydaylight.com/en/discussion/comment/1031831#Comment_1031831
I have never seen that hook on the main floor myself. No, seriously - I've never seen it spawn ever. So I'm a bit shocked by this revelation.
Regardless, they still need to break the rail next to the lockers in the stairwell. That would fix so many issues with that upstairs area.
It does not spawn there. But instead of spawning on the upper Floor, it should spawn in the Main Part. So just move it down one Floor.
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Wow, I dont know why nobody thought about that before! /s
This is a known issue in the community, there are only a few of those Windows, but they should either be blocked off (you know, Bullshit Window on Abattoir closed all the time, the other, weaker window open all the time instead of one of them being open by RNG), meaning to remove the RNG, or when they are present all the time, there should be a doorway next to them (Ironworks)... This would still allow the Window to be used, but would only result in a little bit of Distance gained from it and not into a guaranteed Loop around the same window, once again.
(On a side Note: There is a new "Break Wall"-Score in the Build, found by Dataminers. And some of the Windows on new Lerys sound interesting, I dont know if it is only because of the Wood or if they will be breakable in the future)
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@FrenziedRoach said:
https://forum.deadbydaylight.com/en/discussion/comment/1031817#Comment_1031817
That is actually a really bad idea. When the game was released, there was never a hook up there and survivors used to climb to the chest corner of the house to get downed so the killer couldn't hook them.
I can only get behind removing the top hook under the following two conditions
1) Top hook can only disappear if the basement is present in the house.
2) An additional gap must be opened in the stairwell to allow the killer a shorter path downstairs (this also gives survivors another escape path to prevent what we're talking about above
Until that happens, that suggestion is a no-go
I wrote that there is a Hook in the "Main Hall" of the House. This is directly below the stairs in the House. Every Killer should be able to carry a Survivor to this place.
(I also think that this Hook should be present when the Basement is there)
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@DragonOfPain said:
https://forum.deadbydaylight.com/en/discussion/comment/1031730#Comment_1031730
You do know playing Killer is harder than playing Survivor, and you do know that Ruin was nerfed not because of it boosting Killers but because of potato survivors having a hard time hitting the Great Skill Check, Right? I suppose you need to research more why ruin was nerf in the first place and why queue times are longer now on survivors than killers.. Because there are a little of you who only claims that you don't have a problem on the queue while you can see a lot of discussions who addresses this issue since dedicated server went live. Now it got worst because no one wants to play Killer who has no gen pressure where the survivors gen rush and the match ends in less than 5 minutes..
Oh, I play both sides on high Ranks and dont use Ruin since forever (playing with Ruin was more stressful for me, because I need to care for Gens, Survivors, and a Totem and I felt stressed when it was gone...).
And well, Killers are the whiny side of DBD. Because apparently, being the Powerrole comes with the illusion that you deserve easy 4K all the time. That the Survivors Skill does not matter at all.
You know, if you lose as Killer, Survivors are OP. If you win as Killer, it was only because you are so skilled.
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While the Game might end, it is not really cool to stay there for several minutes without escaping. Even if you block one Survivor in the Corner at the start of the game, it would not be considered taking the game hostage, because the game will end eventually. Still it is griefing, at least.
Killers should lose collision when not moving for a certain amount of time. There is also not really a tactical reason to do that, even if this would have resulted in a 2k, it would be a very bad game and no real motivation behind it, other than to give a bad experience to the other side.
On a side note: This Hook upstairs should be moved to the ground of the House (the "Main Hall"). It is basically another Basement Hook. This would also not make the upper Part of Thompsons House safe, because there is nothing to work with for a Survivor, no Pallets and an unsafe Window.
So moving the Hook downstairs would remove the unneccessary strength of it, while still making it hard for Survivors to get down without getting hit, when they get caught on the Gen.
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@goat10em said:
I am not buying it's because killers quit over ruin. This didn't just happen with the update and in my experience has not gotten worse after the update. It's been like this for at least 2 months for me.
Of course it is not because of Ruin. In fact, since the Update, my Queue Times are a little bit faster than before.
It was also not because of the Nurse Rework, which also some people claim (you know, the one Killer Nerf they got after months of Survivor Nerfs)... I highly doubt that Hundreds or Thousands of Nurse Mains decide "Ok, I stop playing".
But it fits the Narrative to simply say "Killers dont want to play anymore! We are little snowflakes and want headpats! It is too hard to play vs 4 Survivors, give us 3"
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Exhaustion Add Ons are pure Bullshit. Especially because when you consider that they are from a time where Exhaustion still recovered while running and because they are cheap. My "favorite" Add On is Berus Toxin. It only costs 3k BPs and does the same as the green Add On. Because if it is 30 seconds or 90 seconds does not matter, because Exhaustion will not go down during that chase.
And 3k BP to disable strong Perks?
I once compared it to old Ruin and those Toolbox Add Ons which increase the Skill Check Zones. Imagine they would increase the Skill Check Zones of Hex Skill Checks. Everyone would riot, because you can make it even easier to hit greats.
So yeah, Exhaustion Add Ons are a relict from the past and should be converted into different Add Ons or at least should be pricy. But you can get a tons of those, because they are cheap af.
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Ah well, this happened with Tome 1 as well. Did not check it myself, but I would be surprised if you are the only one.
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Power-wise-->Yeah, I think she mainly needed an Add On Rework and the Basekit Changes (no Collision, Vaulting Animation) are fine.
But an indication when she starts phasing was the one thing requested and it did not come.
Also Soundbugs are a thing, making her weaker as she is.
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@Feleas said:
https://forum.deadbydaylight.com/en/discussion/comment/1030406#Comment_1030406
Lol no #########. It's just ridiculous that we need to take TWO perk slots to make it viable to work with. Was better when we just used one perk slot. Because as you noticed, Monto uses Surveillance almost all the time with the new Hex: Ruin. Two perk slots, just saying.
You know, when you get people off Gens, new Ruin works... But yeah, I know it is completely unacceptable that a Killer needs to chase Survivors and force them into altruistic Actions.
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@Feleas said:
https://forum.deadbydaylight.com/en/discussion/comment/1030100#Comment_1030100
I don't mean to sound rude but you, like the devs, completely ignored WHY 80% of Killers were using Hex: Ruin before it's change. Monto always gave a pretty ____ing good hint; "To slow the game down.... just a little bit."
Monto also said that new Ruin still does that... When you are not a Potato. Just putting the Perk into the Perk Slot will not be enough in the future.
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@TWiXT said:
Doc still has a major learning curve: Shock Therapy. It takes 1 second to charge up by default, but takes 1 second more to actually hit a survivor, meaning that the Doc player has to predict 2 seconds ahead of the survivor in order to hit them with it. Even before his rework this was the same... Doc took 1 second while in treatment mode to charge up, 1 second more to shock the survivor, and another second to switch modes so they could hit them with his weapon. Currently he takes 2 seconds to shock them, and 1.5 seconds more to actually strike them, so in essence he actually takes .5 seconds longer to hit them with his weapon than he did before the update, and still has to predict a survivors movement 2 seconds ahead of them.
This aspect of his base kit (pre-update) made him one of the hardest killers to get right, and even still takes a lot of skill to master. Concerning shock therapy, The only things that the update to him did was remove the button press to switch modes, and add default .5 seconds to the time before he can strike with his weapon. Play Doctor yourself, and see how long it takes you to master the timing... I guarantee that, while it's not as hard as Nurse, its still about as easy as Spirit to get used too.
On a Related note, Shock Blast, while fun... is also a nerf. Sure it practically guarantees survivors screaming in your Terror Radius once every minute, but Treatment mode guaranteed survivors screaming every 40 seconds or less depending upon what add-ons you used, so while its a fun addition that puts this aspect in better control for the player, it's not nearly as oppressive or useful as the old docs "static Field" mechanic.
100% agreed.
The Switch-Mode was basically QoL. Because what was happening was that sometimes (at least this happened to me) the Switch was not completed. When switching between Modes, I stayed in the previous mode, so I was not in Punishment, even when I landed a perfect Shock Therapy Hit, because somehow I only 99ed the Switch, even tho it looked full.
Also, regarding Learning: I used Moldy Electrode basically every game with "old" Doc. And also at first with new Doc, now I dont use Add Ons and it is really hard to get used to the new Range.
So Doc is not easy at all.
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A bunch of them. For Survivors:
Iron Will... I was like "just heal". I did not know that it will have such an impact.
Balanced Landing... Thought it was the worst Exhaustion Perk (you know, before they made it the worst Exhaustion Perk), because I thought being that situational hurts a lot, but I did not really value the passive effect.
For Killers:
Whispers... When first using it, I thought it is the worst Perk in the game. Tried it because a Killer found me with it, but that Roabwoahraoashraoshroash was only distrecting at first.
Also Enduring... Thought it is a really bad Perk, because... Just dont get stunned? I respected the ######### out of every Pallet at this time.
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@TKTK said:
https://forum.deadbydaylight.com/en/discussion/comment/1030338#Comment_1030338
https://forum.deadbydaylight.com/en/discussion/comment/1030333#Comment_1030333
my god, lets say all killers except nurse and huntress are easy to play then if we are gonna not talk about what the op was asking about or hell lets say all of them are easy cause everyone seems to be godlike.
Nah, I mean it is quite clear that Spirit and Freddy are low effort, high reward Killers. Of course other Killers are also easy to play (like Wraith or Leatherface), but they will not give the same Rewards like those two mentioned will achieve.
So I guess thats pretty accurate when it comes to OPs question (who seems to be a little bit frustrated with Doc, looking at his other Thread).
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Honestly, because of that I feel that the Aura Read of Buckle Up (the recovery progress) should be Baseline. This would also make Tenacity a little bit more useful, because not everyone can see the difference in Speed (and will know that this person is actually recovering).
And if a Survivor gave up, you at least dont waste any time getting them up or anything.
And we all know those guys who simply lie on the ground and dont recover.
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Spirit and Freddy are some of the easiest Killers to play. You cannot compare Doc to that. Not even close.
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You are listening to one of the most biased Killer Mains. So it is not really worth watching him or valueing his opinion. I mean, of course, when you want to hear that, stay in your Bubble.
Besides that, Peanits wrote that other Killer Perks are also on their list, but not every Perk is easy to buff/rework. Some are small Number Changes and others are more complicated. And given the fact that quite a bunch of Killer Perks read nice, but are too weak, simple number changes will not do that much.
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Obviously not. Those can be seen as strategies. Bad ones, but strategies.
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They increased the number of Challenges and they will be easier (sadly, I was up for a Challenge).
So more Challenges = more Rift Fragments via the Archives.
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Not a big fan of this. I am at Devotion 14 Level 78, so I have a good amount of hours. And while I play both sides, I play more (and enjoy more) Survivor. But what if I want to play Killer? I would go against people who might have way higher experience than I have. While this might not be that much of a change for me, since I go against Rank 1s anyway, for other players it might cause a problem.
Someone who was maining Killer or Survivor for the whole time will struggle when trying out the other role, even more than currently. Like, reaching Devotion 5 by only playing Survivor, will not make you a good Killer or vise versa. So if someone wants to try out the other side, it might become a unpleasant experience.
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@Goat_Worship said:
https://forum.deadbydaylight.com/en/discussion/comment/1029478#Comment_1029478
Flashlights are very strong if used correctly. You can use them not only to save, but also to blind at pallets and vaults. Most people don't know how to blind at vaults, and combined with iron will it is the only item that will let you extra distance between yourself and the killer during a chase (barring instant medkits).
I dont think that blinding at Pallets and Vaults is that useful. At least many people do that without Iron Will or are making footsteps, which results in the Killer finding them. Because, ears are a thing. And the time staying at the Pallet/Vault to blind the Killer can also be spend to run away and gain some distance.
So I would not call them strong, the use at Vaults and Pallets is limited vs good Killers and flashlight Saves can be avoided by looking at the wall.
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Whatever SWF does have to do with Flashlights. Flashlights are fine, they are weak, but can be used in some circumstances. And if you get blinded as Killer more than 1 time and the Survivor gets a Flashlight Safe, you are doing something wrong.
The idea you have is basically what Maps are for. There are two Add Ons which allow the Map Objects to be seen by other Survivors - the purple one who shows the Aura to every Survivor and the yellow one which puts a Marker. That should be enough.
(also, where do you find Darkness in DBD?)
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Schedule ingame:
Level 2: 4th of February
Level 3: 18th of February
Level 4: 10th of March
Everything subject to change.
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https://www.twitch.tv/archdruiddrey
This guy is amazing as Doc, watch him.
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@SpacingLlamas said:
https://forum.deadbydaylight.com/en/discussion/comment/1029380#Comment_1029380
All they really said was possibly making totems into something close to a second objective. But that a full fledged second objective would likely never come to dbd.
Actions speak louder then their words, so until I actually see something I'm not gonna believe them saying the same thing over and over again when they said stuff before they would do and never did it.
They already said in the past over a year ago, of possible second objectives and nothing ever came out of it.
You may want to play 1.0 and then decide if they really dont have any actions which can justify that they are not survivor-biased.