Ayodam
Ayodam
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593909#Comment_3593909
It's actually gonna be "3" if they did not change Chucky lol.
Oh they’re not changing that. So yeah three. Chucky is definitely S-A tier.
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@Xernoton said:
However did and do people play without these drop vaults, I wonder. It is NOT intended and that's why it's removed.
Hug Techs on multiple killers? You mean 2. Exactly 2 killers. And on at least 1 one of them we know, that they do consider it an exploit and they already announced, they would remove it. I don't know why we haven't had any news since but here we are.
Grab saves are intended, so they stay. Same as 99ing things. If that wasn't the case, they'd already made Mangled and Ruin's effect base kit for killers (not saying they should ever do that!) and removed grab saves along with locker saves. I'm not sure what Window Techs you are referring to but the one that's also a FOV tech will be significantly weaker, once the FOV slider comes. Which is a good thing in my book. Because crouching and using the very limited FOV of the killer against them, doesn't sound like good design to me.
I would really like to know where you get 30 seconds as a hard cap for chases from. It's easy to exceed that with minimal effort against more than 2/3 of all killers in this game. Against the rest, you'll actually have to play good yourself.
To be fair hug techs have been in the game forever and yes BHVR did say that, like drop vaults, they are an unintended exploit that are gonna be removed.. years ago (I believe they recently, as in within the last 2-3 months, said it again?). And with all due respect “2” = multiple. I get you’re trying to say it’s not really a big deal because ‘only’ two killers on the roster can hug tech but OP was right to say multiple.
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All 4% of those 4-man teams that makes up the survivor player base are going straight to you, huh? Lol.
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In that link someone posted survivors “camp generators”. In fact the link takes you directly to their comment. I dunno what they meant by that
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592246#Comment_3592246
That's the thing, survivors don't have a 'draw' condition, for survivors it's just win or lose. The 2K=Draw thing is what throws it off, and if there were a way to have an objectively defined win condition for the killer, it probably should be 0-2K = lose, 3-4K = win.
It's an asymmetrical game, there isn't actually a way to divide the results down the middle 50/50. There aren't an even number of players, there are FIVE players per game, and FIVE different results.
For example, a 3K game has 2 winners and 3 losers, one winner on each side, so that's technically a 40% win rate among both roles. But it's a 75% kill rate. This is why Kill rate does not equate to Win rate.
It can be difficult to see this because the even number of survivors gives the illusion of symmetry, but it's easier to explain if you use a thought experiment where there's an uneven number of survivors. If each game had 3 survivors v 1 killer, what would be the draw condition? Technically a 1K would result in a 50% win rate, so would a 1K be a draw? 1 out of 3 survivors killed doesn't seem like a success for the killer. Meanwhile a 2K would also be a 50% win rate, one killer and one survivor, one win each, so draw? but 2/3 survivors killed doesn't seem like a success for the survivor team.
A 2K is 50% of the killers main objective, but it also means they've failed their other objective which is to prevent the opening of the exit gates, for which survivors have completed their objective, they have to to get more than one escape. So there is no way you can objectively say that a 2K is a 'draw', it just 'sounds right' because 2 is half of 4.
All of this is why there is no correct way to determine what a balanced kill rate should be. At most you can say it should be somewhere between 50% and 75%, and then pushing that closer to the 50% makes it 'sound fair', but doesn't necessarily translate to a healthy place for the game to be in if you want both sides to feel like the have both a challenge and a fair chance. Somewhere around 60% seems to be where that place is.
You’re forgetting that survivors win or lose individually, not as a team/group. And the killer is technically playing four individual matches in one game, as each survivor death counts as an individual win for that micro game between the killer & survivor.
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Why would killers AFK on the RPD maps now? They’re both killer-sided. They literally spawn defacto 3-gens. GoJ still looks survivor-sided but I’ve never seen a killer AFK on it.
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So all that teamwork got you teammates who are new to the game, huh? Lol. Go find a SWF. That’s probably better for someone at your level.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592152#Comment_3592152
Haste effects DO still stack, deactivating battery's just made so that 1 perk can't stack with NOED. Me pointing out adrenaline and Hope however was never about haste effects, but rather as examples of endgame perks. Endgame perks don't require someone to play poorly or well to activate... THAT was the point. Hope and adrenaline will still activate if 0 gens are done, 3 survivors are dead and you failed to find hatch.
I thought I outlined this point pretty clearly in my original post. Haste in general was never even mentioned, while Fire Up WAS.
Ok… So you’re essentially saying endgame perks activate during endgame..?
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592131#Comment_3592131
Yeah, but there was also implemented a lot of gen rush perks, so they had to add another 10 secs. Otz have made a video on this, that proves that with the added gen time, the gen times are actually worse.
We haven’t received a gen progression perk since gen times were extended. The gen perks survivors use now are years old.
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592142#Comment_3592142
it could also be the other way around?
self insight is a healthy trait
That’s true. But I’ve played for years and noticed no changes in the frequency of tunneling. It’s always been a prevalent strategy—more so than camping or slugging. That’s my insight.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591917#Comment_3591917
Sure, there will always be a meta. But every game that has a meta, usually changes the meta over the years. To keep things fresh and interesting.
Sadly, the current meta isn´t fresh or interesting. Its stale.
Well they can’t exactly change the meta. Killers will always stack slowdown, survivors will always choose things to prolong chase.
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Wth is “camping a generator”?
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592144#Comment_3592144
Yeah, but boons did allow them to heal a bit faster sometimes, so it's fair that it gets absolutely nuked from orbit. Can't have survivor perks do things that benefit the survivors!
I remember before boons were a thing so many people were asking for survivors to receive like extra quests. I guess what they meant was they wanted survivors to do things that wasted time (passive slowdown for the killer basically) at no benefit to the survivors. Like rummaging through empty chests or something. They definitely didn’t want boons.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591538#Comment_3591538
Your first comment on this thread is what brought up haste stacking to begin with...
I mentioned haste stacking because you implied that Batteries Included should not deactivate endgame. It does so that haste effects don’t stack (NOED, etc). You referenced Adrenaline and Hope which have stackable haste effects (although adrenaline’s effects expire). You created this analogy so I pointed out if you’re against one form of haste stacking (survivors, it seems?) you should be against the other as well. And then I brought up BL as an example of killer being able to stack latent haste abilities with a perk—which isn’t restricted at all. But you tried to say that’s meaningless b/c Bloodlust requires 15 seconds to activate, you can’t use a m2, etc. I don’t mind haste stacking either way but I see why it would be restricted on killers.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591479#Comment_3591479
Gen timers were only extended though.
What actually happened is that survivors went from a full loadout of anti-camp/tunnel/slug stuff to genrush stuff, because BT became basekit, DS was butchered, and UB lost half its value due to no longer pairing with DS, freeing up three perk slots.
Tunnelling got a colossal buff, that's why the issue got worse.
Throw in that the only Boon perk worth anything was thoroughly removed from the game and healing was severely weakened. Survivors literally have no reason to prioritize anything other than gens. Gens aren’t faster; survivors just aren’t ######### around with nonessential gameplay elements anymore.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591687#Comment_3591687
I disagree, im getting tunneled a lot more now, than i used to be when gen timers were slower.
Maybe it’s you.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591518#Comment_3591518
Not really, and it defo got worse.
How is it worse? It’s the same as it has always been. Killers tunnel because turning the game into 3v1 ASAP is essentially a win. That has always been true.
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Well MFT is receiving a nerf in the same patch that Batteries Included releases so I dunno if it’s fair to use that as an example anymore.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591473#Comment_3591473
Your telling me that using OC and COB together isn't "stacking", or the slowdown addons for Freddy wasn't "stacking"... Those addons got nerfed because someone thought the minor slowdown each provided was by itself an issue?
As for the bloodlust thing, you immediately pointed out that it's NOT constantly in play. It comes on after 15 seconds of being in a chase and not breaking pallets, using powers or getting hits. It seems very reasonable to only have 1 source of haste to be active at any given time and just work off whatever the strongest one is.
If I have 3 stacks of PWYF and BL1, the PWYF value should be taken as opposed to if I have 1 stack of PWYF and BL3, in which case only the BL3 value should be used (this is purely a hypothetical and admittedly ridiculous example).
This way having 37 sources of +5% haste only gives +5% haste total.
I’m just explaining why slowdown perks have been nerfed. As for BL, it’s not omnipresent but no form of haste is. The point is that it becomes haste stacking because you can activate a perk like, say, Batteries Includes then wait 15 seconds to gain BL. Which stacks the haste. I don’t personally believe haste stacking is an issue.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591465#Comment_3591465
But tunneling got worse when gen timers became faster. The best way to beat the gen rush is to take 1 out as fast as possible.
@SweetbutaPsycho said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591465#Comment_3591465
That was literary not the point. Tunneling always existed in this game. But most forum posts as well as this one complain about it getting worse and worse in the last couple of weeks. And one of the reasons why it has gotten worse is probably that perks like erruption etc. have been nerfed.
It’s not worse. Tunneling is as it has always been: META. That is the point. When gens were at their slowest *killers still tunneled*.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591460#Comment_3591460
I agree, haste stacking sucks. Haste stacking itself should be addressed rather than limiting individual perks or addons. It doesn't make sense to nerf individual perks/addons on the basis that OTHER sources of haste that might not even be in play exist.
This has been my attitude for just about ANY stacking. I thought it dumb that various gen slowdown perks were nerfed due to the possibility of stacking.
Bloodlust is always in play; it only takes 15 seconds to activate.
And gen regression perks weren’t nerfed due to the possibility of them stacking; they were nerfed because they blew up kill rates. Killers essentially abused their synchronicity. Games took ages and often resulted in 4Ks because survivors died to the overwhelming pressure of 4slowdown perk attrition. So the devs decided to scale all gen regression perks back so the kill rate could come down to where they want it.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591447#Comment_3591447
This hits the nail on the head ^
Most gen regression perks have been nerfed to a point where they are simply waste of a perks slot, on top of that, slow moving killers are in a very bad spot, as they waste too much time patrolling gens and doing loops, while gens are popping really fast. Getting 6 hooks for a draw, before the 5 gens are done, can really hard if they go against a swf with good coms that are good at denying hooks. 1-2 lost hooks can cost the entire match for them (and this is if the killer only hook 2 people for the entire match, if they hook more they need more than 6 hooks). - So the killers have to adapt, and the most efficient way is to remove 1 player that can work gens af quick as possible.
You might not be playing in a swf that rush gens, but killers cant afford to give you the benifit of the doubt, so some push hard from the start of the game.
Killers were tunneling during the Erupt-Overbrine META when games took 30+ minutes and still resulted in a 4K. Were the gens ‘too fast’ then? Lol.
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If a killer kills 3 survivors and closes hatch neither hope nor adrenaline is saving that survivor. At the very least they die to EGC which still counts as a kill for the killer. That is not a difference you can ignore.
Batteries Included deserves its nerf. Killers already have bloodlust. Haste stacking is problematic, no?
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The concept is cool but if you’re downed and lose a hook state for the person you gave a hook state to, the killer now has you downed (and one hook state left or none left) and can still just tunnel out the unhooked survivor, who would only have one hook state remaining. I get what you’re going for but this basically makes the killer’s job easier?
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You’re right. IW is technically an exhaustion perk now. What a world.
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@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591033#Comment_3591033
Just no. Why should this be acceptabel? Because it is meta right now? Because it is the way it is? There is 0 reason not to change that. Or is it your opinion that the most fun you can have on both sides is to play that way?
The ideal for this game is that killer is going for as many hooks as poosible without camping and tunneling. Would you disagree? If so, what is then more fun then many chases?
The ideal for the killer role is to eliminate all four survivors before the trial ends (exit gates open). How that happens—equal distribution of hooks, mori, tunneling, w/e—is inconsequential. Killers aren’t punished (nor should they be) for how they kill survivors. They’re only punished, if you will, for not killing survivors.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590951#Comment_3590951
Did you even read my response to them? Also how does a single person invalidate my argument that the majority of the userbase has zero issues with SB and Lithe? You can find a small amount of detractors to literally any opinion on the game, which is why I didn't speak in an absolute.
I’m frankly over this.. whatever (argument? debate? banter?) with you. You’ll see in time. Or you won’t. It’s inconsequential either way.
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590951#Comment_3590951
you are dedicated to play oblivious. then why would you interact with my comment which was pointing out an entire different aspect of this post?
whatever moving on, you can find people complain about anything, again, including wraith, make your choice pentimento etc so seeing individual people complain about different stuff doesn't justify nerfs or the mockery of valid complaints.
the comment you mentioned just states exactly what this huntress did: SB and lithe might be annoying but i have never seen anyone seriously complain about them (sb and lithe) being game breakingly strong or anything close to that.
I’m not ’playing‘ anything; I’m wasting my time trying to decipher the meaning behind your statements. English isn’t my first language and evidently it isn’t yours either as your comments are poorly constructed & therefore unclear here. I asked those context questions so that I could try to understand what you were saying through your eyes, instead of assuming what you meant. Won’t extend such grace again.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590944#Comment_3590944
They said mft was broken as an answer to your own loaded question:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590782#Comment_3590782
You again? Lol.
It wasn’t a loaded question. I asked that for clarity. Because the topic is about SB and Lithe. But that person was apparently talking about MFT. Go read miniwengsel’s post and engage with him. He invalided your whole argument that people don’t complain about SB and Lithe, or whatever you were trying to prove here.
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590916#Comment_3590916
are you trolling? read op again
Are you?
The topic is about people complaining about SB and Lithe. The OP supports MFT being changed.
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@Peanits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590327#Comment_3590327
Slight correction here, your hitbox does not drag behind you as you're running. It is exactly where your survivor is.
What actually happens is because of latency, the Killer always sees you (your actual Survivor) a fraction of a second behind where you actually are. They aren't swinging at an invisible hitbox that got lost and is not connected to you. On their screen, they are actually hitting you. This is because it takes time for your system to tell the server where you are, then for the server to tell the Killer where you are. We do some trickery to minimize this and project where you're going to be, but there's no way to eliminate it entirely.
This is a problem with any online game, but especially one like DBD where one person is chasing another. The person chasing will always see themselves as closer, but the person being chased always sees themselves as further. Then to add to that, purely by nature of how the game is played, many hits come down to super close calls where you just barely hit someone before they can vault or drop a pallet.
In any case, I'm not quite sure what we're referring to as old vaults in this instance since the vaults currently are the same as they have been for a few years. If we go back any further (pre-movement extrapolation & dedicated servers), the latency discrepancy would be even larger and even more Killer-favoured.
Good to know but somehow this is worse. It comes back to the game prioritizing weaker ping when it favors the killer (hit validation). Care to share why this is so?
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Mmm it depends on a number of factors.
1.) map (see borgo, eyrie, and every other map full of dead zones. All have pallets, tho!)
2.) some pallets are just very unsafe (and thereby useless).
3.) the killer matters (are they antiloop—thereby invalidating the pallet? Can they hit over the pallet (ranged killers including Nemesis, Xenomorph, Pyramidhead, etc?)
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590782#Comment_3590782
no, mft was. "this" at the end refers to attempts to invalidate complaints, such as this post.
This post isn’t about MFT, it’s about SB and Lithe. Are you saying complaints about *those* perks are being invalidated here?
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590322#Comment_3590322
i'm sorry but this post screams "what's next killah mains". people complain about everything, including wraith but people shouldn't try to invalidate complaints about objectively broken things like this.
Are you saying Sprint Burst and Lithe are “objectively broken things”?
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590246#Comment_3590246
Look again, he DIDNT say SB, he said SH. Maybe he thought someone was using speed hacks. Facing a hacker would get me to dip.
Tbf there could have been more to the convo than what OP posted. I don’t think they meant speed hacks because they seem like a person who would say “I’m reporting you for cheating”
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@Vanishlord said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590327#Comment_3590327
Yeah Your second point is very true but annoying how killers essentially get rewarded for bad ping and survivors aren't allowed to see a killers ping before the match so they can see if they are screwed or not.
DBD for ya.
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1.) Your hit box drags behind you when you’re running.
2.) Killer’s ping is prioritized with hits. So if they appear to hit you on their screen (even if the hit didn’t land on your screen; I.e. they have bad ping) you’ll be damaged. No, it does not work for survivor (low ping doesn’t help you avoid hits). However, grabs are supposedly favored by survivor ping.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590309#Comment_3590309
My point is that you're trying to fit it into an us vs them narrative where it's not that at all. Then again I know its impossible for people on the forums to not conflate arguments, oh well.
us vs them? Lol I didn’t even reference a specific type of player. I just said people have complained about the perks. It doesn’t really matter who they are.
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The majority of players also didn’t have a problem with DH or MFT. Because the majority of players aren’t on DBD forums. 💅🏾
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I mean we saw complaints about these perks after DH‘s second nerf. And they weren’t rare or incidental. I’m not the least bit surprised those complaints are returning now that MFT has been weakened. 🤷🏽♀️
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587683#Comment_3587683
That's kind of exactly my point though. You can't have any perks stronger than SB and Adrenaline because that is where we draw the line between balanced and broken. There have been a lot of useful perks since. But they aren't quite as strong, so people just go ahead and call them bad. This is a phenomenon that both sides are guilty of.
Take Surge for example. It was really slept on until 6.1.0 came and other regression perks were nerfed (Surge was also buffed, but that didn't make a huge difference). Just because there are better alternatives doesn't mean something is bad.
I'd say the fact that Meg's perks are still among the best is a sign of good balancing or at least a sign that they did something right. Because it shows, that they resisted any form of power creep so far. It is true though that both sides have their fair share of characters with bad perks. So, I can't say I'm all that surprised that there weren't many cases of characters with 3 good perks.
You say they’re balanced, others believe they’re overpowered. What lends credence to your opinion versus anyone else’s? Why do we use what you think as the measure of what is balanced/fair? (I agreed that they’re good, balanced perks but I know others disagree).
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587620#Comment_3587620
That's just not true. Think back to Laurie. She had old OoO and DS, which were horribly broken. Or Ash with old Mettle of Man. Or Michaela with Circle of Balance, which needed 3 nerfs because it was that broken. Or Gabriel with MfT.
There have been other survivors with good perks. Perks that were even better than Meg's and needed to be nerfed. But when you compare one survivor that has perks that are as strong as can be without being broken, then it's only natural that most others will look bad in comparison. They just hit the sweet spot with Meg's perks and the fact that all 3 of her perks are this good doesn't hurt either. They are the exact maximum amount of powerful without being broken or unfair.
I’m talking about perks that are the best now. Not perks that were really broken/OP or good once upon a time. To use your example, Laurie’s perks aren’t good right now. OoO isn’t good unless you SWF, DS sucks, and Sole Survivor encourages a style of gameplay people here really seem to dislike (playing self-preservingly since the benefits only come into play when you’re the final survivor alive in the trial). Characters have released after Meg with perks that are currently good (like Kate, another really old survivor, and Feng. Same thing.) but all of Meg’s perks are still among the best and very, very few other survivors can claim that. I can’t even think of one who bats 2/3 let alone 3/3. And while opinions aren’t unanimous, people here loudly complain about her perks being broken/unfair pretty often.
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@Xernoton said:
Meg. Easily Meg.
What gets me is that 6 years later she still has the best perks in the game. Every other survivor perk since has really failed to measure up.
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@Evan_ said:
There are many games where a round doesn't last equally long for every player. Some popular examples are Poker and Fortnite.
Dbd is also such a game.
I dunno about Fortnite, but in poker one player cannot completely seize another player’s ability to play the game—at the start of the game or at any point during the game. Maybe you could find a better analogy?
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@Yatol said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587342#Comment_3587342
TBF thats kind off the point of Lone survivor
Do you mean Sole Survivor?
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@Maelstrom808 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587557#Comment_3587557
Quite frankly, that's BS. Bad players will be bad players. What the perks do in my games is allow me to push gens, get unhooks and heals, all unmolested, and when it comes to the final push, I swap out and put myself in front of the killer so the guys that have some hook states can knock out the last gen or two while I keep the killer occupied. I wish everyone ran them in my games as it would waste so much more of the killer's time hunting for targets.
I’m surprised you read their diatribe. I stopped at “Calm Spirit needs a nerf.” 🤷🏽♀️
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@RoastedGarlic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587374#Comment_3587374
in my case i never complained about old dead hard, but i did about mft. mft is going to be in a good spot soon though.
“A good spot” here seems to mean so situational that no one really uses it. Niche/situational isn’t good, lol. But do you boo. I’d love to see your gameplay of putting MFT to good use!
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@Peanits said:
In my experience, most people want both; nerfs to strong perks and buffs to weaker perks. Buffing weaker perks is great, but if you only buff perks to keep up with the most recent strong perks, you end up with power creep. You need a little bit of both to keep things in check.
They might sound very similar on paper, but buffs & nerfs aren't exactly interchangeable. They'll both end up with more perks becoming meta, but that's where the similarities stop. There's a limit to how strong perks can be before they become frustrating. People understandably don't like to feel like the main reason they lost was because the other person/people used strong perks, they want their skill to matter most. Buffing a bunch of other perks to that level doesn't make that problem go away, it just makes it feel like how well you played matters even less, meanwhile the build you bring matters more. Now instead of facing one perk that annoys you because it feels to strong, you're facing four.
You’ve raised an intriguing point on strengthening perks, and even spoke of balance. But you didn’t say much about improving weak perks, so I wonder… what is your take on leaving those perks to languish?
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@Huxy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587237#Comment_3587237
I have seen WoO complaints, sure, but WoO complaints aren’t really worthwhile.
i’d love to see these Resilience and Adrenaline nerf threads. Last one I saw was one complaining about Adren screwing over Freddy in particular, which is less of a complaint about Adren being too strong and more asking for Adren to work like all other Perks and not screw over particular Killers like old Small Game.
i might’ve “joined” the forum a couple of days ago, doesn’t mean I haven’t been here longer
People absolutely complain about every one of those perks. It’s strange you’d state (after saying you didn’t see complaints about it 🤔) that complaints about WoO aren’t “really worthwhile.” So which is it? Have you seen complaints or not?
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@C3Tooth said:
Should give slugged survivor ability to self kill instead. Most slugging case is slugging the 3rd survivor to hunt for 4K, means there are still Gens need to be done, ability to pick yourself up will not complete Gens, it will be an endless match of downing the 3rd and hunt for the 4th, 3rd survivor self pick up and repeat.
For slugging all 4 survivors, its a good work on killers, should not be punished by self picking up. Slugging all 4 survivors is a problem though, but self kill would solve that.
This literally could deny the killer of the 4K. What if you k/o’d yourself after being slugged and the final survivor found hatch? Like the killer doesn’t get their 4K.
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Is Hope the one where you need to have the exit gates like powered up or something? It’s not like Adrenaline where you’ve gotta complete five gens; you actually have to complete all gens then have the gates 99’d at least to use Hope, correct?