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BSVben

BSVben

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BSVben
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  • @Ryan489x said:

    https://forum.deadbydaylight.com/en/discussion/248241/can-we-stop-99-the-exit-gates

    couldn't agree more. the EGC was added to stop survivors from holding the game hostage, now we've just found a new way to do it. not to mention 99 a gate gives the person who 99s it all the points not the person who opens it. Finish the job ya quitters.

    In what way can 99ing the gates possibly hold the game hostage?

  • ¿Qué?

  • I like this idea. You also make it so that any survivors effected by blindness don't see the killers red glow.

  • @Sup3rCatTree said:

    https://forum.deadbydaylight.com/en/discussion/comment/2163391#Comment_2163391

    Facecamping is not the only way to tunnel. A killer can return to the hook after you try to heal or do anything useful and proceed to tunnel.

    I feel like you don't even bother to read anyone's replies at all.

    I didn't mention facecamping in any way, shape or form.

    I'll try again, in simpler terms.

    Run to safety = DS will do its job.

    Run to gen= downed and hooked again.

    👍

  • @Sup3rCatTree said:

    https://forum.deadbydaylight.com/en/discussion/comment/2162206#Comment_2162206

    You aren't tapping a gen in a chase, you can tap it right after getting unhooked and start working on it. But then the killer immediately comes back now your DS is deactivated so then you get tunneled

    You need to urgently reconsider your definition of the concept of tunneling, as it makes absolutely no sense.

    You have made the choice to go to the gen, instead of finding safety. Therefore you have invited the killer to put you right back where you belong. On the hook.

  • Even if you aren't intentionally DCing from matches, you are still causing them to be abandoned, which amounts to the same thing.

    Maybe you should invest in a better computer, so that you won't have these issues anymore.

  • @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2160619#Comment_2160619

    I think said risky play shouldn't invalidate an entire perk slot. That's all I've got to say.

    DS being gutted means nothing to me outside of being sad that there'll be even less perk variety in the future. But all its going to mean, if the perk stays in this form, is more Prove thyselfs/borrowed times or adrenalines, which, in my opinion are far more powerful as a stand alone perk.

    But it's your choice to invalidate the perk slot through your risky gameplay. Just like if you get found and hooked first, you invalidate your Deliverance. The idea is to take some responsibility for your own gameplay instead of relying on crutch perks to get you through.

    All of the other perks you have mentioned are pretty much meta already. The presence or absence of DS won't change their pick rate.

  • That sounds like it would be a great idea for YT content!

  • @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2160574#Comment_2160574

    I'm saying that the devs themselves have called it smart gameplay so why punish something that is considered "risky and smart" that hard?

    Right now, in that situation, with a killer returning the hook a survivor is told "don't do the smart, riskier option instead just hold W" It's silly.

    I should say that I never really had a problem with DS as I don't tunnel double hook, and haven't used that perk is close to maybe 3 years, but just like MoM, gutting a perk just because it was overly strong is a bad decision.

    You've defeated your own argument there! By your very own words, it is smart & "risky". The inherent risk being that you are baiting the killer to come and put you straight back on the hook.

  • @gibblywibblywoo said:

    I'd like it if it just increased the speed at which it drains when doing an action, right now a killer can pop a gen right next to a hook, and if you tap it (which the devs themselves have called 'smart/risky' gameplay in respone to a question I asked about it on a QA years back) you can be put right back on the hook. It's silly.

    They basically did to DS what they did to MoM. Did these perks need a nerf? YES

    But making them nigh useless is not a good plan, we want more perk variety not less.

    I think the only case where it should instantly cancel is healing a health state.

    What you have just described there is a situation where you have willingly put yourself at risk of being downed and hooked again. Why should you receive the protection of DS when you aren't trying to actively get away from the killer?

    The point of the perk is that it is meant to deter (not prevent) a killer from tunneling the unhooked survivor straight off of the hook. It's not to allow survivors to repair gens in front of the killers face risk free.

    It still allows you a free escape in the EGC, it still gives you a chance to escape if you are tunneled off the hook.

  • @OGlilSPOOK20 said:

    Well not gonna lie but me personally... I hate Trapper, he's in my Top 3 most hated killers to go against but I can't deny he needs a buff.

    I think they should just allow the guy to start the trial with all his traps on him that way he shouldn't have to waste time walking around the map to get them. If he wants the traps back he'll have to go pick them up in the location s he set them but good thing is there's no cap on how many he can carry.

    This would easily turn Trapper into an A tier killer.

    Absolutely this. There is no good reason for Trapper not to start with all of his traps equiped. Just one small change that would massively affect his gameplay for the better.

  • @Sup3rCatTree said:

    https://forum.deadbydaylight.com/en/discussion/comment/2159183#Comment_2159183

    I'm saying it needs to be rethought. Like I said in this post I understand what the devs were going for but they need to execute it better than they did.

    Second I never said it was okay to run the break down builds. Quote me if you think I'm lying.

    The changes that were made to DS have worked exactly as the devs intended. DS will only be of use when you are actively being tunneled. As countless others have stated, if you have time to heal, work on a gen, cleanse a totem, open a chest etc, then you are not being tunneled.

    Please see your previous comment below:

    comment.png


  • It's the same 2 or 3 threads constantly being rehashed.

    "Stop genrushing", "stop camping & tunneling", "un-nerf DS" etc...

  • @Sup3rCatTree said:

    There are some unnecessary things that deactivate Decisive Strike. Like healing yourself or others. If you don't want to get tunneled you have to wait 60 seconds to heal yourself. You have to be useless for 60 seconds and that's just rediculous

    I understand what the devs were going for and I like the idea, but I don't like the way they executed it.

    Here is my idea:

    When you do these actions the timer goes down by...

    • Cleanse a totem (5 seconds for a dull totem, 15 seconds for a hex totem)
    • Repair a generator (10 seconds) (Goes down by 5 EXTRA seconds for every 5 seconds on the gen)
    • Unhook a teammate (15 seconds)

    (Healing yourself doesn't affect the timer but healing others reduces it by 5 seconds)

    So let me get this straight. According to your post in another thread, you don't have a problem with multiple survivors running the currently bugged breakdown with anti-slug builds.

    Yet the well deserved nerfs to the most abused perk on the game are too much?

    Can't you see how ridiculous and biased your position is?

  • That is exactly what an exploit is. Taking advantage of an unintended feature of the game! The description for Breakdown does not indicate that the hooks will be broken forever. Therefore it is an unintended (i.e. bugged) feature of the game.

    In what world does it make sense for you to try to defend what the survivors were obviously doing in this case?

  • Midwich is good for the atmosphere. Haddonfield is just horrible for me as either killer or survivor. It forces you to play the same way every time i.e. loop windows and fences of China. Absolutely boring!

  • @Vicc said:

    You lose players every day and you keep killing your game why ? (ex: HUD, survivor movement, don't nerf spirit, don't fix bugs, unrealistic hitbox, Billy's nerf) What is the next step ? DBD_SteamCharts

    https://us.v-cdn.net/6030815/uploads/MDVA78BJLA9S/deadgame.png

    To be honest there can be many reasons why a games playerbase declines.

    The main one is probably due to the fact that the game is almost 5 years old. All games lose players eventually.

    Infact, according to the graph you've posted, the average players per month has actually increased over the past year. That kind of undermines the point you are making...

  • @wxnickxw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2155897#Comment_2155897

    I'm not seeing how the survivor being there impacts things. The hook timer stops if the nearest survivor is next to the hook or across the map ot makes no difference. If the killer is there the progress stops period unless in a chase. So what difference does it make if there arenwalls or not.? If the survivor holes up behind a wall and the killer ignores them and stays near the hook the timer stays stored. If the killer chases them and they lead the killer away from the hook the timer starts. If the killer chases and the survivor Loops next to the hook the timer all starts. So what's the exploit the survivors can do?

    Other than force the killer to leave which is the whole pount

    Ok. Here is a possible and probable scenario where that would be an issue. Let's say you have hooked a survivor during the end game collapse. You can see that the gates are 99'd, and there are 3 survivors approaching the hook from different angles, i.e. in the open and behind walls. Your suggestion would prevent the killer from securing that kill, as he is left with the following 2 choices:

    1. Leave the hook to chase off a survivor. Results in the survivor getting safely unhooked, and allows the usual BT, and DS shenanigans.

    2. Stay around the hook to prevent the rescue. As the timer will not decrease anymore, due to the killers proximity to the hook, this basically creates a stalemate. As the survivors do not need to attempt a rescue until the killer leaves the area, this virtually guarantees a safe unhook, unless the survivor on hook gives up.

    This would create a really unhealthy endgame.

    Do you see the issue now?

  • @alaenyia said:

    I definitely think that something should kick in if more than 1 person is slugged. Like you stay down but if they down someone else you get a skill check like DS to get up, or a recover to pop up bar or something. These games where the killer is trying to slug 4 people should not be a thing.

    But why? That's one of the few ways a killer can pressure survivors off of the gens.

    As others have said there are plenty of perks which survivors can and usually do bring to combat this.

    If a group of survivors are getting 4 man slugged more than once per march, then they have some serious flaws in their general gameplay.

    In fact, if you allow yourselves to get 4 man slugged at all, then you have made some really bad decisions.

    (Obviously this excludes playing against a god tier nurse with infectious etc.)

  • @wxnickxw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2155770#Comment_2155770

    Cab you explain this to me I've never played as a killer where I'm chasing someone and it doesn't trigger a chase? Especially if the survivor is running around in a small area around (ie near the hook)

    Unless the hook is in the middle of a massive deadzone, then there will be walls etc... which survivors can hide behind. That would allow them to be close enough to the hooked survivor to disable the timer, but as they aren't in the killers line of sight, then they wouldn't trigger a chase.

  • @miketheratguy said:

    I absolutely can't stand the Wraith anymore. I used to enjoy his unique challenge, now he's just phenomenally cheap. It's already a bit of an uphill expectation to be able to adequately evade a killer who moves super fast while invisible, but at the very least he had to reveal himself with the bell and take a few seconds to uncloak. Now, and apparently it's not just me getting this impression, he uncloaks and enters the ready state WAY too fast, catches up WAY too fast, and on top of that can avoid even having to use the bell when uncloaking. I mean good lord, that's a little much.

    You know how some people say that they immediately want to DC when they face the Spirit? That's how I feel now when I face the Wraith. The whole game I'm just going crazy looking over my shoulder everywhere I go, anytime I stop, desperately trying to focus on whether I can catch a tiny glimpse of the 95% invisible blur from all potential directions while also doing gens, unhooking teammates, or even just running for a place to hide. Only for a sudden bout of "nope, I guess I happened to be looking in the wrong direction for that 0.03 seconds and now I've been hit. And oh look, I made it twenty feet before he hit me again. It's my fault for not having the map put windows and pallets next to me.

    ######### the Wraith. I absolutely abhor playing him. It's the absolute epitome of cheapness. How are you supposed to even avoid him now? He's nothing but "zoom around at the speed of light, sneak up on someone, get a free hit, race right over to them and down then. Hook, cloak, step away a few feet, repeat the process". Yay, so fun!

    As harsh as it sounds, it is your fault if you can't manage to make it to a pallet or window in the space of 2 M1 hits. You've said it yourself. You need to learn and remember where all of your resources are on each map.

    Don't just start doing a gen right away. Make a point of scoping out your escape route before committing to the gen.

    Listen out for his breathing. It's incredibly loud.

    The tension that comes from not knowing where he or other stealth killers are is one of the only aspects of the game that keeps it linked to the horror genre imo.

    Playing him has nothing to do with cheapness.by playing as wraith, you are setting yourself up for a world of pain by any competent looper, as he posses little if any antiloop. Despite his speed increase, he still cannot prevent the gens from flying either.

  • And what happens if the survivors are staying near the hook? The hooked survivor wouldn't die.

  • I'm sorry...... But "BRANG" ?! ...... Really?

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/246580/there-are-only-positive-effects-when-you-buff-killer

    You want to evenly balance the game, killers are going to have to get nerfed, judging by most killers having over 60% kill rate.

    Kill rates don't mean anything. Nurse has officially the lowest kill rate in the game, yet she is widely acknowledged as the strongest killer.

    Pig has the best kill rate, yet she is pretty much trash.

    No offense to any Pig mains out there.

  • @PokemonGOPlayer said:

    Wraith has been for the longest time one of the most balanced killers in the game both in terms of statistics and risk/reward. An easy killer with a simple gameplan and simple ideas behind it.

    Right now, after all the buffs he received, it's becoming more and more obvious that Wraith is possibly Freddy 2.0, a simple Killer with an easy power and insane potential.

    Map pressure

    Wraith can put extreme map pressure on the Survivor with little to no counterplay BASEKIT. He is way too fast and can check multiple Gens in the span of 15 seconds. The almost-true invisibility gives Survivors no counterplay because it's become really hard to notice him approaching meaning that he will almost always get a free hit.

    PIG BUT BETTER

    I have no clue what they were thinking when they buffed the lunge after uncloaking but right now it's straight up a better Pig Ambush. Most pallets become unwinnable for the Survivor as you can't tell which direction he is going to come from. Since the number of pallets is very limited in most maps that means that he can get even more free hits.

    I should also mention that his invisibility is straight up better that Pig's crouching but I guess that's obvious.

    Add-ons

    With add-ons this free hit machine becomes even more unstoppable, a simple Pink add-on can deny all his drawback and most of the counterplay, a YELLOW one does basically the same thing in a different way. I'm talking about the Coxcombed Clapper and the Bone Clapper, the former is a Pink so it should have a drawback (Silences the bell but also does X where X is not beneficial to Wraith), the latter should not exist in the current form.

    Proxy camping

    Buffs to invisibility gave him another tool to camp, before he had to stand still in order to become truly invisible, right now he can place a Survivor on a hook next to a couple of Gens and camp while patrolling staying near invisible, which is crazy to me and I don't know what they were thinking.

    how to fix it

    Rework Bone Clapper, slow down his movement speed while cloaked OR make him 110% base, slow the uncloaking action to give Survivors more counterplay, cut down the uncloaking lunge, make him easier to spot from distance to reward Survivors that pay attention, remove collision when uncloaking.

    No offense but what an absolutely garbage take on the wraith buffs.

    He is now actually invisible from farther away. You can still see him from mid to close distance, nevermind the fact that he sounds like a trash compactor. Easily countered with Premonition, Spine Chill, and also your eyes!

    Despite all of his buffs, he is still an M1 killer with no instadown, no tracking, moderate to low map pressure, who is easy to loop.

    Oh yeah, and you can literally burn him with a flashlight...... absolutely OP 🤣

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2153591#Comment_2153591

    I'm not talking about minor changes. OP is suggesting an overall buff, not specific ones.

    Exactly. We all know that there are several killers burdened with underpowered base kits. Any reasonable buffs to these would be welcomed by the vast majority of the player base.

    I don't think you will find many players who think that the Spirit needs a buff in any shape or form

  • I certainly did. Your position was that the bps accrued indicate that camping the last hooked survivor is uneconomical. You then postulated that the result of any ensuing rescue attempt is determined solely by which perks have been brought.

    Therefore camping the last hooked survivor is "giving up".

    My point still stands. BT and DS don't always dictate whether or not the unhooked survivor gets free. The killers hook choice, as well as his reaction to the unhook have a massive part to play. Just because someone unhooks with bt or bodyblocks, it does not in any way guarantee that everyone gets out. Not being able to hook exchange is a failure on the part of the killer, by allowing himself to be out positioned by the survivors movements, as well as his own gameplay choices.

    The end game hook exchanges are one of the funniest, most intense aspects of the trial as both a killer and survivor in my opinion. Not always a sign of defeat.

  • @PsyQuil77 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2153376#Comment_2153376

    That IS how balancing works if one side is guaranteed to have 4 people and the other side only has 1. You have to make the power approximately equal between the 2 sides. Survivor side has 16 perks and 4 offerings available to them, Killer Side has 4 perk slots and 1 offering slot. With the competitive nature of SWFs (not just 3-4 man, but even the duos are getting viscous), Killers need a leg up against them, but the issue is that doing so ruins the game for solo queue players. But when underpowered killers face these competitive SWFs, many just stop playing killer all together. resulting in the massive queue times you see during prime time. There is just way too many layers here that a "Buff The Killers" or "Nerf the Killers" forum post can address.

    TL;DR: This game is too complex for a simple solution, which is why it hasn't been addressed.

    You're forgetting one major factor here. Players skill level.

    Irrespective of the strength or weakness of any given role, the biggest factor in the way any game goes, is the opposing skill level of both sides.

    If you buff killers to the moon, that will help bring low skill level players in line against average survivors. The problem would be that it would make skilled killers stronger than they need to be.

  • That's one way to look at it. Another way is that the killer is looking to potentially secure more kills/hooks by punishing altruistic survivors.

    The amount of potatoes I see who turn a 1k into a 2 or 3k is unreal.

  • @miketheratguy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2141818#Comment_2141818

    How do you stack a perk? This may be a stupid question but this is the first I've heard of it.

    @miketheratguy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2141818#Comment_2141818

    How do you stack a perk? This may be a stupid question but this is the first I've heard of it.

    When you run BBQ and Chili, every unique survivor you hook gives you a stack of BBQ, resulting in a +25% modifier to your total BP's. It is capped at 4 stacks, for 100% extra.

  • @miketheratguy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2141790#Comment_2141790

    This is anecdotal but I have NEVER seen anyone come anywhere even close to getting 60,000 BP in a match. 30,000 tops. And even that number is fairly uncommon. 25K seems to be about the average peak, 4K or otherwise.

    The extra bp from barbecue is added on after. You won't be able to see what the total BP is. Only the killer.

    During double bloodpoint events, and with the use of multiples party streamers, I've gotten crazy amounts of bloodpoints in single games.

  • ..how about no?

  • @Friendly_Blendette said:

    https://forum.deadbydaylight.com/en/discussion/comment/2129004#Comment_2129004

    I mean if its nullfying chases while 2 people sit on gets is not really bonus time for the killer

    As the poster above said, in that situation you ignore the clickys and go for the others.

    If it is a 4 man squad all going for locker saves, then yeah, that isn't particularly fair. I wouldn't imagine you would come across that very often.

  • @Friendly_Blendette said:

    https://forum.deadbydaylight.com/en/discussion/comment/2128970#Comment_2128970

    I think it might of been cru5h and like I love his content normally and like no hate to him he seems like a nice dude but recently I have noticed like 3 times a game him and his duo will do it. I honeslty just think an unabvoidable flashlight save is not worth reacting to and I would rather just see more loops lol.

    Yeah, tbf the only real use for those kind of saves is as content for twitch/YouTube.

    Anytime a survivor isn't cranking out a gen is bonus time for the killer.

  • @Friendly_Blendette said:

    https://forum.deadbydaylight.com/en/discussion/comment/2128955#Comment_2128955

    Yep thats the general strat but from my personal experience it is generally a duo or more and if you chase one they hop into the locker and when you chase the other one the first one hops out and the other one hops in. I dont think its that critical of an issue just it can be pretty annoying to go against. I couldnt care less about it but recently I have seen some survivor streamers acting like they were amazing because they ogt an unavoidable blind.

    Was that on Sweh's stream by any chance?

  • It's 1 of only 3 situations where you can realistically get a blind. And is only really useful to coordinated SWF's.

    I don't really have an issues with it being in the game tbh.

    As the other poster said, injure the other survivor to push them away.

  • It's doing my nut in just now. Medkits are like goldust at the moment.

  • @PsyQuil77 said:

    There's a difference between Teamwork and bullying. they crossed that line SEVERAL times in that trial, and they aren't the only ones today.

    BT Bodyblocking and BT protection hits need to be stopped permanently. If you have BT, you shouldn't have collision.

    If you come from the side and pallet stun the killer during chase, the one being chased should get 1/2 the stun the killer gets.

    next time I see even the slightest hint of coordination like this, I'm just gonna make them play Skill Check Simulator while I strafe back and forth on the exit gate, opening it the INSTANT the last gen is done. these SWF Bullies are not getting ANYTHING from me ever again! Not until the mechanics are fixed and the game is less Babysit the Gen RATS!

    If you find bodyblocking and pallet stuns to be toxic, then just wait until you reach ranks where survivors can actually hit flashlight saves.

    All of the gameplay tactics that you think are toxic and bullying can be bypassed entirely with many perks, killers and strategies.

    It just takes time to learn how to deal with them.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2115801#Comment_2115801

    @BSVben

    I’ll never forget this Jeff player that sacrificed himself while I was playing baby Dweet. He told me he wanted to protect me after the match was over. 🥺

    Ahhh yes. The noble Jeff showing his true saviour-like nature.

  • @Johnny_XMan said:

    NGL Jeff mains are like... cool peeps.

    That I can agree with. Whenever I see the rare Jeff main in game, they always have my respect.

  • Seriously, some of the people on this forum need to get laid. Between threads like this one and the ones about Jane and her shorts, it's proven how strange some of the forum users are.

    No offense intended OP. Just an observation.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/2113113#Comment_2113113

    I don't think you are getting it. Let's say you double the time it takes to do gens. Now every second, survivors get a buff that stacks that increases repair speeds by 1%. This makes it so that first gen takes a bit longer. Now, let's say you get your down and hook on someone. Then they get unhooked and you tunnel. During this time the other survivors are now doing 2.5x speed on gens and pop a few. So you down and hook the same guy again you are tunneling, then get DSed. You chase again. Now survivors have 3x speed on gens. You down and hook the guy, then tunnel him off hook. Now survivors are 4x on gens.

    You get the idea, but if you ignore the other survivors, you are going to lose the game much more quickly than you do now.

    Ah ok. Apologies for my slow brain today! I hear you.

  • @EliskaMM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2107879#Comment_2107879

    So bc someone was d%ck to you, you become dic%k to everyone else? Make sense..

    Still didn't answer my question, how is camping fun, but whatever I feel sorry for you...

    Some people get tilted easily playing video games.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/2111648#Comment_2111648

    Well, based on what i said above. The stacking buff gets removed if a survivor is hooked. So you'd want to focus a different survivor who is able to repair gens at say, 2-3x faster than the one that just got unhooked.

    Camping would also be really bad, because while you are camping not only are gens getting done, but survivors are building up more stacks so they repair gens even faster. If tuned appropriately, they could finish all the gens before the guy on hook dies.

    I get that the unhooked would be less efficient. The problem is that it would still be more effective to tunnel them out of the game for a 3v1, than to rotate survivors.

    Not to mention that it would most likely bring the other survivors off of their gens to try to prevent the unhooked from being tunnelled out.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/243019/how-to-balance-the-early-game-for-killers

    I'd prefer doing something where gen speeds are way longer, but survivors get a stacking buff that increases their repair speed. If they get hit they lose some stacks, if they get hooked they lose all their stacks.

    This would fix early game but also fix tunneling and camping for survivors.

    How would this prevent tunneling and camping?

  • I like the idea of adding a new mechanic to the game, as opposed to just straight up blocking or buffing gens.

    Something like having a dedicated switch linked to each individual generator. The survivors would have to find it and turn it on before they can repair the linked generator. It would be visible to both survivors and killer, and would create some sort of noise while activating, to alert the killer. This would give the killer more time to find survivors, and would force the survivors to traverse all of the map to activate the switches.

    An issue with this is that it would force a rework on corrupt.

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2108004#Comment_2108004

    But the point is it should be and I'm quite sure I'm not the only person that feels that way. Camping ruins the game for me and if I had to guess probably a lot of other people too. Also my suggestion wouldn't be abused by survivors. If you're thinking survivors will just run to a camped hook just to get the immunity buff I proposed keep in mind it would all be conditional. The buff would only activate if the killer stays too close to the hook for a certain amount of time. The buff could go away shortly after the camped survivor is unhooked or when they die. If they die because survivors camped the hook also then make that a reportable offense to discourage the survivors from doing it. How else could it be abused?

    Again, just because you personally don't like an aspect of the game, which is not always directly the fault of the killer, doesn't mean that is should be banned. That is reserved for unintended mechanics and exploits.

    Here is one scenario which shows how easily abusable it is:

    Survivors have a gen almost completed. The killer downs one and hooks him near the gen. Your proposed idea would then prevent the killer from defending the gen, as the other survivors wouldnt be able to be hit or grabbed while repairing it. This would force the killer to have to hook further away from then gen, basically giving up a gen for free and opening themselves up for easy sabo /bodyblock plays.

    Not to mention that you propose that the immunity effect on all survivors remains for a period of time after the hooked survivor is rescued. That is basically an op version of old BT, which was already op, hence the need.

  • @KateMain86 said:

    Honestly I think the best thing they can do for camping is give all survivors hit and grab immunity if the killer is within hook range for too long. The effect can wear off within say 15-20 seconds after the camped survivor is unhooked. This would literally stop most camping because there would be no reason to do it at that point. Camping needs to be an extremely punishable (by mechanics) action since its not a reportable offense.

    And that wouldn't be totally abused by survivors....

    Camping isn't a fun or particularly effective strategy, but it is a valid one. Why should the game mechanics severely punish the killer, when competent survivors can already do so?

    Camping isn't an offence of any kind, reportable or not.

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