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BastardKing

BastardKing

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  • I think a good way to give survivors extra points for surviving is to give them 500 BP for getting to full health from injured without being hooked (1k if they get healed from dying to full).

  • Increase the cap, and also make it so all perks that "Gain X BP faster" works like BBQ and Chili/WGLF; they don't just give you extra BP earned in game, they increase that type of BP earned out of game.

  • @KateMain86 said:

    Nope. And the change isn't enough. The mere fact any killer has an addon that makes anything they do have an instant down is overpowered and not fun to play against. Seeing a huntress down 3 survivors in the first minute or 2 with an instant down hatchet is not fun. It causes lots of survivors to leave the match or give up on first hook. Its a miserable experience for survivors to go up against instant down hatchets and I have NEVER and I mean NEVER once enjoyed or had any fun whatsoever against a huntress that used an instant down hatchet. In fact it has caused me to stop playing the game more than anything. I can't tell you how many times I closed the game out after an instant down hatchet huntress match. Its just not fun to play against and makes people hate the game. The addon needs to be entirely removed from the game or completely changed into something else. Its too much power even if it will now just be limited to 1 hatchet. Every huntress will just reload after a down, then hook and rush after the next survivor.

    You have said a lot of things make you stop playing the game. Everything you post is about not liking something killers can do. Actually stop playing the game, or stop saying everything makes you stop playing. BTW, you can dodge these. It is like, really, really possible. It's not a Deathslinger. She can't instantly pull it up and shoot you based on her precision. It is an interaction where she first has to have the skill to make the throw, then you have to lack the skill to dodge.

    Also, you are doing something called projecting. You do it a lot. This is a horror game. I like to feel afraid of the killer.

    That being said, I disagree with the assessment of the add on not fixing what is wrong with Iri head. Like you said, OP, she is ALL about throwing Hatchets. Iri head requires the pinnacle of that; one shot, one kill. Miss and fail. A ranged instant down is scary, but it also means I know that once she misses, she cannot get me again until she reloads. I just never heal, and deadhard the hatchets, or make some sexy dodges. There are still BETTER ways to fix it. Requiring a certain range or max charge. But it does fix it being brokenly OP.

  • You don't hear survivors complain about the ability to disable a killer's perk in 16 seconds for a whole game, even if they were unaware of it in solo queue and it was found by someone else, but when that doesn't work in their favor, suddenly, killers need to be nerfed for it. Dedicate the time, or take the risk. Bring a map. Personally, I bring Inner Strength to give me the motivation to find and destroy totems. Gives me a free heal that saves my teammates time, while also working towards a secondary objective. It is ENTIRELY within your control and ability to prevent NoED.

  • @Laurie268 said:

    Sure, lets nerf all survivor perks while all killer perks stay the same. We want easy wins, pls nerf everything.

    This is clearly untrue. The nerf to Decisive Strike is one of the first major nerfs to a survivor perk in well over a year, almost two. Pop, Ruin, Undying, Coup De Grace, Enduring, Hoarder, Knock Out, and Thanatophobia (Kinda lateral?) have all been nerfed in the past two years.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2068563#Comment_2068563

    "KILLER sees survivor on BBQ chili working on GEN : im going to tunnel the fvck out of him."

    ...do you not see the problem here?

    ...how do you "tunnel" someone on a gen, after using BBQ?

    You've just hooked someone else.

    That's not "tunnelling."

    DS needed a nerf because survivors would ABUSE it.

    Survivors would spend that 60 seconds doing things they shouldn't be able to do. They'd work on gens and commit to them in the killers face knowing that if the killers downs or grabs them, they get away anyway, and they'd heal each other up, or they'd rush in for an unhook, while injured, and take a hit, knowing that they're invincible because of DS. They could do these things even if the killer wasn't tunnelling, so long as the killer has chased, hit or even hooked someone else within 60 seconds.

    DS is supposed to prevent you from being tunnelled off the hook, not make you invincible for 60 seconds.

    That shows what survivors think tunneling is. "Oh, that person 40m away, after the killer hooked someone else, who is working on a gen? Well, they got unhooked within 60 seconds, so if you don't let them finish that gen, you are tunneling."

  • @BaldursGate2 said:

    He is the best killer if you want to de-rank fast, without playing wraith, standing invisible in a corner.

    He is not even that. Play Plague. She gets ######### for emblems because breaking someone with puke doesn't count for chaser or malicious, you only need one hit to get downs, but them healing from fountains counts as injuries healed. You can easily get 3ks with a hatch escape and still depip.

  • The ease of tracking it, really. DCs are easier to detect and punish it. Hook suicides are slightly harder. But the fact that people hook suicide now instead of DC shows that it is completely the community at fault, and that DC penalties do work.

  • @jeremycarinio said:

    https://forum.deadbydaylight.com/en/discussion/comment/2063084#Comment_2063084

    One way to make a DS Survivor inefficient. SLUG HIM. respect DS, thats 30 secs of inefficiency for slugged survivor, survivor off gen because of healing, PLUS ruin thats regresses GEN for you.

    But THIS would require the killer to tunnel you. You are basically saying you should make DS inefficient by doing exactly what it is supposed to prevent, but then letting the survivor get the full benefit anyway. If you feel safe enough to work on gens, heal someone else, or do bones, you are not being tunneled. It is meant to be an anti-tunneling perk, not a minute of invincibility.

  • @shauny said:

    The unhooking animation is completely messed up for survivors, has been for a few patches, and you're right it's hard to tell as the killer who you're going to hit. Very annoying.

    I noticed it somewhat before. Couple of "That should of hit me"'s and "How did that hit hooked person?"s but with this last patch, they are full blown INSIDE each other.

  • @Munqaxus said:

    Camping and Tunneling is absolutely miserable for survivors and isn't fun for Killers either. It's an absolutely boring mechanic exploited by Killers who haven't played the game enough to understand how to play the game. The game can be rebalanced after the change is made and it would remove a horrible mechanic that every despises. If you watch content creators who main killers, they just don't do it and don't need to do it. The game is meant to be fun for everyone and this mechanic is a big ugly oozing sore since the game began.

    Think about it in the context of Decisive Strike. It was nerfed because it was an unfun mechanic for Killers that gave survivors 1 minute of invulnerability. It was a nerf that was needed because it was making life miserable for killers and was being exploited by survivors. As a Killer, you can slug but that's your only option.

    Camping is a terrible mechanic that is extremely unfun for both sides. It removes all options for survivors to do anything against it. As a survivor, your only option is to use Borrowed Time which uses a perk slot and is required to counter Camping, and is just a hook swap against some instadown killers. (At least every killer can slug).

    Tunneling is just slightly less difficult to deal with but is still a horrible mechanic for players.

    And to be honest, you don't need to use these mechanics as Killers to win the game, as proven by content creators, over and over again.

    Remove these two bad mechanics that are being used as crutches for bad game design and rebalance the game so they aren't needed.

    First line, absolutely true. Second line, what I read is "It is a boring mechanic that entitled survivors do not understand is necessary because they haven't played the game enough to understand how it works." And that makes me question your entire opinion on the subject. In some recent games on The Game, I counted how many pallets needed to be broken, how long it takes for a killer to break them without a special ability/perk (2.6 seconds) times the number of pallets that needed to be broken and the amount of distance a survivor makes on a 115% killer in 2.6 seconds (10.4M), how long it takes a killer to close that distance, assuming absolutely no vaults or other pallets (17.3 seconds).

    363.3 seconds. And most of them are god pallets. That is enough for a single survivor to do 4.5 gens by themselves. Now, the Game is the worst map in the game currently, but you can literally just run in straight lines and drop pallets, without looping or vaulting, and it would take 363 seconds. When you consider there are three survivors, they get an effective 1090 seconds of work just based on the time it takes to break pallets. That's not including finding survivors, picking them up, hooking them. That is just from breaking pallets. Assuming 17 pallets. (The Game has ~25) Most maps have a similar number of pallets. They are not god pallets, but they are supplemented with strong loops.

    For camping, based on the mentality you have shown here, I am going to assume you mean anytime the killer stays near the hook. Even though there are plenty of times this is not camping; i.e. when you are hooked in the middle of the remaining gens, giving the killer a very short patrol in which you are the center, when there are survivors looping near you or visible trying to save you, when they are doing set up around you (Hag, Trapper, etc), or when it is end game collapse and you are the last kill they can possibly secure. (That last one is camping, but there is literally no motivation to leave) If I see survivors nearby, that means you are off a gen, AND they are off a gen. They are giving me pressure if they stay, so I am not leaving.

    To think that slugging and 'camping' is only done because the killers do not understand the game shows that you don't understand the game. There are plenty of times where that extra couple of seconds to pick someone up and hook them is not something a killer can afford. Slugging gives the killer artificial pressure that the game doesn't always give them a way to have. It is FREQUENTLY shown by content creators that they do rely on slugging and 'camping' to win against survivors of their own experience and caliber. In fact, if you watch many killer mains who give advice such as Tru3, Otz, and OhTofu, they all talk about how slugging is a necessity sometimes, and how sometimes leaving the hook is the wrong move.

    Even though you are wrong in almost everything you said, you do come to the right conclusion; these are bad mechanics. And they are common because they address other bad mechanics. Both of which need to be fixed at the same time, because fixing one and not the other will completely drive out the player base negatively affected. If tunneling and camping are removed, killers cannot possibly kill survivors fast enough. If gen speed gets nerfed too hard, and camping and tunneling stay how they are, they become way too viable, and the game gets stale.

  • @HybridLPangel26 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2066791#Comment_2066791

    Wells i enjoy the game i just think that those whom play as the killer are quite rude,mean,and unfair to others during the sessions by their way of playing i dont get a fair chance of completing any of the games missions and i always give the killer a thumbs-down vote for their rudeness and being mean and killing me.

    Think about what you are saying though. You are playing against a KILLER, and you are mad at them for KILLING. That is what this game is. They are not rude, mean, or unfair for killing you. They are playing the game. This is the attitude of someone who gets angry when they lose a game. You have to understand that it is not anything against you specifically. Their goal in the game is to make sure the survivors do not survive.

  • The only valid argument I have seen here is that having an obsession gives extra points. In reality, what people want is the threat of the most powerful perk in the game (Well, arguably Ex. BT or DH might be stronger now) without having to slot it. Effectively, a phantom fifth perk. If DS was actually an anti-tunneling perk, I would agree, but until they make it an actual anti-tunneling perk, if there is no obsession, and you don't 'need' DS, you don't need the threat of it looming over the killer's shoulders. DS has long been one of those perks like Deadhard or BT where you just have to respect someone might have it till proven otherwise. Well, no obsession proves otherwise. You are asking to remove the only evidence a killer can possibly have that it isn't in the game. A BT, I can test once and know which survivor has it. A Deadhard, I can bait out, or see another exhaustion perk. The only way out of DS is no obsession. If there is an obsession, it has to be assumed on four people. That is half of what makes it so strong. The ability to be omni-present without a slot and no way to rule it out.

  • The killer's job IS to kill you. I am assuming you are new to the game. It would be best to watch some videos and learn the best ways to avoid the killers. I know it can be rough at the start, but they are just doing what they are supposed to. The easiest target is usually the first to go.

  • No. Can you downvote on this forum?

  • Hate to say it, but just do what I do; quit the map. I can't play Treatment Theatre due to the flashing lights. It's not my fault, they remade the map without considering what it would do.

  • I agree with giving solo queues more BP or shards.

  • @Demon_Swords said:

    Can you elaborate on what you mean on the lunge changes?

    I think I have noticed what you are referring to but the perceived changes aren't mentioned in the patch notes, so I want to know exactly what you mean.

    It seems like the post uncloak move-speed or lunging was nerfed. I wasn't sure if that was just an indirect perceptual thing for having been used to the distance survivors would get when you uncloaked before the changes.

    (EX: Because you are slower while uncloak now then before, It takes longer to catch-up. Since it takes longer to catch-up it feels like the speed boost post uncloak is less then it should be.)

    Just want to confirm that it really is a nerf and that the () scenario is not true.

    P.S.: If they did an indirect nerf, does that mean that an add-on less wraith now is worse then a wraith with just yellow windstorms before latest buff.

    No, because Windstorms shortened his lunge too, due to slowing down his speed coming out of stealth. But his lunge did get shorter. However, I am not sure that was intentional, as it was not mentioned in the PTB or live, but is noticeable.

  • @Danoobiel said:

    Nobody knows.

    I'm not even sure the devs know, either.

    As long as this is a thing, he will never be as good as Plague.

    I have been calling him a much weaker Plague since he first game out. Everyone else compares him to Huntress, but other than being a 110% killer with a ranged attack, I don't see it. The comparisons to Plague are much more numerous and easy to make.

  • @caar111 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2064015#Comment_2064015

    I never said to have DS base kit specifically. I'm open to other options.

    Honestly, before you blame killers, I think there needs to be bigger punishments for bad unhooks. IMO, BT is one of the biggest crutch perks in the game; it lets survivors make really, really bad saves, and they never learn to make good ones. So when they aren't running BT, and someone gets downed, they scream tunneling. Like, dude, the killer didn't unhook you 10m from themselves. Your team did. Survivor is a team game, and sometimes your team sucks. A killer isn't supposed to just let someone go free, especially when survivors make a mistake. Yeah, there is legit tunneling, but once you get good, DS doesn't actually stop that much. They will eat the DS and chase again, or you become strong enough to loop them the minute DS would have been active. DS is way more a 'second chance' perk than an anti-tunneling perk, because it doesn't actually prevent killers from hooking the person most recently hooked, which is what tunneling would be.

    So, you know, look at each game you get 'tunneled', and figure out how often it was a bad teammate unhooking you with the killer too close (But not camping), or if they unhooked you safely (Not counting BT for stupid saves), and the killer just stopped what they were doing, came from across the map, and targeted you. For this, another survivor looping near you or hiding near you, and the killer standing between you and them is not camping. For some reason, a lot of survivors will tell you this is camping. If someone is on the hook, and chasing someone nearby, that is the survivor who they are chasings fault; you don't loop near hooked survivors. (For some reason, I see this #########, even at red ranks) If you see a survivor keep hiding near you when the killer clearly knows they are around somewhere, and they are looking, that is not camping.

    Once you look at all this, figure out how often you ACTUALLY get tunneled. Assuming you don't engage in toxic behavior like clicking or t-bagging. Once you get past like, yellow ranks, actual tunneling is not that common. It is usually just a killer playing how killers should and punishing bad unhooks.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2064021#Comment_2064021

    To name a few off the top of my head:

    • Spirit standing still.
    • Pig can disallow a survivor from removing an active reverse bear trap.
    • You cannot unhook a survivor against a facecamping Bubba, even with Borrowed Time.
    • Lightborn completely negates any use of flashlights, except for Hag traps and burning Wraith and Nurse.
    • Unless for whatever reason they don't infect survivors, Plague completely negates all healing related perks and items.

    I can edit this to add more as they come to mind, if you want.. think that's a good start though.

    There are actually tells and things you can do against spirits standing still. Grass moves, for example. I manage to consistently fool spirits. A lot of survivors who are good at deceptive movement do. It isn't chance and it isn't uncounterable if people consistently manage to counter it. This is just an example of a killer whose counter play isn't 'run to a pallet', it involves mind games and paying attention to your surroundings.

    Gen rush. You are a four man team, not a one man team. It is completely within your power to force them to lose. However, for the individual, I will give you that this one is a good example of something that makes them completely helpless, and I completely agree that this is toxic and should be looked at.

    Gen rush. You are a four man team, not a one man team. It is completely within your power to force them to lose. This one CAN be done, but it requires coordination, risk, and is difficult.

    Flashlights are not a necessary part of the game. Your items not being usable is not the same as an enemy being uncounterable.

    You don't need a perk to heal against Plague. You use her pools or deal with being injured all game. Your perks/items not being optimal or usable is not the same as the enemy being uncounterable.



    Only the Pig one is completely actually 'Uncounterable'. An action, besides working on gens or opening exit gates, being ineffective against a specific killer or perk is not uncounterable, because it isn't required to win. Something being difficult isn't uncounterable or unplayable. I would even say if the other survivors can take action to counter it, even if the targetted survivor can't, it isn't uncounterable, you just need your team to counter it. It is a team game. However, in the cases where the individual has no gameplay at all, such as the Pig example, it would breed the same toxicity. Uncounterable is "I have sight on the killer at all times, so they cannot mind game. They have to run in the circle until I drop the pallet, or leave and have the pallet stay till next time. Once it is dropped, there is nothing they can do to get me. There is absolutely nothing they can do to get a hit at this pallet if I do not completely misplay it." Several pallets in The Game, for example, are uncounterable and unplayable. The ones outside of and above the bathroom, for example, are uncounterable. The one in the corner with the squarish staircase leading down is uncounterable. It is "The killer closed the hatch, I didn't come in with a key, but I got one in a chest, so I get hatch anyway. Even if they see me at hatch, there are no actions they can take."

    I would also say that some areas on Haddonfield with Trapper Traps are pseudo uncounterable, except you can take alternative routes if you know it is there. However, survivors get to dictate the path more than killers do; no matter how optimally my traps are placed as a Trapper, you can choose to run an unoptimal path and negate them. A Trapper cannot force you to step in a trap.

  • @GoshJosh said:

    The bias is so dang real. How can you make a thread with that title, without addressing anything broken on the killer side of things?

    What can killers do that has absolutely no counter?

  • From what I understand, it's any point past that as well. I haven't had it happen to me personally, but I have seen it happen to streamers where they cannot pick up past the gate.

  • @Der_Schatten said:

    In my Round on this Map the Survivor abused the Exploit... I wanted to report it, but my reports got ignored cuz "Map is currently disabled"...

    WELL NO! Thx BHVR, what a trustworthy company!

    There have been fat shames on the Swamps for years, they haven't fixed those either. Some spots are literal infinites for survivors. They don't care about survivors exploiting.

  • @Floofzy_Kitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/2056629#Comment_2056629

    It's just baffling how so many minor bugs are fixed each patch but a major one which has been known for over a year has not been fixed. If a survivor crawls into some random bush on Dead Dawg Saloon to take game hostage you will never find them unless you check every bush.

    It hasn't been fixed because it is primarily to the detriment of killers. If survivors are in the situation, and want to NOT hold up the game, they can choose to just get crows. Killers can keep getting shafted.

  • Gonna have to call this fake. There is no way you managed to get a grab in 2021.

  • @OmegaNemesis28 said:

    Platform: PC

    Issue: Downed survivor opening gate. Could not pick up.

    Reproduce: https://www.youtube.com/watch?v=So1hCeTDSO8

    How often this occur: First time I've seen it./

    It's a common bug and way survivors cheat. There are certain walls that they can press themselves up against where the killer cannot pick t hem up.

  • They seem to be having a LOT of server issues. I have never had connection issues, but I am getting the must be connected to the network bug almost every other game. I think this is just another example of that.

  • @Mastoyer said:

    Another video of this happening:

    https://youtu.be/30N8Dymje5Y

    (See end of the video for the bug)

    Oh yeah. She is cheating. She very clearly knew she could do that there.

  • Same. I am literally posting this while DbD tells me there is no network connection. It has happened ~3 times now, out of 6 games. Had a survivor game where the killer suddenly dropped too, but I don't know if that was this or rage quitting.

  • @xi0mara said:

    This is not tokenism coz this can happen and many people would feel related to the story and to the characters. If I say that hey add a gay survivor just for the sake of inclusivity even without a good lore or connection to the killer then that is tokenism. I don;t like that either. I wanna make sure that we can all connect to the story. I am submitting an idea hopefully the devs will be able to see it. I alreyad have story in my mind I just need to think about the perks of both survivor and killer.

    First off, to be clear, you didn't submit an idea until the second to last post. Second, I genuinely don't think the Devs will go into the hate crime territory. It just doesn't seem to be their thing. They might, but they seem to avoid it. Same reason you haven't seen any racially based hate crime, even though it is very prevalent, more frightening, and more malicious than many of the reasons people became killers.

    Also, I do not understand people who say they need someone of their orientation/race to connect to a story. I connect to stories just fine, despite my sexuality rarely being represented or even acknowledged, and despite my race being nigh impossible to include reasonably. I think it's a trait of people who are common, but just off normal. For people who are way more weird, you learn to connect in other ways.

    As for submitting an idea, I think that would be way better. We could see your idea on how to make it relevant, rather than speculating on the failures of previous people who attempted it.

  • Just use Built to Last. If you actually have battery add ons, Built to Last actually gives you more than this would.

  • @Volfgang57 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1992834#Comment_1992834

    Oh? I didn't know you could do the skill check while off the gen. I thought it just auto-failed it the same as if you got off a gen mid-skill check

    That is how it is SUPPOSED to be, I think, but Overcharge worked different. Again, that bug could have been fixed (lol). But yeah, it should definitely take survivors longer to fix a gen to stop it from regressing.

  • @Volfgang57 said:

    Overcharge helps with this. If they tap a gen and leave it will explode and continue to regress, but if they do the skill check they stay on the gen for the 3 seconds or so to get it going

    Maybe it was a bug and it's been fixed since, but unlike normal skill checks, if you get off a gen that had Overcharge on it, you can still make the overcharge skill check while running. At least, last time I went against it. (Which was a while ago, because it is not a commonly used perk.)

  • @xi0mara said:

    https://forum.deadbydaylight.com/en/discussion/comment/1992121#Comment_1992121

    If people have that mentality, that they are scared that this or that will happen without trying, there will be no improvements. Sometimes you gotta take the risk. Even BHVR admitted it so why can't you and other people who has the same mentality as you?

    https://us.v-cdn.net/6030815/uploads/SZY03AF4H9KN/image.png

    Didn't know about this message. Thanks for showing me. But as I pointed out, very few of the (Non-licensed) characters ever actually mention a lover or relationship of any kind. I even went over some of the Tome lore, and even there, there are few mentions of it. The only times I found explicit statements remain the Oni, the Legion, and Felix, and in all three cases, they directly tie it in to how they ended up there. (The Oni's add ons mention rage involving his child's injury, Felix's desire to inspire his child after finding out he was becoming a father, and the members of the Legion trying to impress each other.)

    If it is relevant, it isn't going to be pretty. Most of the lore we get is either why/how they ended up in the realm, or why/how they have the skills they do. If it is why/how someone got murdered, and it is related to being LGBT, there is not a nice history regarding that. They could always bring it up, it is a horror game, but after all of the spoken desire for LGBT representation, I don't think that is how they want it represented. But you are failing to consider the context in which relevant information is given in this game.

    Or, it could be related to how they have their perks/abilities, in which case, their sexuality is so defining of a feature for them, that their power revolves around it, which just devolves into tokenism.

    This could just be a point of contention, but I personally hate the type of people who use one aspect of who they are as the total definition of who they are. I have many friends within the LGBT community, but personally find the people who flaunt it as their main defining feature as being very flat, uninteresting, and stereotypical. Fortunately, I have met very, very few of these people, but since they are how the community as a whole tends to be portrayed, it would bother me greatly to see a stereotype show up. At the same time, some medias drastically over represent the number of people who are LGBT. (Saw a great joke where they told one of the characters the percent of the population that is homosexual, and she counted the number she knew, and declared that can't possibly be right, because almost 30% of the cast was LGBT)

    To be, the optimal LGBT character is one we don't know is LGBT until it is relevant, and given the nature of this game, that is never really relevant.

  • @xi0mara said:

    https://forum.deadbydaylight.com/en/discussion/comment/1990505#Comment_1990505

    I am actually planning to submit an idea about hate crimes towards to the gay community, I hope I can have time though.

    How is that related to the killer and whether or not he is of the LGBT community? This just sounds like tooting your own horn.

  • @RepostRiposte said:

    Who says he isn't gay?

    Go wild. Use your imagination. Be your best self.

    I can promise you, parts of the internet have already decided he is, and will be displaying that perception. Vividly.

  • I have read most of the backgrounds (Not the lore stuff from the Rifts though). Which non-licensed characters are confirmed heteros?

    As far as I recall, only ones are The Oni is confirmed to be hetero, because he is stated to have had a wife and children, some members of The Legion, and Felix (And Huntress, according to Samnation). Overall, it seems like something very unrelated to surviving an insane and/or psychopathic killer. The reason I bring this up is, given its overall irrelevance due to story being very dissociated from gameplay (This is not an RPG, I do not care about character background a particularly great deal, I read it during long queues), this feels like including such characters just to do so runs the risk of tokenism. How do you make a character so LGBT that it is noticable in backstories that never discuss their love life? Then, how do you do that without voice lines, stereotypes, or tokenism? Saying it just to say it in an unrelated blurb?

    Edit:

    And if it gives the just a few lines in the backstory, which would unlikely even be a paragraph, why is it so significant?

  • @Sunbreaker7 said:

    I like the base idea but the 3-second aura reveal for the killer every X amount of time feels unnecessary. Both are already benefiting equally from the perk by seeing each other whenever the killer would see the survivor. Seeing as this is a survivor perk, why would the survivor be punished for using the perk by having his/her aura revealed to the killer every once in a while, it makes no sense to me.

    A lot of people use the current OoO to attempt to bait the killer into chasing them. If you remove the part where they show their aura to the killer, then it removes a good part of why people used it in the first place. They WANT to be seen so they are chased.

  • Just had the same thing happen. This time I was stuck in the grab animation for over a second, and then still stuck in it for half a second after he ran off.

  • @warcrafter3001 said:

    Yeah I literally had a group say the same thing "it's fine if the devs put it back in". I really hope these people get banned for bug abusing, but I doubt they will

    They won't. The only time the devs have ever banned people for exploiting bugs was when it was killers.

  • If you hit escape, it shows you the name of the map with some numbers. That could help.

  • All killers are Nurse. Behold her glory.

  • image.png

    Second match, except this one is a +2. Same thing. Only difference is one iri and one silver instead of all golds.

  • DS can go without a skill check, as long as;

    It stops working if another survivor is hooked.

    It stops working when you enter a locker.

    It stops working when you touch a gen.

    It stops working during end game collapse.

    It stops working if you are the last survivor in the match.

    It's duration is nerfed to 45 seconds. Tru3Ta1ent literally has a video where a survivor gets unhooked in his face, he downs them, cages them as pyramid head, hooks another survivor. Chases a third one. They remove the first survivor from the case. He does the first survivor again. Picks them up. And they STILL HAD DS.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1845584#Comment_1845584

    Nothing in my post suggested punishing killers. It is often the unhooked survivor who is being punished - having their exact location given away as soon as they are unhooked.

    A lot of killer mains on this forum like to suggest they need a reward to leave a hooked survivor. Do you realize there was a day and age Barbecue & Chilli wasn't even a perk? That killers were 'expected' to go patrol generators and hunt other survivors, without the slightest clue where they might be? Hardly any honest player can say they are having a fun time being stared at on a hook, or being chased immediately after being unhooked. But killers will do it because there is, in fact, no punishment for killers who camp or tunnel.

    Even if it were incentivized with blood points, rank, whatever to leave a hook or go for another survivor: there's always going to be camping and tunneling killers without a punishment in place. This isn't the direction I wanted to take this thread, but appears the way its going.

    True. After all, how many survivors actually think standing at the objective and holding M1 is fun? Hell, that's the reason I rarely play survivor anymore. Used to be one hell of a gen jockey. At least when old Ruin was up, hitting the skill checks felt necessary and actually required skill, but now, it's hold M1 simulator. Even with all the incentives, plenty still do their objective in the most efficient way possible. But lets make sure the killer has a harder time doing the same.

  • @ARatherStrangeKiller said:

    I know one particular fat shame spot where a gen can spawn. I'm unsure if it's exclusive to one of the swamp maps or if it can happen on both, but the small ship that can sometimes have a gen on it can spawn in such a way that the killer can only get to it from one side, the other side it blocks them but survivors can get through just fine. Makes the gen fairly difficult to defend.

    Killer only. I mention it in the first post. It is also exploitable, because a killer cannot catch a survivor there.

  • The best way to counter the knife wielding maniac is to not heal your gaping knife wounds.

    All the other arguments aside, I really like this line.

  • @kaijudane said:

    https://forum.deadbydaylight.com/en/discussion/comment/1845274#Comment_1845274

    How about a feature where you hold a button for a certain length of time and the game wins itself for you?

    It's called W and M1, if you are a survivor. You don't have to actually, you know, play anything.

  • @Cirocband said:

    I agree, Killers should lose points for camping the hooks.

    Your Survivor Main is showing.

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