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Beelzeboop

Beelzeboop

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  • That should probably belong to an entirely new killer.

    Maybe like a boogeyman themed killer?

  • If the killer is running Lightborn, they are immune to all the effects of being blinded by any means.

    You still get the "killer blinded" score event, though.

  • Sorry, it's not so much abused as it is used in a stupid, atmosphere and tone destroying way.

    People use it as a crutch, because evidently waiting for safe hooks is too hard for them. But the definition of is "meta" is tactics and builds that give you the maximum effort/value ratio, so it makes sense. Not the part that survivors have such a strong meta, but that BT is a meta perk.

    The Deep Wound effect is almost completely pointless, since even potato survivors are almost always going to mend before it downs them and there's no way to stop them from doing it, in addition to anti-healing perks not working on it, (although that's pretty understandable. Imagine Deathslinger with Nurse's Calling, or Legion with Deathbound.) so Endurance is basically a free healthstate.

    Bodyblocking in general is a stupid, insipid tactic, and the fact that the survivor gets BP if the killer tries to do anything about it is even more so, and even more egregious is that this perk encourages it, even if it is accidentally.

    This perk is a lot like Dead Hard, in that it's intended purpose is actually weaker and harder to capitalize on than the unintended purpose, and the devs essentially say "Uh, yeah, of course we meant to do that!" because half of the users would want to refund it immediately or uninstall the game if they did anything to fix it, and since most survivors use it, that would mean a lot less cosmetics sold.

  • @swager21 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1996095#Comment_1996095

    trickster just seems tougher. also the age depends on which ghostface you're talking about, i was referring to billy and stu from the movies

    I mean the DbD Ghostface, Danny.

    Also, yeah. Trickster is almost definitely physically stronger and more durable, but Ghostface is wearing some light leather armor in his default outfit.

    GF would probably hide until Trickster got bored, analyzing (read: stalking) him all the while, and then stab him in the back.

    In like an arena fight, Trickster would have an advantage, but Ghosty Boi would probably take advantage of Trickster's lack of defensive tactics or armor and stab him in the side or belly.

    "Totally vulnerable" indeed.

  • @YukariTheAlpaca said:

    Hey guys! I am looking for feedback for my new killer. Any feedback is appreciated!

    New Killer - The Leaper

    --------------------------------

    Lore and Minor Details

    --------------------------------

    ------------

    Passive

    ------------

    Due to it's various mutations to it's leg bones, The Leaper cannot move very quickly without leaping. The Leaper moves at 100 percent movement speed and has a slightly reduced lunge range. The Leaper has also been granted the ability to walk on surfaces not accessible to survivors.

    ------------

    Ability

    ------------

    Every 2 seconds spent not winding up or performing a Leap Attack, gain a token up to a maximum of 4. Hold the Ability Button for to spend a token and wind up a Leap Attack. Upon releasing the Ability Button after winding up the Leap Attack for at least 1 second, leap into the air in the direction you are looking. The longer the Leap Attack is charged, the faster you will travel (up to a maximum travel speed of 40 m/s over a charge time of 2.5 seconds). The Leap Attack has a much more aggressive arc than projectiles like Huntress Hatchets. Upon landing on a survivor with a Leap Attack, they will take one health state of damage and The Leaper is forced to wipe their weapon. The Leaper cannot perform a Leap Attack on Dying survivors. After performing a Leap Attack without making contact with a survivor and having hit the ground, there is a short (1.5 second) window where The Leaper can spend another token to chain another Leap Attack without waiting the minimum windup period. Chaining Leap Attacks can be done indefinitely as long as a token is available to spend. Hitting the ground after a Leap Attack without making contact with a survivor causes no cooldown.

    ---------

    Perks

    ---------

    --------------------------------------------

    New Mechanic - Augment Perks

    --------------------------------------------

    Augment perks can increase the power of certain attributes for the perk placed behind it in your loadout at the cost of a perk slot. These new augment perks will appear in the bloodwebs of both killers and survivors. Only one augment can affect each perk at one time. Not all augments will effect all perks.

    ----------------------------

    New Augment Perks

    ----------------------------

    Augment: Power - Increases the power of a perk's active effects by 25/30/35 percent (multiplicative).

    Augment: Cooldown - Reduces the cooldown of a perk by 10/15/20 percent (multiplicative).

    Augment: Duration - Increases the duration that a perk's active effects can be used by 10/15/20 percent (multiplicative).

    The augmentations seem fun, but easily abusable.

    I really like the idea of a killer that can walk on walls and ceilings and uses jumping to get around, but I feel like they need to be fleshed out more story-wise.

  • It doesn't need a buff.

    I hate playing against it as it is. Survivors who run it are incentivized even more to cleanse my totems, hide in lockers, and they can undo my efforts in yet another way.

    It's fine.

  • @EvilJoshy said:

    I almost always bring BT so I haven't had people moan that I didn't have it. I have been saved numerous times right in the killer's face by someone without BT. I don't scream at them in end game chat but I ask them

    "Why would you save me without BT when the killer was right there?"

    "You should have brought DS"

    My advice is never assume the survivor has BT or DS. Just don't make an unsafe save ever.

    This. Whenever I play survivor (not often) I always go for safe hooks. I then end up accidentally giving the killer his 1k.

    I am the designated sacrifice.

  • I like all of these changes.

    Except making the Matchbox basekit. That would further ruin the whole point of the nurse.

    I want to be able to blink spam like you could before I started playing. That would be awesome.

  • I would love it if the Hatch was replaced with a mechanic with any skill whatsoever required.

    Someone had an idea that the last survivor would have to find three fuses (offerings for the hatch would be replaced with offerings that make more or less fuses required) and put them in a fusebox (it's aura is revealed to the survivor but not the killer), all while the EGC is counting down. When all the fuses are in both gates open immediately.

  • So Pyramid Head, Bubba, Deathslinger, Spirit, Hag, Doctor, Freddy, and Nurse would have survivor-esque que times because survivors want an even easier time, causing many people who main those killers and put effort into mastering their strengths and weaknesses to just quit, thus lengthening survivor que times. (Although admittedly Doc, Freddy, Bubba and Spirit are pretty easy to learn.)

    Great idea. Really improved the game. Everyone will thank you for this contribution.

  • @Mr_K said:

    Weak _______ OP

    Nothing in-between.

    Actually, Bubba in particular isn't really either both.

  • For survivors, Borrowed Time and Decisive Strike, no question.

    For killers, pretty much just Insidious.

  • @swager21 said:

    ghostface is just an edgy teen running around with knife and a mask on. basically, he's just the 5th legion. the trickster has those little knives that he can throw like a machine gun. i think its obvious

    Actually, Ghostface is a young adult, not a teenager. Around 25 years old.

    Also, Ghostface is a lot smarter, stealthier and faster than Trickster.

    Trickster put evidence at the crime scenes that were deliberately obvious, just for the sake of it, and broke into random people's houses with a baseball bat in the middle of the night.

    Ghostface stalked specific people, mapped out their daily routines, put on specific colognes for the occasions, then broke into their houses and deliberately made his presence known while inside the house specifically to brawl with the inhabitants and make the signs of struggle obvious, and then took photos of himself outside the house to put into the newspaper.

  • @Zeus said:

    I personally don't like the idea of a 5th perk slot. The devs would need to look into every single variable it might affect and some might slip through and the entire game balance would change. Besides there are only 5 totems and if you run haunted and all hexes, one perk gets left out. You can say make 6 totems but then it would have an impact on how strong inner strength or perks like noed alone can get and then it...it shakes up too much in terms of balance

    I agree with you, but... just...

    Who the ######### runs three hex perks and then Haunted Grounds?

    That sounds like a stupid build I came up with once, though:

    Hag with Undying, ToTH, Retribution, and Spirit Fury. The survivors had no idea what was happening.

  • @Shaped said:

    I thought people forgot about this lol.

    We never forget.

    And we never let go.

  • @Mugombo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1993846#Comment_1993846

    Lol everything you said can just be said in reverse. You say killers perks are there to counter gameplay issues. The exact same thing can be said about these so called OP perks. What if the issue is that it’s too easy for killers do down survivors, and they need these to have any chance. I can now call these ‘remedial’ perks like you called all the killer ones. Second chance perks are no different to perks and killer add ons that give hits when they other wouldn’t have

    I said that most of the killer meta perks are remedial, and I call them "remedial" perks because the devs put them in instead of actually balancing any basekit features.

    It very much is not "too easy" for killers to down survivors. If it was, T-bagging at every single vault and stun would be a death sentence. Survivors can do that even against Pyramid Head and get away.

    The whole concept of the killer is that if they catch you, you die. There are very few perks that help killers with chases directly (NOED, Bamboozle, STBFL), while survivors have too many to count.

    I was saying that survivor perks are based mostly around covering for mistakes, while killer perks are based around punishing survivors and stopping them. Other than chases, everything has to be instigated by the survivors, while in the horror genre if there's a monster it is almost invariably the instigator.

    The whole point of a monster is that it intrudes upon the norm and terrorizes the protagonists. They are, by definition, strange, intrusive, and are active players.

    In DbD, the killer (monster) is the norm, and the survivors are attacking them by forcing unwanted change on the environment and resisting almost every attempt to stop them that does not instantly succeed, and failed attempts are rarely anything but an obvious loss for the killer beyond even the failed attempt itself.

    The survivors set the time limit. They control the game. They can do almost anything and still succeed. They have perks and, more importantly, teammates to cover for their mistakes. They are in charge.

    The killer rushes to stop them. They have to adapt even though they lack access to the necessary tools to. Any mistake they make can and often does cost them the entire game. Other than endgame builds, the game is essentially over for them once the EGC commences. They are supposed to react, and their job is to make the game fun for the survivors, and nothing else.

  • @HungTop said:

    https://forum.deadbydaylight.com/en/discussion/comment/1993483#Comment_1993483

    if dead hard gets nerfed the next perk on the chopping block would be either bt or iron will. they will never be satisfied until we have nothing left besides deja vu

    BT and Iron Will are a meta perk and a medium-hard counter to several killers.

    Meta perks are the meta for a reason. Because they get you the best value/effort for what you expend to use the perk. The survivor meta is extremely aggressive, making it counter to the desired killer experience. In addition, these perks carry many survivor mains due to the power of the meta, leaving them almost completely defenseless in the event that they don't have access to these specific perks, not due to the basekit of survivors, but due to lack of skills that the survivors had developed to, you know survive.

    This is p r o b l e m a t i c, as many people have said before.

    Perks like Kindred Spirit and Unbreakable, however, are closer to most of the the killer meta in function, existing mostly to counter gameplay issues that have never been fixed and remain viable strategies, like gen speeds and drawing out chases forever on the killer side, and slugging and camping on the survivor side.

    The issue with this is that most of these "remedial" perks are used on the killer side, and are extremely passive in comparison to the survivor perks. Remedial perks on the survivor side are really more of counter perks, since the issues on the survivor side are mostly the game being unfun when the killer uses certain tactics. Remedial perks on the killer side are to primarily assist with winning, since that's the main issue on the killer side, other than, of course toxicity.

    Note: interestingly, there are very, very few survivor perks that combat actually toxic behavior from killers. But, thinking about it, that goes for both sides.


    The killer meta is mostly slowdown perks (Ruin, Thrilling, PGtW, etc.), which fall into remedial perks, with only a couple perks that you would actually expect to be in the killer meta (Nurse's, BBQ, MYC, etc.).

    The survivor meta is mostly second chance perks (Self Care, DS, UB, etc.), and perks that are basically there to make sure the game remains a casual game for survivors (Spine Chill, BT, Iron Will, etc.), and a couple perks just meant to hinder or even bully the killer if used right (Boil Over, Dead On, Saboteur, etc.).

    Notice any issues here? If not, I don't really see the point in me talking any more.

  • My issue is that he completely screws up the aesthetic, while ironically being uber a e s t h e t i c.

    I honestly like DbD's visual style, and I think they should have stuck with it.

    They could just tone down the brightness of his coat a smidge (not a lot), make him a bit less clean (smudged with dirt or ashes here and there), and make his irises glow (like the Doctor's), and I would be happy.

  • @UncleStabby said:

    https://forum.deadbydaylight.com/en/discussion/comment/1993166#Comment_1993166

    Oh no, metal furries covered in pizza grease, aaaaaaahhhhh

    That would still be scarier than Leto's Joker but a K-Pop star with a bit of blood on him.

  • The Clown, specifically Mr. Puddles.

    Not because of any gameplay reasons, but because it feels like he thinks his joke is so uproariously funny that he's not gonna shut up about it until everybody laughs.

    Clown: "Red puddles! Get it? Cause I'm Mr. Puddles! I'm talking about blood, you know, and blood makes red puddles!!"

    Dwight: "Not really, I mean, you kinda wore it ou-"

    Clown: "Laugh."

  • @Airless said:

    I can't believe that people feel they can get bullied in a video game. Not everyone is gonna be nice, and they don't have to (aside from racial slurs obviously).

    Look up "cyberbullying" some time.

    It's a very real thing and it leads to very bad consequences.

    There are a certain kinds of evil in this world, and pretending that a real, abusive thing isn't an actual problem is one of them.

    Show some respect.

  • I wanted to be realistic to what the devs would do.

    So yes.

  • Jeez, this is good.

    I can see why this got necroed.

  • The power feels too weak, and in general it has effects not exactly suited for a basekit power. Plus, once both illusions are gone, they essentially have no power.

    We don't have some very necessary stats, like their terror radius, movement speed or height.

    Also, we don't have any of idea who or what this guy/thing is.

  • I want them to be genuinely scary to play against, and you can't get that if they get stomped by rank 20 survivors on average.

  • This is pretty good, and pretty accurate, and also pretty.

  • I had an idea for perk to help solve this issue, since that seems to be BHVR's solution to all balance issues.

    Sheer Wreckage

    ____ The Thing perk

    You make sure that your prey will suffer for undoing your hard work.

    Whenever a survivor attempts to stop a generator regressing, they must succeed a tremendously difficult skillcheck.

    On a failure, that generator becomes blocked for 10/15/20 seconds. Any survivors who were working on it cannot stop working on it during that time, but they will make no progress.

    This perk has a cooldown of 30/25/20 seconds.

    "I don't know what the hell's in there, but it's weird and pissed off, whatever it is." - Clark

  • This post basically represents my entire life. I'm honestly mildly creeped out. It looks like something I'd write if I was more outgoing.

    What makes it worse is that I tend to be the one giving advice, and I constantly feel like people think of me as condescending to them.

  • The Thing should literally be called The Thing.

    The fannon name for Jason in DbD is The Unrelenting.


    BTW I'm actually going to write a post for a The Thing chapter as soon as my Censorship Warning Level goes down, with the idea of switching between a "slow" stealth mode and a loud attack mode, since the devs said that they wont make a killer that turns into a survivor.

  • @GannTM said:

    I would combine it with Agitation tbh

    Agitation, Mad Grit/Lightborn, Starstruck, and Iron grasp.

    Just an idea.

  • "sever language."

    On an actual note, one thing that I find makes my writing a lot better and easier to read is to re-read it and see if there are better places to put information.

    For example:

    Suddenly the sound of a ringtone caught his attention as he grabbed it and answered the talk button " Hello?" He responded, as his voice was a bit scraggly.

    I would write this sentence slightly differently:

    Suddenly the sound of a ringtone caught his attention. He grabbed the phone.

    "Hello?"

    His voice is a bit scraggly, the result of bad habits and exhausting work. He didn't check the number on the screen, but he could guess who it was.


    Just thought it was worth mentioning. You should probably hire an editor. No matter how good an author you are, it's very important to have one.

    You're writing has a strong sense of character and tone, which is genuinely pretty impressive given how short the actual text is, but your punctuation is poor, which leads to poor pacing, which damages tone. Working harder on the punctuation could quickly and easily bring out your strengths, but that's pretty difficult.

    But that's what editors are for.

    Their job is dealing with punctuation, grammatical, spelling and formatting errors, keeping the original story more or less intact.

  • I really want to see the Trickster's mori.

  • This was amazing.

    I am going to go through every post you've ever made and upvote them.

  • Finally got the Chain Combo challenge completed.

    Now I just need the late sacrifice thing done...

  • The issue here is that we have the worst of both worlds.

    If you aren't running the meta, you're essentially doomed to be crushed underfoot by the other team unless you're an actual pro. Better buy more DLC so that I have access to the meta!

    If you're being toxic, there's nothing anyone can do about it. That is, assuming I know what your personal definition of toxic is.

    Most things that killers do that are considered "toxic" are actual strategies chosen specifically because they're effective in most situations, the main exclusions being slugging all 4 survivors to let them bleed out without ever hooking them, and hitting survivors on the hook.

    Most things that survivors do that are considered "toxic" are just methods of disrespecting and angering other players deliberately with no actual gameplay benefit, the main exclusions being flashlight clicking and bodyblocking.

    I personally believe that players should be encouraged to play the game in a way that increases the atmosphere or makes the game more fun. For example, I honestly hate pretty much everything in the Altruism category, since it usually just takes away the horror of the game. Anything that you do to directly confront the killer should be extremely risky and difficult to pull off, not boring, constant and predictable.

  • @killz4fun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1986022#Comment_1986022

    It's a game where the goal is to kill or survive.. the goal itself is toxic 😎

    ######### jesus, stop using that emoji. You write like a facebook mom.

  • @Patrick1088 said:

    I would say first issue is being pallet stunned. Try your best to avoid being stunned. Learn how to fake pallets, and back off so they drop them. Unless the pallet is super safe (i.e. Ormond's Lodge Pallets upstairs are god pallets while the downstairs one by the furniture is a joke) then try to avoid breaking the pallet and continue to chase.

    Pallet stuns followed by flashlights will happen, but doing the above will decrease the frequency.

    Except that vacuum pallets seem to be back.

  • I feel like there shouldn't be any hard counters (or very strong counters, like in this case) whatsoever if the idea of the game includes it

    1. being a horror game
    2. having the idea of "play however you want"
    3. being a casual game
    4. not having a way to change your abilities in order to deal with the counter (ie in TF2, if your team has several Engineers and the enemy team has several Spies, you can switch your class to Pyro to counter them)


  • @pseudechis said:

    The disproportion is mainly numbers, there are more survivors in game ergo there is more opportunity for salty comments from survivors.

    Also when you have a team mentality vs a single oponent, its easier to level your disdain at the oponent than your team mates. Even if the team was poor and the oponent playing a good clean game. So there is actually less of a behavioural barrier to abusing the killer over abusing your teammates.

    We are all human, we all have egos and we all get pissed off at some point. The goal is to maintain a lil dignity and not let your ego and emotions overide your common sense.

    Online competitve gaming can bring out the worst in people because its virtually zero consequence and its predominately anonymous.

    Just remember that salty comments in endgame chat be them abussive, threatening or even gloating over a win say more about the abuser than the abused.

    Repeat offenders are just wearing a big flag that says I'm a crappy insecure person and that makes me a crappy insecure gamer.

    This is better than the original post.

  • @Toblerone007 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1986240#Comment_1986240

    Yes balance shouldn't be based on scarcity. No other pvp games do this and dbd has had this issue since it's started.

    Back to the DH argument how do you balance it and keep it fun to use? I think perhaps it shouldn't be an exhaustion perk but rather something you have to earn like MoM but with a criteria actually feasible. Sometimes you do hit a really well timed dead hard and deserve to extend a chase.

    It really doesn't have to be fun.

    After all, playing killer is tedious and painful, even with a full meta build, so why should a survivor be able to have a great time just because they have one perk?

  • @Mysterynovus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1985762#Comment_1985762

    Came back to this post to see what's changed. Before I thought OP had a hyperbolic post, but this takes the escape cake.

    I want I WILL BREAK THEIR IMPURE BODIES tattooed on my back with a chibi Oni.

    BREAK THEIR IMPURE BODIES is actually a quote from the Doctor.

  • I certainly hope so.

    I am constantly about 1 hour away from a mental breakdown, and I'm pretty sure that's not particularly healthy for me or the people around me.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1985721#Comment_1985721

    This is just a game. Why do you care so much if the survivors respect ur killer?

    I literally have nothing going on in my life.

    Yeah, yeah, call me a basement dweller or say "get a life" or crap like that, but I want to play this game, and I want to have something adjacent to fun.

    I like this game. It's the only game I own that's actually worth playing, or that I can talk about to anyone.

    But I hate being bullied 24/7 by people who think that they're objectively better than me in every way. People who just want to make fun of me because it's easy. Because I'm not able to hurt them, regardless of how upset they make me.

    I'm not going to buy Civ 6 just to play a game I don't want. I'm not going to waste the one hour of video game time I get per day playing with entitled pricks.

    If they want to be toxic, I am going punish them as much as I can. If they want to piss me off, I promise you,

    I WILL BREAK THEIR IMPURE BODIES.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1985669#Comment_1985669

    How can you know for sure that they are swf? What makes you assume that?

    Flashlights are not overpowered nor an issue to the slightest degree, so I don't know why you would want to be overly toxic to a team that happens to have just 2 flashlights.

    I don't actually care to be completely certain whether they are or not. Survivors are toxic about a quarter of the time, so you'll have about one toxic survivor per trial.

    I never said that flashlights are overpowered. People with flashlights tend to be going for Altruism points. ######### Altruism. I hate being blinded since it makes it so hard to do anything you might as well be stunned. I've been blinded without even having the light on my screen. I can still land some hits while blinded, but mostly because they think it's safe to T-bag me or whatever dumb ######### they thought was funny. I run Franklin's just for these kinds of pricks.

    I specifically play Pyramid Head because of this #########. Survivors have to pay some level of attention to the environment. Survivors have to give the killer a modicum of respect. They're not used to that. But they very damn well should be.

  • @dezzmont said:

    This is a long standing requested mode that would solve a lot of the problems with killer from a logistical standpoint: Killers are less likely to recruit other players, killers are less likely to care about the social aspect of the game and thus cosmetics, killers are more likely to get demoralized, killers lack anyone 'anchoring' them to the game via a playgroup.

    There are a few reasons why such an obvious path forward hasn't been done. First, and most obviously, balance issues. You would need to somehow prevent killers from just double teaming every survivor all the time, but if you can't ever cooperate in a chase what is the point of coop? Map size is also an issue, a lot of maps, even the largest, would just give killers too much coverage to lock down gens even in a say... 2v12 scenario. From a technical standpoint its totally possible (as double killer was a bug for quite a while), but there may be legal issues as well. It is fully possible the license holders said 'Hey you can have this character in the game but they may never appear in any way alongside other killers from rival IPs.' And there is the playlist issue: survivors would never Q into an alt mode that put them at a disadvantage, and map offerings 'fizzling' if two killers Q'd would be weird.

    Finally, and most cynically, there is the very obvious fact that survivors are the golden boys and girls of DBD. This is just a reality that has broken every asymetric vs game that has a player count imbalance between teams before: One team is more economic to cater too and because of asymetric player counts there isn't that much cross pollination to create a cohesive community, ergo the devs have a pretty large financial incentive to try to cater to survivor desires, and part of the survivor mindset is, frankly, to be jerks who torment a player and enjoy making them feel weak or powerless and alone. Cyberbullying, as ugly as it is to say, is part of DBD's economic model, even if decisions aren't overtly being made to encourage it (and I actually suspect they are to SOME degree. BHVR is at the very least AWARE of this dimension based on their surveys, and its hard to argue the way end game collapse was implemented was not a 'we are doing everything in our power to allow survivors to continue to be toxic jerks while they win the game while doing the bare minimum to make the game function and prevent killers quitting en-mass' play) and it would be much harder to bully a duo killer than solo.

    Personally, I think some of this could be fixed just by making a coop specific killer: It is weird for example that Legion or Twins didn't have coop functionality in some way. One could imagine a duo killer, for example, that has one 'active' and one 'passive' player, who can swap who is active and able to do standard M1 stuff while the other scouted and maybe had situational ways to down. But its something the devs just aren't interested in it seems.

    This.

    Just this.

  • I just want survivors to show me literally any respect whatsoever.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1985630#Comment_1985630

    We are talking about giving one of the most OP things in the game to Killers by basekit, because they are unable to grow a thicker skin. I have never seen a game like DBD where people are constantly complaining about other players spamming a button. There are so many games where teabagging is possible and DBD has the most offended players by that.

    The idea is obviously completely unreasonable.

    Other games don't have one player as a slasher movie villain and give T-bagging privileges exclusively to a team of four people going against the power role, and then give them enough second chances to abuse it.

    And yes, I know about Ghostface, but I've never seen him furiously T-bag survivors after every hit.

  • @[Deleted User] said:

    Please don't do this. It's not enjoyable for anyone!

    not everyone is a swf tryhard

    Facecamping is for when you look at the lobby and see a group that seems overly altruistic or like they're in a SWF.

    Or if you see more than one flashlight.

    If survivors can be toxic without repercussions, the killer can too.

  • @TheClownIsKing

    TBH I would love haste outside of a certain radius of the hooked survivor, but I feel like it should be on the same conditions as the "proximity to hooked survivor" score loss event to deactivate the haste instead of just a flat "too close, no benefit for you."

    (The condition is on the DbD wiki, on the Score Events page.)

  • Insidious, Lightborn, and two from BBQ, Enduring, NOED, Iron Grasp, Agitation, Franklins's or Thanatophobia.

    When camping I honestly like Iron Grasp and Agitation so I can basement hook the survivor while their friends try to blind me.

    Normally I don't run a camper build, but sometimes the SWFs bring it upon themselves.

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