BenOfMilam
BenOfMilam
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@foxsansbox said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3347877#Comment_3347877
Have fun with your opinion. I haven't seen a Slinger in months.
Slinger has a very high skill floor, which is why you don't see him. If you watch someone play Slinger for the first time, they miss every single shot for 5 minutes straight and then lose. Most people play him once and say "this killer sucks" because they can't aim.
I can forgive console players for saying he is terrible though, he's really bad with controller.
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Each of these killers play MASSIVELY different from each other. This isn't like comparing ARs in Rainbow 6 Siege. It's not a math game.
Deathslinger is mostly about winning mindgames and going for pinhole shots. Many loops that are difficult for Huntress or Trickster are death traps against Slinger. His reeling mechanic also make guaranteeing follow-up hits very easy, since you can drag survivors away from strong tiles and force them to run through a dead zone.
Not to mention he has perk synergy with Save the Best for Last and with stealth perks, which are useless on the other two. Slinger also doesn't have to reload at lockers, meaning he is never forced to drop chase for running out of ammo (a major downside that holds Huntress back).
His projectile is also the most consistent and most accurate, due to zero drop-off and always travelling at maximum speed. His fast wind-up means you can see a survivor for a split second and immediately get a health state out of seeing them, while Huntress and Trickster would have lost sight by the time they are able to attack.
Huntress hits like a truck, and also handles like a truck. Her projectile has a slow, lengthy wind-up and you are massively slowed down while using it (and you must charge it up for it to move fast enough to be undodgeable). She relies pretty much entirely on aim skill, since she can't really mind game with how many audio cues she has. She is also the only ranged killer that can snipe.
Trickster can chew through health states extremely quickly, and specializes in dealing with survivors that are grouped up. Although he struggles at many loops, the loops he doesn't have trouble with are death sentences for the survivor. Due to his main event, he can clutch a down when he normally couldn't due to running out of knives.
The ranged killers are different enough that comparing them doesn't really work, I wish people would stop doing it since it's never a productive conversation.
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Binding of Kin was one of their worst PTBs, and it was at least a salvageable mess. Buggy power and design flaws that (almost) all got fixed.
Tools of Torment? Like... I have no idea how to fix this killer. It's just "M1 killer that protects 3 gens." That's your power. Use a drone at a loop to try and force exposed, and the survivor just leaves the loop. Buffing that part of her kit would mean it's too easy for her to force exposed hit and would make vs'ing her unbearable.
The info her power gives you is super inconsistent due to drones constantly powering down every ten seconds, leading to an annoying game of micromanagement and constantly pulling up your radar to look around and turn your drones back on.
Her power is literally outclassed by perks like Call of Brine, Dragon's Grip, and Floods of Rage. You could run those perks on a different killer, and you would be able to do everything this killer does AND have a strong power on top of that.
This killer is just a flop. She needs a complete redesign, or obscenely massive buffs.
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This will probably be the first killer that I don't even get with shards. She's just Knight but worse in every conceivable way.
Her only upside compared to him is that her Claw Traps can give her wall hacks in a chase, which more or less means the only unique thing about her power is outclassed by Floods of Rage. Her gen information part is likewise outclassed by perks. Not a good position to be in for a killer.
Her perks are gimmicky and difficult to get value from, and the killer has a terrible power and no aesthetic appeal. At least Sadako came with Call of Brine...
The survivors have interesting perks, so I will probably get both of them.
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New DH has pretty much all the same major problems that old DH did, minus Dead Hard for distance.
It's disproportionately stronger against killers that are already weak and struggle to get downs, while stronger killers don't care about needing to get a third hit since it takes them very little time.
I would suggest giving DH's post-hit speed burst a short Hindered effect, like when Nemesis hits you with his tentacle. This would help make the perk less difficult to deal with, since it wouldn't give the survivor as much distance.
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The chat filter absolutely cripples your ability to talk to other players, it needs to stay gone. It censors "ggswp", so for like a month I started every end game chat with "#####".
It even once censored the letter "I". That's right, I said "I don't know", and got "# don't know". It's pretty terrible and needs to go.
Edit: Also, my name is pretty much always censored, so people can barely talk to me.
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yeah I feel the same. you should get crows for doing nothing, not for standing still
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Are there controllers with modified DPI? Like having a switch that changes stick input from giving a value between 0 and 1 based on how much you have it tilted, to a value of 0 to 2.
Just curious. I don't play on console at all.
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@Crowman said:
Nowhere to Hide doesn't need anything like charges or a cooldown. It's already restricted to the fact Killers can't kick regressing gens.
Scenario: I'm running CoB + NtH or NtH + Surveilance. I kick a gen and see auras, and I will know if someone gets on gen.
I kick gen, see a guy. I chase him and get an easy, fast hit because of the aura reading. There's a guy back on the gen, and I know since my perks told me. I kick the gen and get an easy, fast hit bc aura. See where I'm going with this? You get the aura reading too quickly and too easily, and it lets you chain hits on different survivors quite fast.
Since I started running Nowhere to Hide, I've been running into scenarios like that all the time. Survivors REALLY don't want to let gens stay regressing due to fear of CoB or Overcharge, so they tap them immediately (even though I run neither perk). Kick a gen, get a fast hit, kick the gen again, get another fast hit, ect.
Just my two cents. I think compared to other aura reading perks, Nowhere to Hide is massively overtuned since you can use it repeatedly in rapid succession and also get info on many different survivors.
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I can't really say that there are maps that I load into and go "can't win, no reason to even try." Maybe Mother's Dwelling and Borgo are about as close as it gets, but both are definitely winnable.
I understand hating Giddeon's, it's a really boring map to play on. Not impossible or anything, just quite dull. Same with RPD (even though RPD is very killer sided).
What killers do you play? That might make a pretty huge difference in terms of why you dislike those maps.
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Hm. I'm in favor of making 3 gen strats less viable, but at the same time I think having 4 gens available when there's 1 gen left is far too difficult for the killer to be able to do something about.
Simply making gens spawn farther apart in general is the better solution (like +4m to +8m), but adding an extra gen is likely the solution that is faster and easier to implement.
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Thana was nerfed because it combo'd with Pentimento for three minute gen times.
Every stack of 5.5% Thana made gens take roughly 5 to 6 seconds longer:
90 -> 95.2 -> 101.1 -> 107.7 -> 115.3
That plus Pentimento's 30% gave you:
128.5 -> 139.5 -> 152.5 -> 168.2 -> 187.5
Pretty absurd, right?
Penti + Modern Thana gives you:
128.5 -> 132.3 -> 136.3 -> 140.6 -> 180.0
Even just a single stack on 5.5% Thana while Penti was up gave you a WHOPPING 11 second slowdown just for having a single survivor injured.
Thana was actually fine, 25 seconds of extra gen time with four survivors injured is comparable to other slowdown perks. Penti was the real problem child, since it made Thana exponentially worse. Even then, the Penti + Thana combo is still pretty brutal.
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Indeed. Both survivors and killers can become "guards" here. They see the "prisoner" as more as a potential bullying victim than as an opponent or a peer. The tools given to you on both sides in DbD make living out the role of "guy that makes everyone else miserable" pretty straightforward and easy to do.
The Prison Experiment was a fairly rapid devolution of normal social behavior, due to one side being given enormous power with zero consequences right from the get-go.
In DbD, the power takes some time to acquire, but the fact stands that it's not difficult to engineer a situation with a massively lop-sided power balance (e.g. slugging a survivor and standing over them for four minutes, or using an exploit that makes your survivor impossible to catch/hook etc).
Since it's a video game, the "zero consequences" part is there in full swing, however.
It's not a bad analogy. Requires connecting a couple dots, but it works. We all know exactly how certain players behave if you give them the chance; like a child torturing a small animal they have captured. The reason why you see it in DbD and not so much in other games is due to how much control each player has over each other player. It's really not hard to engineer a situation where you can turn the game into a bullying simulator, which is why you see people try to do it so often (then instantly DC when they fail)
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@Pulsar said:
Oh, this thread, this one I like
I dream of one day creating a thread as good as "Hex: Devour Soap"
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Too many kids play this game... and too many horny people play this game. Also too many screeching psychos play this game. Nothing that I really want to have to listen to while I work on gens and try to make sure Ghostface doesn't sneak up on me, or while I try to juke a quickscoping Deathslinger.
In-game VC should stay out of DbD, I think. You COULD just turn it off or mute people that annoy you, but then toxic players will sandbag you for "ignoring" their call-outs.
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@RainehDaze said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3345336#Comment_3345336
People like challenges to overcome. The most famous example regarding Gygax is, obviously, Tomb of Horrors, which was what he created in response to players telling him that things were too easy. And then the first time it got ran, people found a loophole anyway (that later got closed). I think it might've involved the Sphere of Annihilation? Can't remember. There was also an issue with people stealing the doors when they were actually made of Mithril and XP = treasure.
Same thing with Dark Souls. It's hard at first, and it's frustrating, but people enjoy the challenge and coming out on top. The least popular parts of those games are always the 'and then RNG kills you' things, something which genre copycats don't get.
Frustrating and annoying only to be annoying, not because it's a challenge, is what's bad design.
(Also, my most played games on Steam, after modding the everloving daylights out of Skyrim and DbD, are FromSoft, so... xD)
Indeed! Fighting the Four Kings is fun, and figuring out how to deal with a poison swamp is fun.
...but dodging 100 lightning bolts in FFX or having your controls reversed every other minutes is just annoying without meaningful challenge.
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@RainehDaze said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3345296#Comment_3345296
"Obnoxious and often ineffectual" is not good design. Purely being annoying isn't good design. If anyone ever designs a game and thinks 'something that only really exists to bug other people and irritate them is good!', they should quit game design and go be an accountant or something, because they clearly don't understand the point of video games.
Flavour is not important. If all something does is vacillate between being annoying and being uncounterable except by slugging (and slugging being something that is supposedly discouraged, not to mention just punitive in general on the BP and pipping front), it needs a redesign. It's stupid.
And what it doesn't do is act as a preventative measure against Basement hooking specifically (anyone doing that is probably running agitation and/or iron grasp and will manage that if they really want to, or find some other hook--the people that want to do it are least affected). In The Game and Midwich it just exacerbates the hook RNG, but where it really shows up is, again: second floor of main buildings that don't generate hooks up there. Because what really needed to be prevented was... the Killer hooking people whenever there's an easily accessible main building? Don't think so.
Counterpoint: Gary Gygax was one of the most successful game designers of all time. A lot of his level designs revolved around trolling the player with ridiculously obscure and bizarre progression requirements, and rage game levels of difficulty.
Players actually like it when stuff is obnoxious or frustrating, it gives you a sense of meaningful accomplishment when you succeed. Why else would Dark Souls and Mario Maker be runaway smash hits? Not to mention we are all gathered here to talk about Dead by Daylight, a game that is famously stressful to play.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3345255#Comment_3345255
Flip Flop and Unbreakable would both require you to be downed away from the killer, though, so you'd be left on the ground to recover first. I dunno how the numbers break out but I doubt you'd get a ton of recovery (only half of which translates to wiggle) from just the weapon-wipe animation.
I can't say I'm that annoyed by it, lol. It's a little frustrating sometimes, that's about it.
yes, this is why you often see Boil Over builds in pairs. The killer downs one guy, sees other guy, downs him, now at least one person is guaranteed a wiggle.
Still, a perk that requires two people to go down to get value is pretty bad lol
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@jesterkind said:
To be fair, the whole "second story instant loss" thing doesn't happen anymore, you can just take the drop immediately and it'll only shave the tiniest amount off the overall wiggle bar. You can't take drops towards the end of your path to the hook, that'll break them out much quicker, but if they go down next to a drop you just pick them up and walk over it immediately.
That being said, it is definitely annoying. The aura hiding is fine, and I also don't really have much of a problem with the drop thing since it's no longer abusable and only rarely gives you value, but the side-to-side sway is hardly fun even if it isn't gamebreaking. Some other third effect would be nice if they can think of one.
If you pair Boil Over with Flip-Flop and Unbreakable, you have enough wiggle that you will get a pretty big boost from Boil Over. The key is to go down kind of in the middle of the building, so you also force the killer to walk some distance and give you even more wiggle.
That being said, usually the only thing boiling over is my blood. Even if the perk does absolutely nothing (which is often the case), it still gives me a indescribable primordial rage deep inside my soul every time I see it.
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@philward1953 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3345182#Comment_3345182
My guy watched Scott Jund's conspiracy video and was straight up captivated lmao
true, true. I LOVE me some conspiracies, I eat 'em right up haha
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They always do a bait and switch with the teaser trailers. Remember when everyone thought Blight was going to be a werewolf killer?
New killer is obviously Toad from Super Mario World 2. His power is that he jumps on your head and breaks your neck.
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@ThanosPAWG said:
Nah the leaker quit bc he was tired of leaking. I agree though not knowing what the next chapter is going to be is pretty exciting.
The "Bubba leaving" leak was a sting to root out the leaker. Basically they made it look like Bubba was leaving, so they could get the leaker to out himself by spreading the info.
So now DbDLeaks has no one on the inside.
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@wydyadoit said:
https://forums.bhvr.com/dead-by-daylight/discussion/364650/plunderers-instintict
i think keys should instantly unlock chests.
ok, based
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@G_Hunters said:
Developers are E=MC² sided.
pure energy players be like:
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eh, we already have so much BP that it's becoming too difficult to spend it all in a timely manner. BP economy is fine at the moment.
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Actually a good buff. It steps on the toes of Pharmacy a little, since it's the only other perk that effects chest search speed (Appraisal only effects rummage speed I think).
Maybe Plunderer's can have a smaller speed boost than Pharmacy, and they can stack? I like that idea, as a chest enjoyer.
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Are Trapper and Wraith's skins in yet? I would love to see those too!
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@wydyadoit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3345133#Comment_3345133
i bet you only use pi to the 2nd decimal point 🤣
I just click the π symbol on the calculator 💀
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@wydyadoit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3345096#Comment_3345096
you can't just see the world in only line segments.
but fine i'll level with you. how many units in radians when nearing infinity before a linear angle becomes a curve?
ok you got me, I don't know enough maths to keep this joke running lol
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This is why you see so much of Nurse, Blight, Wesker, Spirit, and Huntress. They are strong and also some of the most fun killers to play as.
You also see a lot of Wraith, Legion, Slinger, Demo, Dredge, and Pinhead for similar reasons. They are reliable enough that you can reasonably expect to win a lot of your games, and also they are very fun to play.
Even though killers like Twins, Artist, Hag, Billy, Plague, and Pyramid Head are very strong in their own right, they are often too clunky awkward to feel good to play as. You can win a lot of games with them, but it feels like such a unfun slog to do so.
Then you have Knight, Sadako, Nemesis, Trickster, Ghostface, Clown, Pig, Freddy, Bubba, Doc, Myers, and Trapper. You are pretty much playing as a killer without a power for most of the game. When you do try to use your power, it's gimmicky and clunky, and barely even likely going to help you win a chase (let alone win the match). These killers need some love.
Oni is kind of the exception. I don't know why I don't see him often, even though he is very fun to play and very strong.
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Attempted bullies are suspiciously quiet in chat when you stomp them into the dirt.
It's pretty crap advice, but getting really good at the game helps.
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you can just spend 30k-40k every game and stay at the cap. Although, I don't know how it works exactly when you are above the cap
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@wydyadoit said:
https://forums.bhvr.com/dead-by-daylight/discussion/364634/devs-are-side-sided
i disagree. theoretically speaking circles and spheres are infinitely sided to the point that their sides are indiscernible in terms of surface from one another. so in this regard by not choosing to include circles and spheres they're limiting themselves to a select number of sides.
this is clearly an effort to balance sides and angles.
what we really should be concerned about is the lack of rays to sides. there is clearly an inbalance to the amount of open geometric faces as everything is clearly a closed shape.
I would expect as much coming from a side main.
Bringing up rays and angles is just whataboutism
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you're a real G. Thanks so much!
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@Archael said:
Sorry i havnt read everything from this post. I want to stop You on the idea of shared hook states.
If hook states are shared between survivors, then it does not matter who is hooked, whole team loses their states. And because resqued survivor is easiest target - killer know where they are, its easier to down them - this change will make tunneling even more rewarding -> tunneling one person will not only takes one surv as fast as possible but ALSO will eat all hook stages from all other survivors.
this is my suggestion
https://forums.bhvr.com/dead-by-daylight/discussion/360072/what-about-change-in-sacrifices
I believe its better at prevent tunneling.
You would have to down and hook the weak link 9 times before someone dies for the first time.
If they have even one anti-tunnel perk like Off the Record (which the weak link will generally have, because they know who they are), that is going to take a long time and would pretty much make the main benefit of removing someone early via tunneling/camping simply a non-thing. There is no way to get 9 hooks early without winning 9 chases, and there is obviously no early 10 minute camp.
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@SmolBlob said:
This is unbelievably busted and abusable. No. The solution to tunneling/camping/etc isn’t making them harder. It’s making it more rewarding to not do so.
There’s two types of players. The first type will tunnel or camp or whatever no matter what just cause they can. You will never ever stop this type from doing so. The second type does so because it’s a situationally efficient strategy. You can change this by making other strategies more rewarding.
For example, giving mechanical buffs to aid in going after other survivors or reward going after other survivors instead of the unhooked one, rewarding leaving and staying out of the hook proximity unless you’re in chase, etc. Then naturally, the strategies to tunnel/camp/etc will decrease, because not doing so is more rewarding.
The benefit of deleting a player from the game just by running back to hook after a short time and standing still is obscenely strong. This is why solving camping and tunneling is so hard, and is a completely fascinating design problem. You need to make the boring plays weak, and the fun plays strong. But what could possibly be stronger than being able to just remove 25% of the enemy team in one move?
The benefit of NOT tunneling/camping needs to be equally as strong or significantly stronger than camping and tunneling, so that it's a viable option. This means you would need to nerf camping and tunneling into being sub-optimal (which is what the survivor lives system does), and make getting a variety of hooks on multiple survivors highly beneficial.
Something like getting a mini bloodlust at the start of your next chase after hooking two different survivors back to back, or some other boost to chase. So you can chain hooks very quickly. Maybe make a different kind of basekit BBQ: after hooking a survivor, the auras of all survivors that have never been hooked are revealed to you for a brief time. This gives the killer a new target if they just so happen to only be camping because they can't start a new chase (one of the main reasons why I personally camp people to second stage or to death).
It's a difficult problem to solve without breaking a lot of different things at once, so just spitballing ideas until we find something that works is a viable strategy.
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@MarKrTheDemigod said:
An interesting concept I wouldn't mind testing. Although, doesn't this just give more time to Survivors to complete their objective in general - that is even when the Killer is not camping/tunnelling? I mean, currently when you see a team mate got hooked, someone needs to stop doing whatever they're doing and go help because if you don't, the person will advance to the 2nd stage and if left on the hook even longer, they die. Each scenario puts the team into a disadvantage. So the team is time-pressured to attempt to unhook the person.
If you know the person can stay on the hook and burn through 3-5 "lives" in exchange for relatively safely doing, an probably finishing severeal, gens in the mean time, isn't that going to be the main strategy? Even if you're repairing a gen and see one person getting chased (Killer occupied, time to safely do gens), then hooked (Killer still occupied), you keep repairing because there's no time pressure, the Killer doesn't camp and starts looking for another Survivor (Killer occupied), finds someone and starts chasing another player (Killer still occupied, even more time on the gen), downs them, puts them on a hook...I immagine by this time you can have easily 4 gens done and still "lives" left, so now you can go unhook them.
It would require some more changes to actually push survivors to go unhook, rather than sitting on the gens all the time.
As I said - interesting concept but I think it would require so many follow-up changes that the Devs won't even consider it.
That's pretty much exactly why this would never actually happen. It's an insanely massive buff to survivor, and most of the killer cast's chase potential is simply not high enough to have 12 hooks be a victory condition. You would see a lot of 2 man out and 3 man out even if the killer practically dominated. Players would feel like they are losing despite the fact that they completed 85% of their objective. So you would need to buff killers or make gens longer for the killer population to be satiated.
The goal was more or less "let's create a hypothetical scenario where removing players from the match early is impossible" and then work from there.
Not being able to delete players from the game is a step in the right direction, and there's no workable solution to that problem without either shared lives or teleporting to a distant hook in certain situations (neither of which seem liked by the community... probably because it makes killer require skill in chase).
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You actually spelled out why tunneling early is one of the WORST strategies a killer can use.
Tunneling a survivor from the word "go" is what will get you the scenario of survivors being maximally efficient on gens. You chase one guy, hook him, hover around the hook so you can chase him as soon as he's unhooked, repeat until he's dead.
Problem is, only one survivor needs to come for unhook. Leaving the other two free to do gens. So instead of pushing people off gens and buying time, hardcore tunneling makes the other two or three survivors free to slam gens with impunity.
Sure, you got one guy out. But the cost was four gens.
Spread pressure and keep people off gens. You can win with 12 hooks and 0 slowdown, it's just a matter of using the right strategies and the right killers.
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Well, there's already an exhaustion perk for just about everything a survivor can do in chase:
Drop a pallet and get a stun
Vault a window
Start running
Have teammate finish a gen
Fall off of something
Exit a locker
Press E
There's not much else survivors can do to activate an exhaustion perk, except stuff like taking a protection hit, healing a survivor, unhooking a survivor, doing a gate, or pressing a new keybind. Maybe picking up or dropping an item?
You could make a exhaustion perk that activates when you take a protection hit. To keep it from being a worse Overcome, it would give your teammates a speed boost instead of you.
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Same, she's a very special killer so she deserves unique music.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/359895/scott-otz-discuss-tunneling-video
I disagree, there are plenty of solutions that can actually make tunneling impossible. They just need to do it.
Tunneling is effective because it removes someone from the game, so make that simply impossible. What if survivors 1st hook state was shared as a team, so even if you tunnel the same survivor, you have to hook them 4 times (to get through the teams shared hooks) then 2 more times, to get through their own states. This could be a way to do it for example. Obviously it has other implications, but the reality is that it is possible to fix it. But the fix to it is not to incentivize killers to do other things, or to disincentivize tunneling, its to make it literally impossible to do, then balance the game around that thing being impossible.
I'm actually completely in love with this idea.
I was typing a reply to it, but started to become longer than OP's post and started getting completely off-topic. Do you mind if I post something talking about this in Feedback and Suggestions?
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I like solo queue, actually. It's DbD on hard mode, and you have no obligation to care about anyone other than yourself.
The masochist in me absolutely loves it.
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If it was just "get a 4k as XYZ killer with their teachables", I think it would be very doable. On par with the survivor versions of the achiements.
The current version is so frustrating, since you can lose the chance to get the achievement that match because one player DC'd or suicided or something.
That being said, I get all my achievements in DbD with SAM because I have an OCD problem with achievements. I'll stay up for days on end grinding achievements in other games, but in DbD they are largely luck dependent.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3303201#Comment_3303201
An overwhelming majority of comp players are kids. It's easier to understand the behavior with that context. Adults generally don't have the time to put into DbD to get to that level. It takes an unholy amount of hours just to make it out of round 1 consistently in major tournaments. The Knightlights of the world are generally putting in 50+ hours per week in game.
How strange. In many comp scenes of other games, players under 18 are typically barred from entering. I figure since comp DbD is such a small community, they can't afford to block any players or they'll often run into situations where they don't have enough teams.
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I'm in favor of the incapacitated part of Eruption getting nerfed. The 10% regression on a down makes it a long range Jolt that requires set-up and only effects the gens you set up on, which is fine imo.
I would personally increase the regression to 12%, but reduce the Incapacitated duration to something miniscule like 5 seconds. Alternatively, the duration can go down to 10 seconds, and the scream is removed (killer no longer gets info + regression, and only regression).
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Comp DbD is extremely exciting to watch. I wouldn't say it's mainstream, since comp play is pretty much never mainstream.
The comp scene is relatively active. Usually people host private tournaments in their discord servers, so you just have to look around for people that host regular tournaments in their discord.
In the circles I frequent, there's HiDro and OsuchinRiberu. There's probably a lot more, though.
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I used to play "comp" with my friends. (e.g. tournament-style hyper sweaty games, because we were training for a tournament)
A good outcome for killer is two kills, and getting more than that is very, VERY hard. It was stressful and highly demoralizing, so I dropped out.
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@Pulsar said:
Replace them with bots and then remove the penalty.
Keeps everyone happy. Nobody has to play a game they aren't enjoying, Killers don't lose BP and Survivors don't instantly lose. Oh, but people who play in a toxic way looking for reactions get cucked.
I agree very strongly. Replacing disconnected survivors with bots lets everyone else keep playing normally instead of getting their game ruined.
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I would be fine with long chases if the game had a dedicated 1v1 mode (e.g. queue for 1v1s in matchmaking).
Currently yeah, you need to be getting downs in 45 seconds or less or you are just going to lose due to efficient survivors. Which is why I play killers that have very strong chase.
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Fire Up, Stridor, and Bloodhound. Something about their abject worthlessness just... calls to me.
Also not a bad perk, but I REALLY like Trail of Torment.