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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/3142561#Comment_3142561
It’s not against rules to hide in this scenario. The slugged one will bleed out eventually and then it’s hatch game, so it won’t be considered taking the game hostage.
it is against the rules if the last 2 (or even more) survivors just hide and don’t progress gens at all as the game can’t find an end in this case.
I can only tell you why I was muted for a week, my entire sentence was along the lines of "out of spite I hide against killers who slug for 4ks", and I was told to not encourage people to grief. It is against the rules to hide against killers and not attempt to do gens or other objectives.
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As someone who has been muted for suggesting you hide in a scenario where the killer slugs for the 4k. Apparently it is against the rules, they consider it griefing if you hide from the killer, even if it means you would just be handing them a 4k.
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@Bot_Salvo88 said:
Or wait for Matchmaking incentives coming back when Project W drops
I have a feeling with how many people are going to want to play Wesker, queues are going to be much much worse that first week.
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It never fell off the meta, even before the recent buff to it, it was in about 33% of my survivor games. Now its in about 80%.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/342034/reassurance-will-band-aid-fix-the-game
All Reassurance will do is that most trials 1-3 survivors will play with one less perk against me.
But what if a small but vocal group of survivors will demand a secondary effect for Reassurance, because "potentially getting no value out of a perk is no fun. What if the killer doesn't tunnel?"
I personally see the same as the Shattered Hope dilemma: if you really care about Boons that much that you dedicate a whole perk slot to countering it, then you gotta life with the fact that you will play whole trials without getting to use it.
EDIT: also, using Reassurance with Rebecca 100%, nay 1000% needs her to give the hooked survivor a Thumbs Up. Its practically mandatory, or this perk is trash and should burn.
Reassurance punishes two types of killers very well and will likely create a win out of very bad situations.
The first is a face camping killer, who will either choose to power through and get 1k, or give up and attempt to play the game out normally.
The second is a tunneling killer, if the team sniffs out that a killer is trying to get someone out of the game, they can significantly increase the time they have to finish gens. Giving themselves not only at least a 3 out, but a chance at saving that tunneled survivor.
Having a perk that actually does something against ebony moris is going to also be nice. Think of the last time you played against a killer using an iri mori and they didn't tunnel to use it.
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The fact that the emblem system and MMR system are two separate things is pretty tiresome imo. The emblem system for survivors is a better metric for your skill than escaping, and yet escaping determines your MMR. BHVR is aware that 90% of survivors who reach rank 1 just stop caring about escaping right? Like if I am at 0 pips or rank 1 and I get a forever legion game, what is stopping from going next, nothing.
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While I haven't dodged personally based on prestige numbers, I have definitely noticed that games where we all had a lot tends to go very well for us. I think at the very least, 0 prestige players will not be using the best perks, and at my MMR that means tunnel time.
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Tin foil hat time. BHVR said a few patches ago that your killers would each have their own MMR so that you could pick up new ones and not get destroyed. I am almost positive that they almost entirely did away with this 1-2 patches ago. What It feels like now is if your account reached soft cap MMR, all of your killers will be at soft cap MMR, no matter if you played them or not. So you are getting people playing a new killer who haven't had a chance to play it or put any points into it yet.
There was a very small time frame where if you picked up a new killer, you would plays against relatively new players. But, if you are use to playing at a decently high MMR. If you pick up a new killer you will play against good players, even if you have no clue what you are doing.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3141091#Comment_3141091
I'm glad the Survivors that aren't having fun left. They were the ones that weren't good at the game and used the meta to boost their Escape rate.
Most of the ones that stayed already adapted. Killer is significantly harder than it was a few days after 6.1.0. I could easily win with just Deadlock as a slowdown Perk, but now you have to run a minimum of 2 to deal with smart Survivors, just like pre-6.1.0
You think people are quitting because they can't bully people anymore. I am trying to tell you they are quitting because the game feels like a struggle now.
@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3141091#Comment_3141091
Sorry, wasnt the queu times much worse for survivors before the patch? <3
Queue times before the patch were dependent on the time of day. I had very quick survivor queues during the day, and then very quick killer queues at night. Now I get 5-15 minute killer queues all day, and instant survivor queues all day. Was hoping to play a ton of Ghost Face after the patch, spine chill ended up getting buffed. I am still salty about that.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3141072#Comment_3141072
No that's Survivors that thought they had skills but after patch found out they don't actually have those skills and instead of adapting to the changes and learning to get better they just quit by DCing.... suicide on hooks.... Refusing to do gens.... Etc.
I have faced survivors that HAVE adapted and got better and give me a good challenge again as Killer.
While on Survivor I'm stuck in low MMR Hell because of the above quiters and lame players.
I don't think survivors swapping to killer full time or straight up quitting has anything to do with their skill. The game has gotten to a point where you lose as survivor a lot more than you win. You have to ask yourself if there is even a point in playing out games. Where you can clearly see the survivors you were matched with, can't play against the killer you were matched with.
Survivors aren't having fun, and the more you keep telling them to "JUST ADAPT" "DEAD HARD NERF LMAO", is just going to cause them to quit the game faster. If your only take away from the queue times and survivors giving up is that they are just all babies. This game isn't going to last much longer.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3141066#Comment_3141066
If a Killer can AFK and still win, it's a pure skill issue on the Survivor side
Right right right right, that must be all that skill issue boosting up killer queue times.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3141056#Comment_3141056
That just tells me you're going against Survivors that don't like any kind of impedance.
Nothing needs to be done about slowdown Perks, they're all fine.
3-Gens and in the Survivors control. If they can't deny them in the early-game, they deserve to deal with it
Like I said, killers can literally afk at a 3 gen right now and win.
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@ThatOneDemoPlayer said:
You lost me after complaining about Wraith
Play a kick build with wraith with the addon that lets you see which gens they are working on. Every single time I have done it since patch someone has given up. It is to the point that killers can afk at a 3 gen and only play the last 5 minutes and come out on top right now. Something needs to be done about stacking regression perks and 3 gens.
There are two types of killers right now. The first stacks regression perks and the second tunnels.
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3141038#Comment_3141038
That sounds harder than normal way tbh. Just drop a pallet, wait for the killer to break it and when they start the animation blind them.
Easy af.
There are plenty of killers who don't need to break pallets, or do so instantly.
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Run Blast mine, flashbang, head on, quick and quiet. When you head on the killer flashbang him. Can bring a toolbox to get a quick Blast Mine. Should be finished in a game or two. I don't like to do the challenge with flash lights because many killers aren't going to let you.
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@ColonGlock said:
Paying attention to pips or "losses" is not good for mental health. Go with the flow. What will be will be.
Kind of hard not to pay attention when I see the challenge not complete after every game I play. I swear every time I equip an escape challenge it takes me 4 hours to escape once, it's almost like the killer knows.
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I feel like the issue with pharmacy is that usually the chests are already opened by the time you get injured. It should definitely function through rummaging, having 1-2 tokens, possibly even giving you tokens based on healing others or unhooking safely.
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I use to run it pretty often 50% of the time, now it only really shines in the end game when OTR and DS get turned off. In that instance, a BT could maybe save someone, but adrenaline is just better across the board.
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The problem with hexes is not actually the power themselves but how easy some totems are to find. I personally would rather have the developers add a bunch more harder to see totem spawns, than to buff hexes. I feel like hex lullaby is the weakest totem simply because it usually get's cleansed before it can get strong. But if you really think about it, that is kind of how devour plays out most games. If you make the totems harder to find suddenly they start to feel better to use, and survivor totem perks become more valuable.
On the other hand, I am not really a fan of killers being able to protect totems like devour hope (demo, trapper, hag). I feel like the aura of devour should just be invisible to the killer. If you take the time to look for and manage to find your devour hope you would be rewarded for it. But, I have played against several demo's that just instantly portal the totem and use it to win the game for free.
TLDR: I would like to see a patch that does a totem spawn pass, makes them more hard to find. Making survivor totem perks more useful. I would like to see some changes to make protecting strong totems like devour hope harder to do on killers like trapper, hag, and demo.
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@Marik1987 said:
When is Gen rushing, Teabagging and Clicky clicky going to be adressed?
Gen rushing got nerfed last patch, clicking your flash light also got nerfed recently. I wouldn't be surprised if tea bagging actually got the same treatment as clicking the flash light.
Can we talk about camping and tunneling now Mr. Killer main?
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Some other horrible gen spawns include.
Haddonfield: A gen can spawn directly to the left of the front door in the main building, while having another gen right in front of the porch. As well as two gens directly to the left and right of the main building. Killers can just patrol the main building and win the game for free.
Backwater swamp: Two gens can spawn directly on top of the pier, while also having 2 gens right next to the shack. Again a killer can just patrol the shack/Pier and win for free.
I actually just played a game today against a huntress who attempted to 3-4 gen us on backwater at the pier/shack. Luckily the solo players I was placed with noticed and we spent half the game trying to do just one gen in her overcharge rotation. She basically gave up the instant we broke up her 3 gen, despite us needing to do 2 more gens.
While I think regression stacking is a problem, I think the accessibility of strong 3 gens is just as much of a problem.
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It isn't just a problem on console, there are many killers that have figured out you can just camp a 3-4 gen from the start with overcharge and win for free. They need to put a cool down on the skill check at least.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3138534#Comment_3138534
The devs also said this exact situation is in fact holding the game hostage, if neither survivor is willing to attempt to continue working on gens. Don't cherry pick statements from the devs to try to justify something that is unironically against ToS. It doesn't take much understanding to know why survivors do it, just like it doesn't take much understanding to know why a killer would bodyblock someone in a corner to secure a single kill. That doesn't make either scenario suddenly not against the rules.
The reason its a team oriented game is because the Four are supposed to work together to overcome the One. It is literally in the game's design and balancing, otherwise what would be the point of actions like unhooking? It also ties in with the 1v1v1v1v1 comment, in that the other survivors provide mutual benefit to your own objective the longer they survive, which makes you a team.
You all have the same objective, both on a micro and macro level (power all the gens and escape.) You all also have the ability to assist each other in said objective, and are encouraged to do so for both selfish or selfless reasons. Also what the hell is that projection at the end? I almost exclusively play survivor, there isn't some cabal of sneaky killer mains encouraging survivors to sabotage their own games. Ironically Its survivors who suffer from selfish plays the most, since they often get sandbagged by teammates like you.
I would love to sit down with a developer and ask them what a survivor should do in a situation where the killer is slugging for a 4k and the killer is camping the body while proxying gens. I have a feeling their answer would not be to your liking.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3138486#Comment_3138486
The 4 is a team vs the 1. the 4 has a mutual goal, and yes, they have lost that goal at that point if nobody is trying to complete what remains of it. Stop the 1v1 mentality, you're playing the wrong game. If my 3 teammates are just running in circles around a gen and not doing anything and they all die, I have lost, even if I did not contribute to why I lost. Thats the rough truth about this game that people's egos always refuse to accept. You wouldn't say a quarterback "won" a game if their team got pummeled in a landslide, even if they performed spectacularly. They still lost because their team lost. If you want 1 survivor to always have the potential to 1v1 the killer, you do not understand asymmetrical design as a basic concept.
Also good on them if they're doing more than just sitting in a locker browsing twitter. If they're not doing anything to progress the game in one direction or the other for a considerable duration, that is still holding the game hostage. The game cannot progress until gens get done, last one gets the hatch, or people die.
also you do know that the "draw" you described is what happens when you get the hatch, right? you don't win, you draw. You get the escape bonus for escaping but your MMR does not go up or down. When you're hiding waiting for that slug to slowly bleed out and wasting everyone's time? its not even for a win, like i said, you're just refusing to admit defeat.
According to the developers (you can go back and watch the steam) this is a 1v1 1v1 1v1 1v1 game. If the killer is slugging in a situation with 2 of us left, the worst thing I could do to survive myself, would be to continue doing a gen or immediately try and pick up the survivor. In both cases the killer would find me and kill us both. However, if I hide and see what the killer is doing, that gives me a chance to capitalize on a mistake to where I myself get to escape or I manage to save the person on the ground. Either way, the worst possible options as soon as the killer downs the other person, is to continue doing a gen or trying to pick him up.
The people saying this is a team oriented game, are killers trying to get you to make a mistake so they can get free hooks. While early game it is in your best interest to keep teammates alive so gens get done faster. There are many times where being altruistic will only lead to your own demise.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3138471#Comment_3138471
The crows after 90 seconds thing was one suggestion to the actual problem, which is what the topic is about. Also if nobody touches a single gen for the entire duration of corrupt, you might as well just hop on those hooks yourselves. Thats also assuming nobody gets downed in that amount of time either, which would also be pretty bad on the killer's part as well.
Also OP didnt even say anything about the crows, so at least dont put words into their mouth.
The correct way to deal with Corrupt is literally to have everyone hide until the killer finds someone, according to this thread and you apparently, you think that people shouldn't be able to hide. Hiding is part of this game and any measures to deal with something I have never seen in 1000 hours would kill it for everyone else. Just like camping and tunneling are killer "tactics" so is hiding as survivor to waste the killers time.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3138453#Comment_3138453
You do not understand logic at all if that is where you wanted to take your gotcha comment. Corrupt actually ends (even faster, now that it disappears the second a single survivor gets downed) but a group of locker jockeys can prevent the game from progressing at all indefinitely. They're not even remotely comparable.
What OP is discussing isn't even about hiding from the killer, its doing so in a way that prevents the game from being able to conclude. Being stealthy during a match is not the same as refusing to accept defeat and cowering in corners for 10+ minutes hoping your teammate is more willing to die and move on than you are.
I mean there are people in this thread including OP saying that you should get crows if no one works on a gen for 90 seconds. That is a pretty normal occurrence in games where the killer uses corrupt.
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According to this logic waiting out corrupt intervention is against the rules?
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Every time I successfully sabo, the killer tunnels me out of the game. Every time I run break down, the killer never chases me.
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@Rokku_Rorru said:
If they removed the vertical from them I'd at least hope they'd compensate by giving it the PTB radius, to help with corner totem spawns.
I don't think that's necessarily, I played on Fractured Cowshed the other day and they had half the map covered. When there is multiple floors you are essentially getting 2 totems for the price of one. I shouldn't have to run a perk just to have a chance of winning the game, baseline boon changes are needed. Every single 4 man SWF you play against runs at least one, usually multiple.
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@Taxman232 said:
I dont know what you are talking about, Spine Chill has not been buffed. The killer needs to have clear line of sight and the effect lingers, meaning you dont have live info on where the killer is looking. Previously it was looking in your direction, so even through walls you got the notification.
Plus they removed the vault speed (which I agree never should have been part of the perk).
Yeah no, now its sonar, it lights up and even shows you the distance the killer is to you. I was excited to play my main Ghost Face but now I am stuck still playing huntress until they "nerf" it again.
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Somehow despite trying to "nerf" spine chill, it got buffed. It is technically better than it was before patch.
I played a ghost face game against just one person who had it, and she basically lost me the game on her own. I spent time looking for her every time I went to her gen, and it was enough that my momentum suffered heavily.
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For the average player up to like 90% of the player base, they would do the worst with Hillbilly.
At the top end, with the players that are relatively good with all killers, Sadako.
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I just played a game where me and a Mikaela unhooked a Meg, the Meg immediately tried healer herself instead of getting a double tickle. Me and Mikaela just looked at each other, waiting for her to stop, and then the killer started running at us. Both of us unconsciously choose to not body block for the Meg, she instantly went down. Congratulations, you played yourself.
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Doctor is extremely weak on larger maps, and very oppressive on smaller maps. I only play him if I have offerings, he is just too easy to bully on most maps.
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Cheaters are like cockroaches, for every blatant hacker you have seen, there is at least 10 subtle hackers hiding in the walls.
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I am happy to look at Prove thyself, as soon as we first look at being able to running 4 regression perks.
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Everything for the most part has been the same soloQ survivor experience, except in one area. People are starting to figure out that it isn't worth trying to rescue people in the end game. I myself have been running both Hope and Adrenaline, just to avoid getting chased or hooked last at all.
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I would much rather have the developers remove the Myer's addons that let him just out right kill survivors. Than for them to change them to make it easier to do. I am pretty sure he is close up for a rework, I hope that they choose to move away from him being able to kill people.
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RPD is in my top 3 favorite maps, I get why people don't like it, but I like it. I am glad we are getting to enjoy the map twice as much now.
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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/3134721#Comment_3134721
MMR exists but doesn't even work correctly, if at all. If good swfs played against equally good killers, there wouldn't be so many complaints.
MMR merely attempts to find you a balanced match. If it fails to do so, you just get whoever's online at the time.
Right because each of your MMR's individually doesn't add up to the benefits you get for playing in a SWF. For example lets say each of you is at the cap at 1800 on your own. You would play against a killer also near 1800, but that doesn't compensate for that fact now that you have all this extra coordination.
It would be different if you only ever played in a SWF, because that would accurately find your teams MMR. However, when you play on your own, and then play with a SWF. You will find that you still play against the same killer's you do when you are solo, but now they are just easier to deal with.
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Huntress, Trickster, Nemesis, Deathslinger, Pyramid Head
That all have satisfying powers when it comes to landing them on survivors.
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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/3134682#Comment_3134682
Swfs are not already on sweat mode. A lot of us are just having some fun with friends. That's not sweaty. But a killer bringing 4 slowdowns, plus a red mori, and tunneling is supposedly evening the playing field?
https://us.v-cdn.net/6030815/uploads/JNU99Y1M2W4G/images-2817-29.jpeg
The argument around SWFs that some or most SWFs aren't good is a bad one, why? Because MMR exists, bad SWFs go against bad killers and good SWFs go against good killers. You still have an advantage over the killer at your MMR.
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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/3134668#Comment_3134668
Players who previously didn't dodge because they weren't sure would dodge because they'd know it was a swf. Killers, in general, don't want to play against a swf.
I'm against telling killers they're playing against a swf because even if they do choose to play, they're going to go a for a full sweat loadout. I'm playing for fun, not to win.
SWF's are already on sweat mode, at least let the killer even the playing field.
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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/3134649#Comment_3134649
You just proved my point. People already dodge suspected swf lobbies, why would they play against a team they know is a swf? Why would they play against a swf that is potentially more skilled than them when they can play against solos who are probably going to kill themselves on their first hook?
Just like you can't stop DC players from DCing no matter how much you punish them. No amount of information is going to change that dodgers dodge. I didn't prove any point, only that dodging is going to happen whether they can see it is a SWF or not. The amount of players dodging will not change with the added information.
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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/3134006#Comment_3134006
The argument of showing SWF in lobby has been made on here before, as has the idea of compensating them with extra BP, and the general consensus was that they would lobby dodge regardless of how much you compensated them.
People already dodge lobbies that they suspect are SWFs, the only thing that changes is killers being more confident in the perks they choose for that match. I think people would also be very surprised to see just how few 4 man SWF's are out there.
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If I had to say any one perk being OP I would say save the best for last, only because it wasn't changed with the buffs for some reason. I do think that being able to stack slow down in all 4 slots is too strong. I played a build yesterday with Eruption, Overcharge, and Dragon's Grip as wraith with the iridescent gen addon. I didn't have to commit to any chases, just hit survivors kick the gen and go to the next one. It was so bad that two of them just straight up gave up and pointed at hooks. 10 minutes into the game they still had only completed one gen, despite me only having a few hooks. Developers really do need to look at the regression meta.
Old dead hard was OP, but I don't think survivors currently have anything OP on it's own. Anything that I see as survivors being too strong ends up coming down to coordination, something SWF's have but solo's don't.
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@sizzlingmario4 said:
She needs a nerf but she shouldn’t be completely removed or anything.
In the next patch her broken addons got adjusted, so were going to see how she ends up being without mega blink.
That being said, the month that she was turned off because of bugs was mint.
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I think the definition of balanced has changed, I think in the past developers were okay with the game being around 2k. But recent statements make it seem like they want it higher, the question is how much higher.
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@Khar said:
https://forum.deadbydaylight.com/en/discussion/comment/3134169#Comment_3134169
The killer has won at that point. Why drag it out?
Agreed, why slug for a 4k you already won, why not just hook and go for 50/50?
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@Khar said:
https://forum.deadbydaylight.com/en/discussion/comment/3134156#Comment_3134156
Is that actually how they're planning it? From what I read, it was an instant mori upon downing the last person. If the last person is already down are they mori'd? If not, they should have their aura revealed so the match can conclude.
We won't know until they put it on the PTB, but I definitely don't want any more rewards for slugging for 4ks.