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Blueberry

Blueberry

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  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/401657#Comment_401657

    Perhaps we could have punishment queues that increase with every DC such as:

    1 min/5 min/15 min/30 min/1 hour

    The escalations will reset itself every day or week.

    About the compensation, I don't mind the developers add that in with DC queue punishments since if someone was to DC, it gives both sides a chance to keep going. However, yeah I agree, we should prevent DCing from happening in the first place.

    This is actually the exact solution I was recommending as well. An escalating wait penalty before you could re que. This is in addition to the actual larger system of banning people for excessive use over long duration's as well.

  • I'd actually be fine with this change and I think it would be balanced. It seems like an actual fair trade off. I gave it a vote up.

    On a side note: I still think the whole switching obsessions is meaningless. There's no real downsides to being the obsession in "almost" all situations. There are only small fringe situations where being the obsession is actually bad and even a few where it's good.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/401623#Comment_401623

    @Blueberry

    Honestly, the perk isn't too bad, it just needs a way for killers to PREVENT it from activating it. I'm not counting camping, 1 shots, and moris because these are too situational for the killer. I actually made a thread on how to give the killer a way to PREVENT it from activating it. I'll PM you.

    I think its current state is more broken than DS was on release and that was extremely broken.

    That said, it depends what change you're proposing. Currently I don't think it has any counters. The current "counters" we have are like telling the killer to just break the pallet to counter looping. So basically unrealistic. I'll read what your idea is though.

  • @Dabrownman1812 said:

    Mom can be countered by

    1)grabs

    2) instadowns and exposed effects

    3) secondary attacks (hatchets, puke, frenzy, chainsaw)

    Instadowns, exposed, secondary attacks are heavily used in higher ranks anyway. And if you run plague you don't strike too much with basic attack for example, billy can prevent a 3 basic hit charge for some time, etc. Killers gotta learn, stop freakin out. I play killer myself and I've been doing fine with full swf teams with that perk on playing spirit.

    First, MoM works on Corrupted Plague and Hatchets.

    Secondly, grabs? Really? That's a stretch.

    Lastly, only a few killers have instadowns and the likelyhood that every down is going to be done by those instadowns is just unrealistic unless it is a terrible survivor. You will almost always be getting 3 M1's in a game even on those killers. This also excludes the other 3/4 of killers without instadowns. Exposed effects are also highly limited and restricted. Not something that is reliable at all.

    This is like me saying Instaheals are a counter for anything you think is too strong about killers. That would be a stupid argument.

  • @PolarBear said:

    https://forum.deadbydaylight.com/en/discussion/comment/401704#Comment_401704

    I'm fine with the 60 seconds time since I don't usually go after the same person. I've only had decisive activate once after the patch and that was after the gates were already open.

    I don't think it's a good idea for it to deactivate when the killer does an action (down a survivor) since there will always be those hardcore tunnelers who will slug another person just to tunnel a specific survivor.

    If that situation is happening then those players are just being really bad. That means after saving that guy the other survivor got hit TWICE and then he still got to that other guy and downed him. That's 3 hits. Those survivors really messed up if he got 2 other survivors hits worth of time to get away and still got found and downed. That isn't a tunnel.

  • I like it.

    Either shorten the timer to 40 seconds or make it deactivate if any other survivor is downed aside from the one that was saved. Either of these would ensure it is ONLY for tunnelers of which it currently is not.

  • @Shirtless_Myers said:

    https://forum.deadbydaylight.com/en/discussion/comment/393027#Comment_393027

    Jesus, this post is toxic and condescending while making baseless claims about me which you don't know.

    Please quote anything I said there that was "toxic" and link it please. None of what I said was toxic. You tried to call someone out about something you know nothing of and decide to act like the victim when you're proven wrong. You are the one that came at me, not the other way around.

    "condescending while making baseless claims about me which you don't know."

    By all means if what I said is incorrect then prove me wrong and link your steam.

    Proving someone wrong and that hurting their feelings doesn't make something condescending.

  • @NMCKE said:

    I feel like survivors and killers should get some sort of compensation whenever someone DCs. Like maybe the killer gets his BBQ stack and the survivors get a 50% action boost or a generator automatically completes itself.

    I know some of my suggestions are just bad ideas but at least gives us some compensation or else what's the point in fighting a losing battle? What's the point in playing a game that you already know that you're going to win?

    It needs something that's for sure. I'd rather them just fix the DC problem itself instead of a compensation. Then it would be rare enough that it happens to not really care much.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/401598#Comment_401598

    At least someone here is willing to refute my points. So props for that.

    Now I play on Xbox. Maybe your experience is different because you are on PC, or it could be your region, or maybe you are a better survivor than me. I'm willing to accept that. But just because YOU do not see it does not mean it is not a problem. Killers camp and tunnel A LOT. Like literally almost every game a killer does one of these two things unnecessarily. Like I said I can understand situations where it is a necessary thing to do, but that's rarely the case.

    When I say camper I mean camper. I don't mean he left for 30 seconds and came back to check on me, then left again. I mean the killer won't go more than 20m from a hooked survivor. And when I say tunneling I don't mean I got saved and ran into the killer, or that killer just happened across me soon after an unhook. I mean the killer saw me get unhooked and just went straight for me.

    And I honestly find it hard to believe that you don't experience this at all. Maybe you get lucky and get fair play killers, or bad killers that are easy to escape. Or again maybe you are the .01% of survivors that are super good. But this has been an ongoing problem for survivors for a long time. Killers are so quick to point to the other side and call out "not fair" when it's just as easy to point the finger at killer and say "not fair". Killers have problems, I won't deny that, but you seriously can't deny that survivors don't have problems too.

    Well it's true I play on PC and not XBOX so I can't speak for XBOX.

    I think the primary issue is what people call "tunneling" or "camping". I think that many times this is said when it actually was not the case and people are just salty. Their definitions are very "loose" in other words.

    Also, what rank is this that you're experiencing all this at?

    Survivors have some issues, I just think they are way over exaggerated by most people. Most of the issues I think come down to player skill or lack there of. Like I said though, I am speaking at rank 1.

    "Killers are so quick to point to the other side and call out "not fair" when it's just as easy to point the finger at killer and say "not fair""

    Yes, this is easy to do. That said, one side has MUCH more that is "not fair". It's not even a close comparison. Like I said I play both sides at rank 1 so I fully see it from the other perspective. It's just that most people not agreeing with me here only play their one side, hence why they aren't agreeing with me. A lack of perspective.

  • @SpaceCoconut

    I'm copying this from another thread where I posted but here's an idea for fixing it:

    Honestly the perk is just poor design to begin with which makes it difficult to adjust. It needs an entire rework as to what it does fundamentally. Second chance perks aren't healthy for the game nor is ones that have no counter "generally".

    If we're forcing a tweak on it though, remove the speed boost component of it that normal killer hits would give. This allows you to body block with it and take an extra hit, but you aren't gaining ground in a chase. A body block perk is more reasonable than ANOTHER chase extender. You'd still get a little ground from the swipe animation but nothing too extreme like how it is now. It also adds a counter now in the form of STBFL.

    It would still probably be too strong even with that change, but it's at least a start. Not to mention we don't need to be requiring even more perks of killers just to function.

  • Killers need their lunge and most of their hits are lunges. This wouldn't help them almost at all.

    Honestly the perk is just poor design to begin with which makes it difficult to adjust. It needs an entire rework as to what it does fundamentally. Second chance perks aren't healthy for the game nor is ones that have no counter "generally".

    If we're forcing a tweak on it though, remove the speed boost component of it that normal killer hits would give. This allows you to body block with it and take an extra hit, but you aren't gaining ground in a chase. A body block perk is more reasonable than ANOTHER chase extender. You'd still get a little ground from the swipe animation but nothing too extreme like how it is now. It also adds a counter now in the form of STBFL.

  • @thesuicidefox said:

    @SpaceCoconut "Take note that the issue isn't winning or losing but the frustrating nature of the matches and how it is not fun for some people to deal with this many second chances."

    I will say the same thing to you here that I said in the comments on the YT video...

    PLAY SOLO SURVIVOR AT RED RANKS.

    Heck you can even play some SWF too. You will quickly see why these types of mechanics are necessary once you get killers that stack everything in their favor too and then hard tunnel or camp.

    You will get games where you get found by the killer first and they have strong perks/add-ons where they catch you in 20 seconds, then they will hover around your hook and make it near impossible for someone to save you. And then in the chance someone does make the save, killer will be RIGHT THERE to put you back on the hook. You will depip and it will be just as frustrating as what you are dealing with as killer.

    You will get games where the killer does this to someone else, and when that person dies on a hook and you lose your Benevolence, that's a depip where there was NOTHING you could have done.

    You will get games where a killer let's someone save you only to tunnel you down and mori you 60 seconds into the game. You will barely get any BP and depip.

    Oh and least we forget bad survivors. You will get games with BAD survivors that NEVER come to save you even if the killer isn't camping (rare nowadays but still), or survivors that never do gens and spend the whole game looking for Ruin, leaving you to do 2 gens yourself, and then you will do those 2 gens and die then some Dwight that hid all game will take hatch.

    You will get games where survivors sandbag you or run the killer straight to you (intentionally or not) and it will get you killed.

    You will get games where the killer slugs you for the full 4 minutes after a 30 minute game because they desperately want a 4k (which BTW is not a 4k, a 4k means you hooked/mori'd all 4, bleed outs are not rewarded and therefore it is not a 4k IDC what you killer mains say).

    You will get games where you are completely outplaying a killer then POP, they DC and you depip automatically.

    You will get games against killers doing off-meta builds that are super lame to deal with. Those 3 gen Docs on Game where they just use Distressing and heartbeat add-ons to make it IMPOSSIBLE to avoid Madness 3 for anything more than 30 seconds. Huntress pink hatchet slug rush builds where they whack you with a hatchet and leave you there to bleed out. FMT Legion with Sloppy and Thana and Ruin, you will be lucky to get 2 gens for hatch.

    There is a lot of BS on survivor side too, stuff you never see because you're not playing survivor at red ranks. Heck this happens at all ranks, but it is ESPECIALLY egregious at red ranks considering the new ranking system requires you to play perfectly and get lucky to even have the opportunities to gain a pip.

    The door swings both ways. There are problems all over this game, and while it is on the devs to fix them, there are no easy solutions. I'm sure they know MoM would cause backlash especially after the DS changes, but they can't just make useless perks else why even bother?

    McLean has talked about a lot of changes coming to the game, but it's not going to all happen at once. Game dev takes time, change doesn't happen overnight. They can't just gut the entire game, they have to make changes here and there, WAIT to see how it plays out (and by wait I mean like months to get the feedback/data they need to make informed decisions), and then take more time to figure out, test, and implement a solution.

    If you are frustrated with killer, play survivor. Just do it. It will be a different experience for you. And I don't mean just play a game and be silly, actually do your best to rank up. At first it will probably be easy because you understand the game, but then, probably around rank 10 or so, you will hit a wall. You will run in these killers or survivors I mention above and you will begin to see why survivors play the way they do.

    Someone that plays both sides at rank 1 wouldn't have these opinions.

    I play survivor at rank 1 solo regularly and you are way over exaggerating these things. Playing solo survivor at rank 1 right now is an easy and relaxing experience for anyone that's half decent. I depip MAYBE once every 10 games if that. This is obviously not counting games with DC's as that is an entirely separate issue that is being worked on. Nor is it mentioning the terrible matchmaking which is also temporary as they are in the process of fixing that. We are talking normal games. I rarely depip even when I get those games with low rank teammates though.

    Also, the amount of times I actually get a facecamper that makes me or someone else depip is way, way less often than people on here like to exaggerate. I get a legit facecamper that depips me or someone like once every 10 games which is the one game I'm depiping. Not enough to be a serious issue. The majority of the time people screaming camper it's because they are miss playing and the killer is capitalizing on it or the killer is simply proximity camping which I'm totally fine with, as that is far enough that you can make saves if you know what you're doing.

    You make survivor sound like it's hell right now and it's not even close. Survivor right now is extremely easy for anyone that's even semi competent at the game and barring recent bugs/matchmaking issues/DC's etc.

  • @Poweas said:

    Tbf, if they bring that PTB thanatophobia in, it's a good equivalent.

    If they made it not affect healing but include dead survivors I think it would be a fair perk.

  • Because it's bad game design and if we leave you, you'll just run there again later. Just leaving you isn't really an answer.

  • @Warlock_2020 said:

    @Blueberry Actually, it has everything to do with it. You don't balance casual games from top down, that is how you kill the casual player base, thus the consistent drop in player numbers for DbD. If this was a competitive game with tournaments, etc, then absolutely, you balance from the top down.

    If they keep balancing from the top down in DbD, they will strangle the population more and more because most just want to chill and have fun. Hard to do when you get railroaded constantly.

    Look at every other competitive game out that is extremely popular right now. They all balance from top down and the reason DBD is losing people is because they are balancing incorrectly with bottom up.

    com·pet·i·tive

    /kəmˈpedədiv/

    adjective

    adjective: competitive

    1. 1.
    2. relating to or characterized by competition."a competitive sport"
    3. synonyms:ruthless, merciless, aggressive, fierce; Moreinformaldog-eat-dog, cutthroat
    4. "tourism is a highly sophisticated and competitive industry"
    5. antonyms:gentlemanly
    • having or displaying a strong desire to be more successful than others."she had a competitive streak"
    • synonyms:ambitious, driven, vying, combative, contentious, aggressive; Moreinsistent, driving, pushing, zealous, keen;
    • informalpushy, go-ahead
    • "a very competitive player"
    • antonyms:apathetic
    1. 2.
    2. as good as or better than others of a comparable nature."a car industry competitive with any in the world"

    This game is a competitive game whether you want to believe it or not. The definition is there and has nothing to do with balance.

  • @Master said:

    https://forum.deadbydaylight.com/en/discussion/comment/400826#Comment_400826

    Lets face it, ALL killers right now are not balanced at all, the difference between nurse and trapper for example.... just yikes.

    Why not get proper hitboxes adn then balance properly

    Sure this would mean that you have to change your muscle memory for each killer, but thats just a matter of time and it woudl also feel a lot more natural from a killers perspective

    "Lets face it, ALL killers right now are not balanced at all, the difference between nurse and trapper for example.... just yikes."

    Very true.

    I don't think the killer reaches are the biggest issue to fixing this though.


    I'm not saying changing their reach would be bad necessarily. I think it would be fine. It just seems like a lot of work that wouldn't really change much for game play. This is at the same time where there are a lot of game play changing fixes that have desperately been needing to have done for a while. Just a lack of resources from the BHVR team to get it accomplished with limited resources in other words.

    Later once the more demanding issues have been taken care of sure.

  • @Killmaster said:

    https://forum.deadbydaylight.com/en/discussion/comment/400797#Comment_400797

    Heaven forbid a killers weapon actually has to make physical contact with a survivor instead of cutting air to cause damage.

    There are a lot of reasons for the pill shaped hit box that you should understand. This would also require A LOT of changes.

  • @Warlock_2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/400777#Comment_400777

    Though I don't disagree with the change to DS, I think this explanation is at the core of the problem in DbD. "...in the right hands, it was far too powerful and frustrating.." This game is not competitive. It is casual, no matter how hard you want it to be otherwise. It is not balanced enough to be a competitive game.

    So, to nerf perks/abilities based on the top 5% of players is a bad way to balance things. There are a ton of perks that fit Peanits description. NOED, in the hands of a toxic camper/tunneler rewards him for his actions. Insta-heals can cause a lot of frustration in the hands of a coordinated SWF. BBQ & Chili gives Nurse/Billy unfair advantage in speed-hooking (is that a hook rush?!). Adrenaline, the list can go on and on. Is that the new measuring bar?

    We need to stop trying to balance by survivor/killer and start looking to balance by rank/skill levels.

    Being a competitive game has nothing to do with whether the game is balanced. It is a competitive game by definition. The game needs to be balanced from high ranks down, not the other way around which is what we have now.

  • @Master said:

    https://forum.deadbydaylight.com/en/discussion/comment/400797#Comment_400797

    Currently we dont have a hitbox detection, currently we have a hit-cone detection.

    Why wouldnt you want that?

    We have a pill shaped hit box around each character, I don't see the problem with that.


    I wouldn't want it because you're better able to know killers reaches once you've got used to them. Also, if they were all different based on their weapons that would require a lot of separate balancing between each killer. That's more work that the devs don't have time to balance around. I don't think it would really add anything to the game play.

  • All mori's need is to be removed from the offering window during the load screen. This would prevent people from knowing it was used and consequentially the early DC's as soon as the game starts.

  • What are you inferring is wrong with the hit box detection?

    "Woudl also be nice if the size of different killer weapons would be taken into accoutn this way"

    I personally wouldn't want this.

  • The perk is still S tier and too strong.

  • Survivors fault and the game unbalanced in survivors favor.

  • @Orion said:

    Depends on how stupidly the survivors are playing. If they're playing very stupidly and unhook in my face, I get punished for playing efficiently by getting hit with DS. I don't keep track of the number, though.

    This. It basically punishes you and rewards the survivor for playing dumb. It forced you to ignore survivors mistakes and choose not to capitalize on them which is exactly what killer is about.

  • @JawsIsTheNextKiller said:

    Ok why not?

    Does autoaiming exist or is it just how the game smooths out the animations?

    It does not exist. What looks like auto aim is the game smoothing the animations. This was confirmed via dev stream.

  • Counting ultra-rares and mori's as a counter is just stupid. Also, MoM works against Plagues corrupted plague. Not to mention even if you are playing a killer with an M2 down ability I highly doubt you're going to down them with it on every single down, meaning it will be going off eventually.

  • Something that is actually rank 1 viable and not another killer to lose in the tier of unviability if we actually want to win.

  • Btw Coconut it would be nice if you released a video talking about this as well in detail that you could add to your post.

  • I actually really like this. +1

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/400295#Comment_400295

    You could make it +25% per SWF member (so +50% by default, up to +100%) with +200% if it was a 4-man SWF and it still wouldn't make a difference. You can't bribe people into not having fun while playing games. This isn't a job; killers aren't getting paid for babysitting.

    +1 BP is not the solution to swf.

  • I agree, it is out of control. The amount of second chance perks is ridiculous. They are not healthy for the game and then they go and release another. I thought they had learned from their mistake with DS.

  • @powerbats said:

    https://forum.deadbydaylight.com/en/discussion/comment/400058#Comment_400058

    You're joking right, you say yours isn't an opinion than say mine is, how is that any different than what he said not being an opinion? What you're saying is there's nothing in what he said that wasn't an opinion in any way shape or form?

    He left out all the times killers tunnel right after a completely safe unhook or a BT unhook and simply tunnel the person till they go down. But of course it's always survivors doing unsafe unhooks not killers doing something wrong.

    Also you're saying I'm projecting but isn't that what he just did as well, he lumped all survivors into that category then said the definition keeps changing. That's his projection of what he feels aka HIS opinion.

    Now you see why I say double standard, you say one thing while ignoring someone else doing the exact same thing in the very post.

    If we really want to get technical then everything said on here is an opinion and a projection of what we think others are saying.

    "how is that any different than what he said not being an opinion?"

    Because one is true and the other is not.

    "What you're saying is there's nothing in what he said that wasn't an opinion in any way shape or form?"

    The only statement he said is..

    "The definition of tunneling has become so broad."

    This is a true statement. Lot's of people consider things tunneling these days that is not.

    "He left out all the times killers tunnel right after a completely safe unhook or a BT unhook and simply tunnel the person till they go down. But of course it's always survivors doing unsafe unhooks not killers doing something wrong."

    This is you using a straw man argument. This is NOT what he said, at all. He did not blame survivors for EVERY situation. He simply mentioned that there were situations. You are conflating what he actually said.

    "Also you're saying I'm projecting but isn't that what he just did as well, he lumped all survivors into that category then said the definition keeps changing."

    This is incorrect. He did not lump ALL survivors. That was you conflating what was actually said. He simply said that a lot of "tunneling" situations aren't actually tunneling. This isn't ALL and this isn't EVERY. It's simply a lot. Those are very different things as a lot is NOT lumping all survivors in a category because he did not include them all.

    "Now you see why I say double standard, you say one thing while ignoring someone else doing the exact same thing in the very post."

    You say double standard because you are misenterpreting what someoone said into what you think they said.

  • Agreed. Gonna be forced to run Enduring now.

  • @powerbats said:

    https://forum.deadbydaylight.com/en/discussion/comment/400006#Comment_400006

    That's your opinion because to others that infers killers are saints all the time and don't tunnel, so my point is still valid.

    Mine is not an opinion.

    This...

    "because to others that infers killers are saints all the time and don't tunnel"

    is an opinion.


    Also, even if what you said was true, you are projecting what you think he believes based on others even though he didn't say anything of the sort.

  • @ClogWench said:

    https://forum.deadbydaylight.com/en/discussion/comment/399940#Comment_399940

    If you can slug the unhooked and then chase the rescuer you're effectively disabling half the survivors from fixing gens. A 3rd has to pick up the slugged one too

    Delaying, not killing. Not that relevant. Also, if you don't get that other guy you just cost yourself a lot of time. It's a gamble.

  • People that actually have experience in the game know how serious they are.

  • Depends a lot on your killer, what map, your luck with gen spawns, which perks you're using and somewhat which addons. I don't think I'd call it reliable though.

    Also, for a 3 gen to work you're going to need AT LEAST 1 survivor dead before you get down to 3 gens. You generally won't be able to micromanage 4 and even 3 can sometimes be difficult depending on their skill level.

    Doctors generally the best that most people think of, but any killers with high mobility or zone control can do it well. Hag and Plague can infect and trap the gens quite effectively, while billy, nurse and spirit give you the mobility to cover them quickly or recover and get back to a gen after a down before they can pop it.

    This all said, it can be very strong. You can be in a losing match but if you get some really close last 3 gens that could cost them the game.

  • @powerbats said:

    https://forum.deadbydaylight.com/en/discussion/comment/399805#Comment_399805

    There's a difference between an unsafe unhook in front of the killer and coming back and tunneling the person off the hook. But of course you knew that but just had to try and play the blame game anyways and act like killers are saints.

    "act like killers are saints."

    Nothing he said inferred this at all.

    He literally just pointed out that a lot of people complain about "tunneling" more than it's actually happening which is indeed a true statement.

  • It's better than old DS on release.

  • This is inaccurate.

    The perk also looks worse to you OP at low ranks because those survivors don't know how to capitalize on what it gives you. Higher ranks don't have this problem.

    Firstly, let's get this out of the way. Tunneling while not fun for the survivor, is the most effective choice for the killer. It's like the killer telling survivors not to do gens and that they should switch to a different gen every 25%. Focusing a gen down is just like focusing a survivor down, it's the smartest thing to do. You're wanting the killer to play stupid and do the least optimal choice. 1 survivor out of the game is easier than 4 and downing a survivor with 1 hit is easier than another that needs 2.

    With that said, I don't tunnel myself. My issue with DS is that it isn't punishing ONLY tunnelers. If it did just punish tunnelers I wouldn't mind these changes.

    When you get down to 2 or 3 survivors you are going to get hit with this inevitably even if you aren't tunneling simply because of the 60 second duration. This perk is supposed to be an anti tunnel perk, not a 60 second immunity perk. You can down someone else, hook them and then still come across the previous survivor again with that DS still active. That isn't tunneling but I'm getting punished.

    The killer can also just be looking for survivors and happen to run into that same survivor again and that isn't tunneling, he just happened to run into them. That's punishing the killer that didn't tunnel again.

    Now there's also running Enduring. There's already too many required perks for killers just to function at a base level and we don't need another one added to that.

    Last response is to simply slug them. I find this interesting as a response as survivors NEVER want killers to slug and it's hated vehemently by the survivor only community. Also, this is just highly unreliable as a counter. Not only is there a multitude of anti slug perks for survivors to ruin this entirely, but slugging isn't always reliable to begin with. You are pushing for pressure and risking gaining nothing from that down.


    I'd rather them make the perk deactivate as soon as a different survivor is downed. This means you weren't tunneled and survivors still get to keep the stronger version of their anti tunnel perk. This also means the killers that aren't tunneling won't get punished from the situations I listed.

    Another option is to simply lower the duration to 40 seconds. I think that would be long enough to counter a tunnel but short enough to not punish killers that weren't tunneling.

  • Slugging isn't reliable. The current DS is also punishing many killers that aren't tunneling.

  • @Karl_Childers said:

    https://forum.deadbydaylight.com/en/discussion/comment/398710#Comment_398710

    Yeah, because so many killers don’t just proxy camp hooks? In these situations, the killer is always going to waiting so it’s either let them die (stupid) or go for the save when it’s never going to be truly safe because of how the killer is playing. Sorry but you shouldn’t be able to race back to the hook when you see someone coming, down the rescuer upon him making the save, and remove the unhooked persons DS. That would be BS.

    There is nothing wrong with proxy camping, i make saves during that all the time.

  • @Karl_Childers said:

    https://forum.deadbydaylight.com/en/discussion/comment/398663#Comment_398663

    No. A true anti-tunnel perk would have a much shorter clock but one that would stop in chase or when downed. All your suggestion does is ensure that if you down the rescuer upon unhooking, whether it be a one shot chainsaw or they were injured, DS is gone and you can now freely tunnel me.

    If you are downed and left someone can pick you up while he is chasing someone else.

    "All your suggestion does is ensure that if you down the rescuer upon unhooking, whether it be a one shot chainsaw or they were injured, DS is gone and you can now freely tunnel me."

    Or it actually ensures that you make a smart save, something quite rare these days.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/398621#Comment_398621

    The survivor will be locked into an animation for the first second of that and be unable to move. This will leave you with four seconds to run away by default, unless the killer has enduring.

    We are keeping an eye out for feedback. If you feel it's excessive once you've had a chance to play against it a bit, please let us know.

    The problem is it's not just an anti tunnel perk, it's a 60 second immunity perk. Especially when you get down to 2 or 3 survivors left getting hit by this is inevitable whether you are tunneling or not simply because of how long it's active. Make it deactivate from the previous survivor as soon as you down another survivor. Then it would ACTUALLY be an anti tunnel perk only. This is aggravating because right now it's going to punish me and other people who don't tunnel.

  • I seriously thought this was a late April Fools. Such a terrible change.

  • Man that whole team was playing like potatoes. It was hard to watch.

  • @Poweas said:

    https://forum.deadbydaylight.com/en/discussion/comment/397532#Comment_397532

    Ok I see. I just use Yakuyoke Amulet and that green recovery addon.

    You're implying the increased recovery has it back up immediately after your hit even when also using it to get the first?

  • @thesuicidefox said:

    While they are at it, they need to do something to Spirit's Prayer Beads too. So many bad Spirit rely on this add-on it's ridiculous. This coming from a Spirit main. There is counter play but it's just getting really lame to deal with it on EVERY Spirit player. They aren't ever even that good.

    "So many bad Spirit rely on this add-on""They aren't ever even that good."

    Said every survivor that died to a Spirit using it. This just isn't accurate. It's quite simply just a good addon like any other killers good addons.

    As you said, "There is counter play" So this post in meaningless. The addon is fine.

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