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C3Tooth

C3Tooth

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C3Tooth
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  • @Ariel_Starshine said:

    MFT cannot be compared in the slightest to UW. Opening a locker takes zero talent and skill. However, if a casual looper (which is majorty of this game is) equips MFT, it's not going to do much and I've seen them go down...FAST.

    The argument has no premise. Its easily shut down.

    UW is just goofy. Open a locker and get survivor locations, wow, how'd you manage to do that? I'm in awe of your gaming abilities and talent. Please teach me your ways. How do I do it, I think I'll need a 45 minute YT tutorial on how to use UW. Anyone have one to help me out?

    But looping better, nah, that's ezclap. No one surely would make long videos to teach that, it's spoon fed to us yo. Please stop, my sides, all six of them, can only take so much 😭

    UW is not a problem if low tier Killers use it. If Trapper see your bubble at 32m, he needs ~7.5sec to be right on your spot. Wesker/Blight/Nurse only need ~3-4sec. Same to Nowhere to Hide, Blight/Wesker can make that 5sec aura map wide, not so much with Trapper.

    Killers' info perk really need a general rework that low tier Killers should get benefit more than Blight/Wesker.


    Beside, the blindness effect that people claim "weak" deny over 20 survivors' perks. I would like a perk that make Killers blind for 30sec after hooking a survivor to let them know how annoying blindness is.

  • @Shroompy said:

    Bruh I wish I could throw a biopod on the top of Eyrie's main or Temples main so I can see Survivors who are in the next game

    A view from a bio pod on top of Eyrie's main building.

    image.png


  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572389#Comment_3572389

    And you want me to believe that this happened out of the blue? 5 years into this game's life cycle and 3 years into the perk's? Seems unlikely. Or like a convenient guess.

    No matter how much work they put into it, the hierarchy will stay. The only thing they can do is bringing solo queue and SWF a bit closer together. But then they'd also have to deal with a new issue. The fact that SWFs have such a big advantage, that balancing killers around that, is a catastrophy waiting to happen.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572390#Comment_3572390

    You can. You still see that giant bubble in the distance. If that is not an indication, that something is going on over there, we are not talking about an issue with Blindness anymore but about an issue with the player, that can't identify very obvious clues.

    The fact that you don't see the survivor themself makes little difference. How hard is it to remember the hooked survivor's location for a while?

    You could see survivor's hook bubble across the map. But when you reach there with some turn, you may pass the hooked teammate, or they are at the other side of the wall .ect

    Unable to see hooked teammates is a huge deal, you're supposed to deal with it at least 8 times a match. General direction is alot different than direct. A miss is as good as a mile. 5 extra sec to find them for each hook, means half a Gen time. A few extra sec can also cost the teammate another hook stage.

  • @BlightedDolphin said:

    The meta right now isn’t great, especially MfT and that multiple slow down is still the best strategy, but it’s WAY better than the past.

    Eruption meta was probably the worst killer meta ever. Current killer meta is a lot more varied and going against full slow down isn’t as oppressive, even if it is still unfun verse. Eruption/CoB/Overcharge was just miserable watching gens regress while the killer avoided chasing anyone.

    As for survivor, the Small Peepee (DS/UB) build plus Dead Hard was probably the worst meta. Literally removed any counter play to DS and Dead Hard was one of the most broken perks to ever exist. And this meta lasted a LONG time. MfT is poorly designed but I’ll gladly take that over the DH/DS/UB meta.

    The meta is always going to get stale but as long as it isn’t overpowered I don’t mind. Only perk right now I think needs adjusting is MfT and Buckle Up, otherwise I’m ok with the meta.

    Best survivor perks are extend chasing time. MFT fits exactly in the category. Best killer perks are extend the time available for them, which are slowdowns.

    For how the game works fundamentally, those will always be meta.

    @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572189#Comment_3572189

    I dont agree

    like I said before, if tons of perks were stronger, players would have to pick 4 perks among all strong perks therefore more variety and unpredictable matches

    I think of the opposite, all perks should be weak equally!

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572025#Comment_3572025

    One perk is a manual on how to play the game, the other helps the killer to get into the next chase slightly quicker. Guess which one UW is.

    The thing is, that survivors don't know the loops. That's exactly why WoO is a crutch. It bridges the skill gap of people that do know maps and people that don't. And when maps are such an issue because most of them are stacked to the point where pre dropping and the occasional visit to shack can easily delay most killers to get a hit for way longer than it should take to get the down, then that is a problem. One that will never be fixed, let's be honest. This discussion is about as old the game itself but nothing has changed in that regard.

    A survivor can NEVER, under no circumstances, in no possible set up, in any timeline or different universe be equal to the killer when it comes to the chase! The moment that happens, is the exact moment the killer role becomes pointless. Survivors naturally have an advantage in their number. If the killer doesn't have the upper hand when these numbers are negated, then there is no possible way a killer should ever be able to perform even remotely ok. Especially not with SBMM. The killer will down you eventually, because that is how it has to be, when you want to achieve some kind of balance. The question is never, "if" the killer can get a down but "when" (which slowly seems to change and a problem on its own). And this is where WoO and UW come into the equation.

    The killer will make their way across the map, open a locker and then have UW, which will activate when they get close enough to a survivor. But since survivors work on gens, the killer has a pretty good idea where they will find the survivors anyway. So they'll make their to one out of the 7 gens and when they hear, that that gen has progress, they also know that someone was around that area before. Ultimate Weapon doesn't tell the killer which gen to go to but the direction the survivor is in. This can help when survivors try to hide around the gen run early on. But it the effect is only a decrease in time until the killer finds that survivor. The chase will happen, no matter, if the killer has UW or not. I don't which game you have played up until now but in my games the bulk of the killer's work happens in their chases and the way they play around the map. Not finding a survivor. That is the bare minimum that a killer has to do. Why do you think info perks are a thing to begin with? So, that you can focus on what is actually your objective. I'm sure the pink Bunny Feng and Neon Nea as well as Gabriel and Ace with his golden tux care a loooot about stealth. That must be why survivors play so aggressive these days and don't try to avoid the killer. Hiding in plain sight.

    WoO on the other hand will lead to things that otherwise wouldn't happen. When a survivor has no clue where to go and they run into a dead zone, then that is their mistake and they pay for it. When a survivor has WoO, that can't happen. It eliminates the potential for a survivor to make such a mistake and it also shows the survivor how to get to certain loops, which one is the shortest path and (this is the most scary) how much they actually have to work with. So they will be less likely to take any risks and instead play in the most boring and safe way possible. The same way comp players do. A whole of pre drops and a bit of good old fashioned Shift + W. A new player should always play distinctly different from a veteran player, just as a bad players should play different from a good player. WoO bridges that gap. That is why I refer to it as a crutch. The old version of WoO told you where your team mates had dropped pallets too. Yet that one was too weak. Funny how that works, isn't it?

    Finding a survivor to start a chase is also something that need to learn.

    Lethal pursuit helps new killers to start first chase early. And thats an entire perk. UW does almost same thing, with a “weak” side ability that deny over 20 survivor perks.


    Overall, the only killers using this perk are high speed one like Wesker/Blight. They start a chase right after the scream. Just no react time. Trapper using this perk does not really matter beside Blindness.

  • image.png

    Coal tower has 132 titles, each title is 8x8m. The shack itself is 1 title. Each title can spawn a gym/loops... between those titles are titles that not spawn anything but obstacles

    image.png

    You can see why they count TR and distance with multiplied of 8. When Trapper's TR starts, you know he's 4 titles away from you.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570752#Comment_3570752

    Boil over wasnt op???

    Just annoying????

    Let me introduce the rpd library squad to you.

    RPD library exist means the perk was op?

    I could bring Cold wind hooks spawn bug to prove Boil over useless.

    image.png


  • @IamFran said:

    The Doctor is an easy mode killer then, I guess. Because his power let him do the same thing but everywhere.

    ¯\_(ツ)_/¯

    I think alot of people really forget why Doctor static blast is supposed to be power, not perk.

    Do you think each killer perk should be equal to another killer's power? Then survivors will play against a Blight that can

    Laying bear traps around

    Ultimate weapon

    Hitting causing Deep wound

    2 zombies walking around the map?

    as his perks?

  • @Hex_Ignored said:

    They literally took doctor's static blast, buffed it and made it into a perk. Maybe we'll get legion's frenzy or plague's infection as a perk next chapter.

    I had the idea of a perk that M1 causing Deep wound for years...look back and feel how stupid it is.

    The correct comparison should be if there is a perk that allow Doctor to sprint like Blight.

    image.png

    And even then, if you think about it, Doctor is still not broken as Blight with UW

  • DS passively nerfed 6 times.

    image.png

    DH wasnt "strong". DH was nerfed because survivors generally getting alot better and better through years that made DH become the strongest perk. You dont hear any complain about DH far back to 2020 and previous.

  • Usually killers' powers with stuffs layed around the map already on lower tier. Able to track their "belonging" that only affect them is so ironic...

    If anything, that addon should go, or just able to track totems.

  • Reason I draw fangs for Spirit

    image.png image.png


  • @Caiman said:

    Any Means Necessary is OP because it lets you bully Nemesis's zombies with minimal downside. Very cruel.

    image.png

    Alone on a Gen and 2 zombies came at me with AMN

  • Toxic people will be toxic to others, no matter how others play. Its up to you how you want to play.

    The only thing you or most killers have to understand: the harder you dont want to lose, so do survivors.

    I barely use Meta on both sides, I usually play against killers who go 8 hooks before kill, as rarely against toxic squads.

  • Pentimento must be paired with plaything. Pentimento alone would never work. Survivors dont do Dull nowaday unless Inner healing.

    You dont need to get to 4-5 Pentimento, you only need 1, 30% slowdown for 1 Penti is really high value.

  • @KateMain86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569760#Comment_3569760

    This is an interesting idea. It would encourage killers to seek out other survivors more often rather than tunneling 1-2 down early since they know it would cause the exit gate to require less gens to be powered. There are multiple ways the game could scale based on the situation that would encourage players to keep playing and even play in more creative ways. Incentivizing progress continuation is the key here.

    Its alot more complicated. I mean, each survivor has 1 hook with 3 Gens left is alot more fair; than 1 survivor has double hooks with 3 Gens left (its killer winning if tunnel them out, or survivor winning if not).

    But survivors need alot of encouragement mechanic to play the match if 1 teammate dies early. As for me, I will stay under hook if a teammate dies at 4 Gens, I really dont see anything wrong, killers wanted to get kills that hard, I will give them for free.

  • @KateMain86 said:

    Survivors often give up in situations like this, but also don't like rewarding the killer in a hopeless situation. Gens required to power the exit gate should scale based on how many survivors are left. 2 survivors needing to do 4 gens to escape isn't worth it, and will rarely end well for them. The game can change too quickly in favor of the killer, so there needs to be balance in this regard.

    I think Gen time should be dropped to 80sec. But 4 survivors alive requires 6 of 8 Gens complete to power the Gates. 3 alive requires 5 Gens, 2 alive requires 4 Gens.

    Means if a survivor is on last hook with 5 Gens done. If that survivor get sacrificed, the Gates will be powered, which killers prefer to chase/hook other survivors. This change would make tunneling less encouraged.

  • How about Artist in Spirit's skin?

    image.png


  • @Nazzzak said:

    I keep stats on all my games, including campers and tunnellers (purely out of curiosity). There's a tunneller approx 1 in every 12 games, and there (was) a camper approx 1 in every 15 games. Killers win the majority of my survivor games. I feel like plenty of killers do fine without those strats. So while I agree they're effective, and if you feel you need to use those strats then use them, I dont agree they are a "must."

    Recently I dont see much tunnelers/campers, but its not that rare as you. I would say 1 every 6-7 matches. Many of them even 8 hooks before first kill.

    The most funny part is those fair play killer mostly 4K or hatch escape. But some tunnelers even struggle for a hook or a kill.


    MMR doing its job for me. Those tunnelers are definitely not skilled enough but relied so hard on tunneling/slowdown to reach to MMR they should never be. But fair play killers definitely could easily win against much better team, but they may even prefer 10 hooks/2 kill to drop MMR and play against easier team for less stressful games.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568688#Comment_3568688

    boons problem is just radius. your circle is correct because of 24 meter radius. if you blue circle was bigger then survivor would spend less time walking and more time gaining benefits from said boon perks. I don't think the concept is failed. it just poor has numbers currently.

    Dark theory & Expo definitely needed a buff, but I dont think the strength, but the radius. It has to be at least 32m. Though Coh is always remain the problems that its against how Boons supposed to work (high risk high reward) when it stays away from Gens rather than working in chase like others.

    CoH is really need to be removed and replaced with a completely new Boon perk.

  • @Xyvielia said:

    Wuhuu! Ashley Graham plzzzz🥳

    https://us.v-cdn.net/6030815/uploads/54MSY92BJZH4/img-8826.jpeg

    https://us.v-cdn.net/6030815/uploads/6IEDLW1NCYQC/img-8827.jpeg

    …also, give us the rest of Rebecca’s outfits from RE0🫶🏽

    WHERE ARE THE HANDS????

  • @egg_ said:

    Sometimes I wish these forum killers were matched against some decent and coordinated swfs, just to show them how their tunneling and camping are effective (enjoy your 3stages 1k)

    Of course killers can win without tunneling, if they're better than decent & coordinated swfs. Only better.

    Because if killers have the same skill to decent & coordinated swfs, it should be 60% kill, where the balance should be. Of course killers with the same skill can 4K if they tunnel.


    But 1 match can not tell anything, 1 good play or 1 mistake from either side can be 1 extra kill or 1 extra escape.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568581#Comment_3568581

    Yeah, thats a big reason. You cannot really afford to run Boons in Solos, but in a 4 man-SWF you can have one person with a Boon-Perk and coordinate way better.

    I just really dislike Boons because nowadays, whenever a Boon is set up, it is always a waste of time. And when CoH was still used frequently, I also disliked it and did not think it was that good, because CoH does not do anything if you die regardless because the team is not on Gens.

    @Vanishlord said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568581#Comment_3568581

    Same I bought her and I swear COH got nerfed I don't know when I stopped playing in November 2022 and came back properly in May 23 and I wasn't sure if my game was broken and then I realized it was nerfed.

    @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568666#Comment_3568666

    I must have taken the same break as you (I stopped around early December and came back in Spring I believe). I mean I still love Mikaela cause I love witches, but yeah. her perks are kinda underwhelming atm. I'm not sure I miss CoH though, I thought it was kind of a boring style ngl, but perhaps it made solo a tiny bit more bearable? I am not so sure. When i used it the most I was even more inexperienced, so I don't have a correct frame of reference. I do like the idea of boons though, I just wish it was easier to hide them and they weren't such a time waster on solo.

    Saving 8sec of healing sounds nice in concept, but its not.


    Usually Boon Coh stays away from Gens, example we have this unhooking position.

    image.png


    Without using Boon, 2 survivors lost 47sec that not spending on Gens (assume 1 dash line takes 1 second to run)

    image.png


    Using Boon, 2 survivors lost 55sec not spending on Gens, this is not even counting 14sec to bless

    image.png


    I saw too many survivors run to Boon to save 8sec, but actually they lost much more time.

  • @Grigerbest said:

    Something changed about the gameplay.

    Now as a survivor you will do better, if you hold w as long as possible, before an actual looping.

    It drains more killers (except Blight) time with any chase. Hiding and running early makes the killer to check before leaving which is time consuming as well.

    It's just a good tactics imo.

    I remember using Red herring, Sabotur, Diversion. I touched a Gen, get into a locker for noise (Red herring), killer came to my Gen, then leave. Then I used Sabo to make another noise, killer came back again, check around then leave. Then I used Diversion to make another noise.

    That Demo checked around my Gens 3 times, 3 Gens done before it even starts the first chase.

  • @altruistic said:

    Pyramid Head - Can Kill you by his hand, but requires you to be 2 staged before.

    Onryo - Can Kill you by their hand, requires them to spam TV teleports.

    In about 3-4 years when Behaviour remembers that Pyramid Head is in the game, they will change Onryo to require two hooks just like P Head

    PH mori is like a quick kill on last hook. Or quick hook (cage), all he needs is setting trails on chock points.

    Sadako mori requires build up, if she requires 2 hooks before mori, the condemn rate is kind of...doing nothing.

    Not that I defend her teleport spamming gameplay on her.

  • This is my idea, you're welcome.

    image.png

    Killers have ability to either destroy totems (Boons), or snuff them.

    The perk Shattered Hope will cause Booner / Cleanser 60sec of Expose.

  • The only one that legal to use map offering is Scratch mirror Myers.

    I would make map offerings are to prevent you getting that realm. Tier1 Myers should have 110% though. These are all the changes I would make

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3567470#Comment_3567470

    The fabled "Halloween-Effect" and the pull of big licences.

    Would be nice though, if some of the more iconic killers, like Myers or Freddy, would get some more love and QoL updates, if not reworks.

    Its because I play as him

  • I've seen alot of Myers, most of the games.

  • The only correct way to use the Void as killer.

    image.png


  • Please someone tests this.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566451#Comment_3566451

    we dont know that.

    I liked old Sadako way more. I miss playing her.

    Currently I feel the same with Trapper. Maps used to be full of grass, titles are more simple. Yes he had only 5-6 traps, but I know exactly where to put traps, either in titles or connection path between titles, and all of them are useful and effective.

    Now he has 10 traps and I dont know where is set traps anymore, whats the points of having too many traps only to get disarmed because no grass covering them.

    I dont even remember Toba map layout yet, then Alien map came out and without grass, then they change map layout of 2 Coolwind farm maps, then they add another 4-5 maps of MacMillan...4 Gens completed just because I wandering around dont know where to put traps and not even finish to put 10 traps.

  • @SimpleTora said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566475#Comment_3566475

    Do explain what's Overpowered about it? It reveals your location with a scream and most likely the killer will go near either the last one to scream or the one closes to the objective they were already heading to. The blindness could be removed and nobody would notice because it's that bad of a status affliction. It only works vs 2 types of people: Those with never pay attention to their team so they end up unable to find people hooked or people that rely HEAVILY on WOO

    • Using the most weakest perk (Calm spirit) to counter the strongest info perk (UW)
    • Deny ~20 survivor perks (aura to be specified)
    • Requires the least (open a locker) to get the most (info at close distance, disrupt actions especially totem, deny auras)

    @Venusa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566530#Comment_3566530

    UW is a perk that outclasses every other information perk, has no counterplay except Calm Spirit (lol) and it only overpowers already S-Tier mobility killers. Nobody cares if Trapper is running UW but Nurse and Blight mains are turning their brains off, zooming across map with it, slugging everybody. It does too much for least amount of effort. Just open a locker and that's it. Even BBQ which shows you auras 40 meters away for a few seconds requires you to at least hook someone.

    I really think UW is the selling point of Alien chapter.

  • I hope they add something that make each realms unique. Currently I feel every realms are the same for how titles are no more unique.

  • Is it going to replace crows, or visual additional like rats?

  • image.png

    Doesnt have to be a turned on TV but any TV?

  • @pizzavessel15 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566387#Comment_3566387

    how. it doesn't go up progressively anymore and you can put it in any tv at anytime.

    I died because I cant find a turned on TV. Because they grab a tape to protect themselves from getting stacks.

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565914#Comment_3565914

    Grab a tape. It will protect you from the teleport condemnation.

    So that's how I died because I got full condemn stacks because you grab a tape to protect your self.

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/394428/what-sins-did-you-commit-dumb-things-did-you-think-when-you-first-started-playing-dbd

    Uhh.. Trapper IS overpowered? People just dont know how to use him properly. :)

    I still commit my sins today. I believe Blight is mid tier at best. Especially vs comp. Im an outlier apparently and continue to draw ire.

    Thats fine though. Just waiting to be proven wrong.

    I also think the face camping mechanic shouldnt apply to Bubba.

    They're messing up with Trapper alot. I have to remember titles spawn, pathing between them to set up traps, but recently alot of new maps released (I will cant remember the titles in Red forest, Toba, Alien...), maps getting less grass, brighter; and alot of new type of titles, I just cant remember all of them and dont know where to set traps anymore.

  • @[Deleted User] said:

    Blight is literally the strongest killer in the game why are you even playing such an op killer during a fun event

    The funny part of killer players is those who play for fun, they would play low tier killers because its really kill doesnt matter for them (I main Trapper and 2nd to Myers, Spirit but mostly meme with her). Those who play only to kill will use high tier killers with no mercy in sight.

  • The hay stacks are annoying, but removing it how its just a platform to trigger Balanced landing, nothing else...

  • @mca240 said:

    The idea behind the event is to have fun and enjoy a different mechanic. If you want to play competitively, then ignore the void and play normally.

    It should not be, survivors only need 1 teammate to meme around for 1min is enough to kill their whole team. Killers also dont have enough time to get into the void to give them a buff that they may never use.

    Everything needs a flow on their objectives, not having to go on different route that not helping on the goals.

    2022 Halloween event was really well designed, eventhough it was more simple.

  • I wish Evan could walk from the courtyard of Midwich to music class upstair in 3 seconds.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565485#Comment_3565485

    Yet, good loopers can loop the killer for a whole match with out taking a hit.

    Good killers can 4K without losing a Gen.

    But those are rare cases, you dont bring a miss matching between a good and a bad player and tell getting a down is mistake, then I could bring losing all gens is your mistake, of course you would never agree. A hook and a gen is progression of the game, those have to happen

    in Noed Comment by C3Tooth
  • image.png

    I really think the only problem with Spirit is if you're injured, there is no reliable way to counter her. I never M1 out of phase because if I miss, there is a long cool down, Im always out of phase, look around and take advantage of short speed boost before M1, which would not count as special attack anyway.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565520#Comment_3565520

    I don't necessarily think so... If we look at other games there is also a button to give up if you think you've lost, if it is something like needs a majority or only accessable if all agree I guess it would be fine... Because why should you be forced to stay in the game, if everyone agrees it is over?

    You agree that 3 remaining survivors should just show up under hooks and go afk if 1 teammate die at 3-4 Gens? The match is over for survivors that moment.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565512#Comment_3565512

    If the survivors are good enough it does not really matter how unfair the killer plays, the question is just who plays better. How would you even know that you are getting an easier lobby? Are you checking steam profiles and hoping the game hours mean something? Because the Prestige does not mean anything.

    I don't think you can also have a win without getting 3 kills, but thats a different topic. I mean fair, if someone is completely outmatches you to the point and there is no way you can win, obviously you don't want to continue the useless struggle. But that's only fair if the other side is that much better than you? Why should you get a second chance know to make up for your inferior skill?

    Imagine that thing in a strategy game, where you are loosing so hard that suddenly your units get a buff or something, that would be ridiculous, so why exactly are we discussing something like this?

    It is not really a comeback for killers though when they get stronger the more pallets are broken and the less gens there are to protect, because that would mean they were behind at some point, which they don't necessarily were, it is just how the game goes... Also the point is that bloodlust is a dumb mechanic and should be removed, I could compromise on only removing t2 and t3 bloodlust, but overall I think it would be better without it...

    Yeah sure, but why should you get a buff now? At this point you are arguing more for a surrender button when the game is unwinnable, than for a mechanic that gives you a comeback. Because the point is if the killer has put you in a spot where you think you cannot win the game anymore, therefore he has outclassed you, proven to be the better player and whatnot, why exactly do you want to make it harder for him now? He already earned his win...

    Its up to each' opinion. What I mean is there should be something to keep people playing the match. Thats it.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565490#Comment_3565490

    Rewarding people for playing bad to increase the odds that they would win against someone that plays better than them seems like a terrible game design choice. This gap should be closed by learning to play better, not by some stupid mechanic.

    If the other side is playing better than you, you should not have such a mechanic, because why even? The better side should win...

    We all know why many survivors give up when they down early. Because if killers decide not to play fair (happens most of time), there is no way survivors can reach their goal. Or why killers skip lobby for easier team, because they want to play a match that has more chance to reach their goal.

    Everyone plays for their goals: winning, get at least 3K or escape. If a match shows clearly that they can not reach the goal by any means, they dont play.

    I dont ask there is a mechanic that let one sides win when they're losing, Im asking a mechanic that not letting one sides losing to the point there is no coming back, that makes people to give up the match. A mechanic that punish less for the losing side.


    Killers have their come back build in, from BL to the nature of the game when killers get stronger the later the match. Survivors just dont have it. If a teammate dies with 3-4 Gens left, I would stay under a hook, tab out to do something else. Why should I do Gen when I know Gens cant be done? I think its just some basic human psychology.

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