Carth
Carth
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@Rawrbot5k said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085158#Comment_4085158
I would lol. It would be fun to see a DBD classic mode. Like every broken perk combo, interaction etc. Like idk maybe remind us why the changes were made or even maybe peel back some of the changes who knows.
If the idea of healing nerfs, repair speed nerfs, and move speed nerfs to survivors are unfair to you, I cannot fathom how you would enjoy an insta-down killer or stealth killer downing you first and getting you out of the game in sub 40 seconds.
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@Drumbeat said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086738#Comment_4086738
Yeah? They also promised this things on the survivor side too but never because of killer outcry too remember the big Anticamp update we sure do so don't act like y'all are victim
Yes I completely agree with you. I thought I made it clear by "normalizing survivor audio" I would consider that a survivor buff so min/maxers wouldn't feel like they HAD to play Ace. There's tons of other examples too I'm more than happy to call out: anti-camp, anti-slug, better defense against S tier killers, not needing to budget perks for "base game" behaviors, etc. etc. BHVR has not implemented many of their promises for either side. That's not a reason to celebrate a mid tier killer getting nerfed cause of reasons. I will happily say I'm a killer main and primarily focused on killer issues, but survivor issues are equally as important and required for the health of the game.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086607#Comment_4086607
when most of the playerbase didn't touch the PTB and can't, getting their opinions from CC's who have been wrong multiple times in the past.
If he is weak at launch, they'll buff him, but it's best to see how he does in the hands of the wider player base, not just the content creation bubble.The problem isn't "theyll buff if he is weak". The problem is how long does that take? Bhvr said they'd also
- Rework skull merchant to be better (has not happened)
- Normalize survivor audio (has not happened)
- Buff M1 killers to be more viable (has not happened outsside of 6.1.0, which being real wasn't evven that big of a buff compared to the nerfs to survivor meta perks)
- Said they would make the game more accessible but took years to implement color blind mode annd visual terror radius after DBD mobile did it
Saying "we will fix it (within 10 years)" is the same as saying "we aren't gonna fix it".
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@Flopiyutiop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085244#Comment_4085244
It would be strong yes but you can still predrop the pallet or drop it when out of los, or run to another ressources since most tiles come with another pallet or window near by. Vecna's hand is 4s and depending of the tile it can be almost useless if u don't use it right on top of them. It's would just be a great perk to prevent a predrop or counter greedy DH looping.
Dawg you're advocating for super broken stuff. Why can't survivors dead hard at any point of the game if they are injured E.G. The old implementation? It's not just a "its strong yeah but". If I asked you if every survivor injured could dead hard with an X second cooldown would you like it? That's what this perk is. It's way too strong.
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That would be way too strong. It chains itself into itself far too well meaning basically after the first hook every chase would be extremely weighted in the killers favor. 115/110% move speed plus a block of 3s that just requires LOS? Survivors would literally have zero options. Which leads to another hook which leads to another crazy short chase.
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Yeah people are going to flock back to the game mode of brand new parts insta completing gens and ebony moris allowing you to insta kill everyone on first down.
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Why stop at bond? Let's do kindred, hyperfocus, (improved) borrowed time, alert, object of obsession, botany knowledge, self-care, etc. What exactly makes bond so special?
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Yes let's make blindness even worse. If a survivor has bond actually that's super unfair third seal blocks the aura. I agree, let's make blindness block 1 aura at most and for 2 seconds tops.
A SWF being able to say "Hey dude I'm by shack" or "hey im hooked near basement entrance by main" surely should be given to everyone.
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were you not here for the snowman-pocalypse of the past?
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077456#Comment_4077456
If we are talking about BHVR then they will bhvr'd it. My question is to the concept that once solo and swf are equal we can balance the game. The issue is, no one wants to pitch ideas on what that would look like.
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real talk the boon perk is trash, there's no version that is balanced though.
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Survivors learned with skull merchant that if they cry en-mass the game breaks and BHVR bends then knee. They'll eventually get to ghoul based on quit rates just like they did for skull merchant (If they balance back to avoid becoming the next VHS, HSH, or TCM remains to be seen).
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Typical survivor squad running meta : You didn't know bro! Yeah they ran meta but what if it could have been 4 survivor baby dwights only running alert! If you don't 12 hook you're toxic. BHVR should bring back anti camp, anti tunnel, and imo anti tunnel-injuries(If you hit the same survivor twice in a row you're kind of tunneling if you think about it)
Killer running meta/even non meta lightborne or backpack: Bro you were so toxic, how could you play trapper with bag and go into basement : / game over bro.
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@MDRSan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4074498#Comment_4074498
It's not like Shoulder the Burden eliminates a hook state, it just moves it. Are you really equating the 'slap it on and boom - flashlights don't exist' functionality of Lightborn with the luck and coordination required for a full team running Shoulder the Burden to negate your efforts to tunnel a single survivor out?
I'm not even opining on whether one or the other is fair or unfair - I'm just amazed you seem to think they're similar situations.
Lightborne shouldn't exist. Turning off flashlights entirely for free is dumb.
STB encourages tunneling which is why I don't like it, a killer who plays fair and gets to end game with an even spread of hooks will get any kill denied by STB. Its a classic example of BHVR trying to combat tunneling/slugging and actually encouraging it due to it punishing the desired behavior as well as the negative.
I think both perks are awful but I especially dislike STB for the aforementioned actually encouraging you to tunnel. I completely agree with your points on lightborne.
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This post is funny in the sense of "nurse killers and blight killers are trash! Solo queue vs them is SO unfair" but also "so who cares if you fought a 2-4 man swf on coms they were probably bad and even if they weren't it was so rare who cares". In the vein of this last page, lightborne is super unfair but shoulder the burden isn't and killers tunneling is.
Basically if you are a killer you cannot play a meta pick nor can you interact with the survivors outside of an equally spread 12 hook game and if they bring shoulder the burden you just need to auto lose at the gate if you didn't manage to death hook everyone before 5 gens got powered. OH also, if gens aren't getting powered regularly it's evidence of killers being OP and tunneling being broken, please bring back the anti hook and anti camp patch please.
Edit : also in the name of "funsies" for survivors please remind me what happened to the "dbd killers" that prioritzedd survivor fun over killer gampleay like VHS or Texas chainsaw massacre or home sweet homes. Games that at their peak were "You cant tunnel and survivor gameplay is first before all else!" I'm pretty sure they're all dead and buried for a reason.
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@CTL said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4073338#Comment_4073338
They have precedent of perks removing macro play, being all aura perks both surv and killer, this would be perk that would only effect killers that are playing like tools, and yes I do agree that it would make some survs be very stupid with unhooks, aka insta pulling before the killer went away, however again how is any different from a perk like windows where if a surv that isn't smart runs it they waste most pallets on the map, a lot of perks have a bad case if a surv who is bad runs it, bad survs with DS get themselves killed and make it obv they have DS so they throw, any surv that runs left behind is a bad surv that rats because of a perk they have, and in full honesty something like this base kit (make it that a surv getting hit doesn't stop the unhook animation) would be a good change for the game. This whole idea was made because of killers that are rewarded for bad gameplay, and I want to remove some of that reward and not make it free, killers wont improve if they only have to chase one person at the start of the game and then wait for hook trades then hook the new person and wait again, its not fun for the survs and I have no idea how that could be fun for the killer to, this perk would stop this situation from happening and force the killer to learn more than just wait near the hook and take the trade, any feature that forces players to be better should be in the game.
The end of the day this is a game it meant to be fun for both sides, and when a killer takes full control of the game by doing this (camping hooks) its ruining the main point of the game, FUN. If killers thing that holding someone on hook perma though the game trough trades if fun, then they are just toxic people that see fun as the misery of others and should not be allowed to play.
Brother windows vs a guaranteed BT proc is worlds apart. You sound like the OG of two scenarios rn
Scenario 1. "Give us base BT and that's all we need, just a little bit of wiggle room to deal with camping kilers" - what was the reality? A 2x timer and nobody running the perk becuase the base intro was so strong.
Scenario 2. "Give us anti facecamp! that's all want!" - literally every survivor main on this forum posted crying how it was really proxy camping that was the issue, not in fact face camping.Also further edit:
How is it only effecting killers playing like tools? if a kiiller hooks a survivor in main and completely leaves(let's pretend its in the center like Mount ormand) if the killer chases a survivor from a corner into the middle of the map what exacly does that mean to you? The killer clearly isn't camping, you're basically advoccating for "Free hook zones" where survivors get invuln zones near hooks -
The macro play of knowing when to unhook would take a hit from this perk existing and being real how would it not follow the old BT lifecycle? Aka you're throwing if you don't run it and it needs to be made basekit eventually. The idea of permanently turning off hook trading is that strong
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Your Michael is equipping 6 perks apparently, that might be part of the reason you feel so out-classed. That said.
No Where to Hide - should be attached to the gen only vs the killer. Almost no one would interpret the way it currently works as the way to does.
Darkness Revealed - A perk that takes ~2.3 second animation lock, audio cue, and has a double "do nothing" penalty if either A. No survivors are near lockers or B. No survivors are near the killer. E.G Who cares if you get revealed cross map vs a trapper? He is gonna snail crawl at you at 115% and take quite a while to get over to you. I'd love to hear your opinion of a "fairer" darkness revealed
Nurses - already limited to 28 meters and requires survivor healing in that range to kick in. Just like darkness revealed I'd love to hear what a "fair" version is to you?
BBQ - Countered by the standard get in locker/hide behind gen/ be within 32m of the hook.
Friends til the End - I'm not really sure what the issue is with this perk? If you get picked to be the obsession and you're on top of the hook? What is too strong about this perk exactly?
Awakened Awareness - uh….unless he is running a backpack build how is this a threat? As far as I know Michael gets no special carry move speed out of the box so unless he's also running agitation how is scary outside of survivor misplays?
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@Navenallimcam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063970#Comment_4063970
Ironically, yes.
The killer has 5 gens to build pressure. If the 5 gens pop, that pressure is measured and if the survivors are alive, healthy, etc, tell me why the killer shouldn't be punished? If survivors play bad, they lose the game. If the killer plays bad, they should lose the game.
If this scenario is 'unwinnable', stop putting yourself in the scenario. As killer, you can do that. Why would you chose not to?
The point I'm trying to make is not "bad killers should still get kills". It's to point out the hypocrisy of "if 2+ survviors die before X gens are done its tunnneling and is bad and shouldn''t be possible but on the flip side gen rushing isn't real and if a killer cant get a kill before X gens are don they're trash". Or to simplify it even further
"If a survivor dies before gens are powered they got tuneled and BHVR needs to fix it because that's BS"
vs"If a killer fails to get a kill before EGC they're trash, even if they're spreading hooks, BHVR should make it even harder for killers to secure a kill"
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Survivors : ermm it should be normal to get to endgame with more survivors alive and games where killers get 2+ survivors out before gates are powered are stomps/tunnel fests and it should be more common to get to end game with more survivors alive to be fair.
Also survivors : uhhh it's endgame and more than 2 survivors are alive? Lol you suck you deserve to lose, no pity kills. Body blocking and endurance are more than fair, if you get to this phase of the game with everyone alive you're bad.
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Because it was horrendously broken, can you imagine an equivalent anti-genRush on survivor side? If X gens are done before Y hooks all gen advancement is nerfed to .25 charges per second instead of 1.0 charge per second and if 3 gens are done before a kill the killers move speed increases by 10% for the rest of the trial.
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@ChadDustin said:
How is he S tier? Yes, I agree, he's a lot of fun to go against but S tier? Sorry, but no.
Bro he once played against 4 solo q playes, 2 of who were afk and he managed to 4k before 3 gens were done!! : / this is kinda problematic, I thinkhe needs PH lock in animation , charge time, and a 25% range reduction the he would be perfect!~~
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you answer why in your own post, if it was a mini-boon AoE, or anything that wasn't "You need to stay glued to this survivor". It is brokenly meta-gameable. I don't want to play against every swf having a "Boosts gen speeds by X% bubble" who proc it in ideal AoE scenarios.
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@azaxydbd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051257#Comment_4051257
only if ur in a strong team is fine which shows how unhealthy this killer is, my ingame nickname isnt azaxy (in the game-Reminder), ive seen today such horrible maps that my brain went dark mode ngl. and this killer can screw up and get lucky hits. aint deserve it.
"If the killer doesn't get curb stomped by swf and does at best okay against a full ssolo queue team where 1 player is afk the first 90 seconds and 2 other players are throwing for memes/challenges, then hes broken. Please waiter, I want more hound masters, OG singularity, OG dracula, and trapper killers"
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@indieeden7 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4050897#Comment_4050897
The problem with knockout was not that it was a slugging perk, it was that it was a perk that removed a large portion of what little information solo survivors get
But like, at it's core that's entirely what slugging is. If you could clone yourself 4 times and you were extremely familiar with all the realms and maps it literally wouldn't matter if the killer had OG knockout or not because you could talk to your equi-smart clones and refer to the map and it would have zero effect at the end of the day. But vs 4 solos who don't know the map? The odds of them finding you are pretty low.
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@BongoBoys said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4050928#Comment_4050928
If it doesn't easily break from walls when you do land it it will be more rewarding
You say that as if the killer has any agency at all in terms of the RNG spawn of the chain and what the survivor chooses to do with that chain. It's entirely out of the pinheads hands, from the spawning of the chain,, to what directions the chains go, to determining if the break instantly or after a few seconds.
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It's emp 2.0
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Survivors hate slugging perks though, look at OG knockout. Are you suggesting perks like that come back?
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Real talk cenobytes chains have been garbage from day 1, if anything his "real power" is chain hunt, his portal chains require huge set up, landing them nets you zero or negative rewards in many cases, and its awkward to use where RNG can say you have the survivor in the exact same spot, land the exact same chain, but if RNG spawns the chains in a spot where wall breaks happen easier then sorry cenobyte hehe you just got outplayed by RNG chain spawn logic.
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So, just to make sure I understand, nerf all the meta killers into the ground and then give literally what upgrades to lower tier killers (nurse is blind forever, but trapper and dredge go from 5 second buffs to 10 second buffs)
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Old distortion was so unhealthy it either
A) If the killer brought 1-2 aura perks and no aura reveal add-ons it turned off aura reading entirely
B) If the killer hard committed to aura reading the the perk couldn't regen tokens fast enough and it basically did nothing
It was a binary either turning entire perks off or not and was extremely strong for the value it gave. It's weak right now but the old version was stupidly strong/did nothing which is awful(note: there's also killer perks that fall into this exact same camp like lightborne for example)
This ain't even getting into the metagaming of distortion allowing you to pick apart the killers perks by virtue of watching stacks for trigger events and swf.
Eg.
* Match starts and distortion count goes down? Call out lethal
* Killer kicks a Gen and distortion count goes down? Call out nowhere to hide
* Killer hooks and count goes down? Call out bbq … etc etc for every aura reading perk and 1 dude in a swf on coms.
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@Terror_Misu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4031599#Comment_4031599
I understand where you're coming from now. But there's a list of perks like that for both sides. BHVR isn't really picking one side or another imo. They're good with chopping any and everything up.
But again, Ill do the same. Compare OG dead hard to its current version.
I get your point, and even agree. But every one just wants everything to get nerfed and feel bad. Why? Who wants a game where everything just gets destroyed and tossed? Why does BHVR do this? Why do we do this? Okay, end rant. Thank you.
I agree with you, BHVR has an awful track record and there's by far too many perks that have been thrown into the garbage on both sides. I wish it was as you say, it would make for a much better game in my opinion, even if it would probably be harder to balance.
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@Terror_Misu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4031591#Comment_4031591
So basically nerf it into the ground. Like everything else the survivor side would get? Gotcha. You need not worry, it'll likely get done anyway with how things are done here.
But Ill try it too. Lightborn would be a better perk to compare. 100% nullifies flashlights, flashbangs, some perks, and anything else that might blind. 100% all the time. Not 30% reduced duration, 100% of it, all the time. Ah, I see why you picked something like… tinkerer. Eh.
I've never been one to compare one side to the other regarding perks, but here we are. 1v4 is a massive thing to try and balance around. There will never be a 'balance'. But that's another discussion.
Mate let's compare
Ruin,
Undying,
Pop goes the weasel,
Call of Brine,
Tinkerer,
Dead man's Switch,
Scourge Hook : Pain Resonance,
OG Opression with 80 second cooldown,,
OG Hoarder that originally intended to reduce item rarity but was so broken BHVR just ripped that part out of the perk cause they couldn't get it working,
Franklin's demise in its many incarnations,
and many, many other perks. I am only calling out killer but the absolute same can be said of many survivor perks. I will argue that none of the above had multiple cycles like DS nerfs/Circle of healing which took ages to get brought down let alone the silliness of its PTB incarnation(you could stack Boon: COH and literally out heal the killers M1 swings)
My point is not "nothing should ever be nerfed OR let it reign supreme forever", instead I'm trying to say most of the perks in DBD on both sides are trash and typically when BHVR nerfs a perk they throw into the garbage bin. I'm merely pointing out its' been done many times on both sides, arguing against a "woe is survivor all our perks get trashed" when stuff like 80% Dead Hard pick rate was a thing as well as how anyone from the old days can tell you how fun weaponized Decisive Strike was. BHVR has no qualms about garbaging the meta on both sides, and they will continue to do so as long as pick rates and win rates are their primary metrics of "Should X thing get a nerf?"Following the above, why exactly did Tinkerer go from one of the best perks into the garbage bin arounnd the time of 6.1.0? Was it BHVR intelligently examiining the perk and deciding the best way to reduce its effect? Or was it looking at a spreadsheet of most used killer perks and saying "ok how do we remove this item from this list?"
EDIT: And being real vigil is by far an outstanding candidate for nerfs, let's take a look at pentimento as a comparison point; Originally 30% gen reduction speed that requires a survivor to cleanse a totem and then not break that totem/other totems in the future after the killer re-ignites the totem(which is garbage against swfs who can call out what they have cleansed and where). That was deemed too powerful and broken and was nerfed down to 20%….how is Vigil providing such a massive boost with less work to get it going fair?
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@Terror_Misu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4031589#Comment_4031589
Not sure why, but compared them. Seem unrelated. Neither affect one another at all. What is the comparison?
If we want to compare "bad perks" and perks with tons of "limitations" tinkerer is the poster boy for a perk that has a meh effect combined with limited activation effects that doesn't combo well with most of the killer roster. Moreso pointing out this "woe is survivor perks that could get nerfed", there's many perks that have been consigned into the garbage can for far less than a perma 30% effect reduction with no other stipulations
And just in case you are confused compare OG tinkerer that could proc an infinite number of times to it's current incarnation that only can proc once per gen. If you will picture a vigil that has the same effect but a cute little one liner "you can only help reduce one effect per survivor per trial with this perk equipped"
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@MDRSan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4031576#Comment_4031576
30% faster recovery hardly renders all status effect perks 'useless'. If you insist on calling it useless though, how many downsides would the killers like? Maybe it should only activate once a trial. How about it requiring totem cleansing or chest opening to activate - that old chestnut never fails to make survivor perks useless.
Since the game is being designed around the killer's rulebook for survivors these days I figured we should just cut to the chase here.
Compare tinkerer to vigil
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Okay let's apply the same line of thinking along the inverse.
Yeah maybe buffing all of the low tier killers will hurt solo queue without any other changes, but who cares. Most killers aren't facing a 4 team made up entirely of solo queue, there's at least some level of swf in terms of duo, trio, or quad. Based on that the calls to help solo queue survivor are reasonable but honestly we should just buff the low tier killers and THEN buff solo queue to match. I'm assuming that sounds like a terrible idea though, right? -
The only purpose this seems like it would serve would be in a troll montage clipping squad where survivor A would lure a killer to a pallet and then survivors B,C, and D who are all very close by would get to all troll chain stun the killer
Normal pallet stun time is 2 seconds so in a co-ordinated swf you could easily pull off( at a minimum) 2 + (3)(4) for a 14 second stun. Additionally survivor A could go pick up a nearby pallet and bring it to back to extend the chain stun even further so you could pull off an extra 4 seconds for a whopping 2+(3)(4) + 4 = 18 Seconds. I'm sure there's parts of certain maps that could also combo into head on easily where you could probably stun killers for 15+ seconds easily if you have people on coms.
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But it wouldn't just be your three killers. It would be your three plus the nine other "bans" from your teammates, for a total of 12 killer bans per survivor team. youre painting the picture of it only being a small potential removal of killer options but almost the entire popular killer cast could be banned.
It would almost certainly have a lot of overlap for solo queue but it would be absolutely awful for swf(you could ban blight, nurse, wesker, hillbilly, All the a tier killers and STILL have bans left over).
Layer in MMR and someone who only plays a certain killer could potentially never ever get to play that killer OR they would keep expanding in MMR range until they obliterate some newer players who don't understand who to ban.
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Just like dredge he can be a monster vs people who lack map knowledge and aren't familiar with the optimal way to counter their powers. Once you play vs a solid team who know his mechanics well it turns into a very different experience.
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A bad perk that warns the opponents it's in play prior to doing anything useful(compared to other info perks) even in its "good" use cases it's for memes and roulette 99% of the time.
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I wish something like this was actionable but the problem is there are legit times to slug. So how would you identify this? Is it 2+ slugs at once? Slugging for x seconds? What's the exact scenario it goes from an annoying but valid strategy to just being mean to people? How many fake reports of bannable slugging would be submitted ?
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You can
* drop your item at the start of the match and check to see if you get the warning to know if it is instantly in play or not and react accordingly
* Drop your item in a corner of the map, can also do this with other survivor items
* Run object and play the exact same game vs the killer
* Use the aura reveal plus walking at the edge of the radius to try to mislead the killer
Also as others have pointed out lethal has no interaction with this perk. If the killer is dedicating 50%+ of their build to this that's two les slow downs/chase/info perks in play.
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The queue system would suffer horribly if such a system was implemented. Playing with friends would also allow an explosive number of blocks. E G I have killers 1,2,3,4,5 blocked and my teammate has killers 6,7,8,9,10 blocked. Even though we each only have 5 options if we play together the block list for our team is 10 players long. The MMR system combined with player availability is already kind of bad at times, layer in block lists and it gets even worse.
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It's a billy who got 3 hooks all game. Your team doesn't have exhaustion perks or can juke him? You clearly wiped the floor with him all game if he only managed 3 hooks across 5 gens. The idea of you somehow managing to smash him into the dirt but unable to make a play in the center of RPD doesn't really add up.
Short of getting to run a t-bag train across him I'm not really sure what you are expecting. Your team demolished him and I would bet any amount of money he would say this was an awful game even with this camping pity kill.
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Nah. Most swfs are not that big of a deal honestly and BHVR would rather live in the world of some tough matches occasionally vs trying to get players to learn variable perk effects, gen repair rates, etc based on the number of premades in a given group.
If you hate playing against good swfs I encourage you to stop playing for wins, mess around, run silly perk builds. Yes, you're gonna lose a lot at first but eventually you'll start playing against less extreme groups/start feeling better about your games I hope. Conversely if you absolutely hate the idea of that then you need to also play "to win", learn the best killers, invest in their best add-ons, and run the best meta builds.
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@WolfyWood said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649053#Comment_3649053
It was feared because it was overpowered.
Buffing it to four seconds won't make it feared again and it's too restrictive to see common use.
It suffers the same problem that OTR suffers in that you only get organic use 10% of the time and the other 90% of the time you have to make stupid plays to try and force value. Perks should not be this conditional and that's why Dead Hard will continue to be a superior anti-tunnel perk than both of them.
Perks should give the player agency.
When you say getting value out of OTR do you mean not getting tunneled or do you mean forcing the killer to hit you to eat up a health state that would be lost anyways? Min/Maxing endurance status to force the killer to waste n seconds on wipe animations over a game is not the intent of the value of OTR/other endurance perks I'd argue .
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Nemesis couldn't have single extra zombie due to older consoles and performance, hell even without that supposed extra zombie the re patch was plagued with performance issues. Unless they've massively overhauled their resource bottlenecks I would be surprised if they could manage to include an extra 4 survivors worth of things to handle/track as well as another killers items(picture the worst case scenario - nemesis and some other trap based killer, perhaps singu). They can have it an as option on as many polls as the want, history suggests that older hardware would be a large issue.
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It's bad. Even in peak meme scenarios with all 4 survivors up and we pretend we instant down all of them, at least one, perhaps more will crawl out when you factor in pick up time, walk time to the closest hook, walk back to the door, pick up time, walk time to the second closest hook, walk back to the door, etc. it's just 60 seconds after all.
In the above scenario we somehow magically downed every survivor too. If you factor in attack hit and wipe too that 60 seconds gets consumed without survivors on hooks even faster.
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@Pink_Ronin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630820#Comment_3630820
I would be all for a rework that made the conditions for opening hatch more difficult while still allowing team hatch escapes to be a possibility. It was a fun objective that added variety to the gameplay and shouldn't have been completely abandoned
The issue is there is no justifiable scenario to allow that, or I'd love to hear your thoughts on what would be fair. In the same vein would a mori that insta killed everyone if the killer got everyone on death hook be fun? You just insta-die out of nowhere? I don't think so, and I would argue the old hatch was basically that. One person dies and the other 3 can escape for free if on comms and smart. I could just be unimaginative, but what is a scenario you think that would be fair and justifies a full team hatch escape?
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The odd thing is an all aura build will shred through distortion tokens assuming you are getting procs. Distortion is extremely effective if the killer just had 1-2 but 3-4 in my opinion will eventually let you see that survivor unless they've been lucky avoiding all procs of whatever flavor of aura reading you have