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Crowman

Crowman

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  • @SafetyOff said:

    https://forum.deadbydaylight.com/en/discussion/comment/2369311#Comment_2369311

    There is no perk that makes you perfectly safe. Just need a perk that can counter face camping, or penalties for killers going out of their way to grief players.

    That is the point.

    Perks should not make you perfectly safe, because perks like that tends to get abused. Hence why release MoM was quickly nerfed and DS was changed to prevent survivors from remaining safe while forwarding the game state.

    @Cerebral_Harlot said:

    https://forum.deadbydaylight.com/en/discussion/comment/2369346#Comment_2369346

    Dead hard, sprint burst, borrowed time. DS, are just the perks offhand that I know that can alleviate this issue.

    Camaraderie exists as a perk that pauses the hook timer for a short time. A perk that certainly helps when a survivor is on a hook and a killer is preventing an immediately unhook.

  • @WexlerWendigo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2369067#Comment_2369067

    Here we go again, killers throwing a tantrum over nothing over a 2 second meme for fun

    Because these topics are all the same.

    "Why does killer use strong perks, why can't they use weaker perks so I have easier wins?"

  • It doesn't matter what perks killer use. They are all valid perks in the game.

    Maybe if you spent less time getting upset at killer builds you would have more enjoyment in the game.

  • @Damarus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2366069#Comment_2366069

    Don't try arguing with that guy, dude, he doesn't get it. Killer main at its core.

    I play both sides frequently and have all the achievements.

    I'm not a killer main by any stretch, which is why I don't have issues with people playing the game how they want and don't try to shame people into playing in a way that gives me easier wins.

  • @Zokenay said:

    https://forum.deadbydaylight.com/en/discussion/comment/2366161#Comment_2366161

    Remember i said pairs?, that wont work, cause you killed 1 of 2, the survivor will have clear view of who the killer is, that only really works if its more than 3 players.

    And like i said a 50/50 situation is bad for you as Impostor cause now youre a suspect for the rest of the game, and likely ending in another 50/50 will just end with you getting voted without question.

    I've sniped kills with lights out before in Among Us without being caught. It just sounds like a "you" issue.

  • @Zokenay said:

    https://forum.deadbydaylight.com/en/discussion/comment/2366149#Comment_2366149

    And what if the pairs are basically on top of each other? making impossible for the Imposter to kill without being spotted?, you might get away with it once at best by making the crew vote out the innocent one, but getting accused on a 50/50 situation is already bad for you, getting accused a second time is basically game over, unless the crewmates are braindead.

    Unless you are playing with high crewmate vision, it's not hard to sneak kills on stacked crew when lights are out.

  • @Kaitsja said:

    All this nonsense about survivors just wanting an escape handed to them is ridiculous.

    I'm a Rank 5 Killer main, and rank 7 as Survivor. I play Survivor casually with my friends to have fun. I'm largely unconcerned with winning, and more concerned with having fun. For me, having fun means being able to do my objective to a degree and testing my skill against the killer.

    Tunneling may very well be a strategy, but it's a strategy that involves zero skill on the killer's part. It's not fun for the survivor being tunneled, and the other three survivors are free to focus on gens without worry.

    A killer still needs to be able to beat you in a chase to even remove you from the game to begin with. While it may not feel fair to die because you lost 1 chase, that is simply something that can happen whether it's because the killer is forcing you out of the game by camping or your survivor teammate just don't help you.

  • @Zokenay said:

    https://forum.deadbydaylight.com/en/discussion/comment/2366140#Comment_2366140

    If you know how Among Us works, you would realize how my example practically ends the game for the Impostor with absolutely no chance of winning, thats not a skill issue, thats basically a design flaw, but people dont play like that cause its not fun.

    I know how Among Us works, because I play Among Us with a group on a discord.

    Getting upset that people are trying to figure out who the impostor is and not giving the impostor an opportunity for free kills is just wanting free wins for doing nothing.

    Impostors can call sabotages to help split up crewmates or give them an opportunity to sneak a kill when crewmates can't see.

  • @Zokenay said:

    https://forum.deadbydaylight.com/en/discussion/comment/2366125#Comment_2366125

    Listen bud, theres a difference in playing the game, and then just trying to ruin the experience for everyone.

    Lets look at Among Us for example, that game is usually fun, but what if the Crewmates decided to run in pairs 24/7, specially against a sole Impostor, that Impostor has no chance at winning, at all, and will lose without being able to do anything.

    Every game can be ruined by this kind of stuff, DBD is no exception

    And both games are too sides competing against each other in a pvp setting. If people are playing to win, it makes sense to use the tactics that will you to the winning outcome.

    Complaining that one side is trying to win at a game is a weird complaint, because it just means you are upset that you can't win at the game. Which is a skill issue.

  • @[Deleted User] said:

    Did not know Deathslinger's near-miss gave points.

    So, I agree.

    He does, but the distance that the shot has to miss by is pretty small. You can still be shoot at and not get awarded the points, because the shoot was aimed too far away.

  • @Zokenay said:

    https://forum.deadbydaylight.com/en/discussion/comment/2366120#Comment_2366120

    Oh yeah let me try to unhook myself (and likely fail cause thing is super rare) only to get downed in one second cause the killer is facecamping me...

    Either come with an actual argument, and stop trying to deviate the conversation or stop talking to me.

    You were the one who responded to a post I made that wasn't directed at you to keep the conversation going.

  • @syain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2366098#Comment_2366098

    Be like that. A survivor getting tunneled for any reason can indeed perform actions such as press wasd to move as a slug or m1 to wave their arms on hook. That's gameplay alright, and gee what a blast it is.

    There's situations in which both sides are rendered basically powerless. We all play this game to have fun and that's such a subjective concept that it's not even worth discussing - but it's a given that having your gameplay limited (notice how I'm not saying stopped or ruined) by something you have little to no control over never feels good. Though I think people who get offended over teabagging and flashlight clicking need to grow thicker skin I do recognize there are things killers have to deal with that are genuinely aggravating such as keys, brand new parts and map/hatch offerings, in which case I think tunneling someone is completely justified. Complaints are just a natural part of playing the game how you wanna play and I can't help but think it's silly to care about it.

    It's a pvp game where both sides are trying to deny the opposing side from being able to complete their goal. You will have games where you get outmatched and feel powerless. Just move on to the next game. DBD isn't a game where you play one match and that's it.

  • @Zokenay said:

    https://forum.deadbydaylight.com/en/discussion/comment/2366110#Comment_2366110

    Keep talking in your delusions.

    Cause being forced to sit on hook and die without being able to do anything hardly counts has playing the game.

    Also tunnel and camping often go hand in hand, so "Chases" barely last cause you dont get anywhere safe before the killer downs you again.

    If you can't make chases last long, that's a skill issue you should work on.

    You have struggle skill checks (and you can always let yourself die by not doing them if you really don't like being on the hook) and the ability to attempt to self unhook yourself. You are not lacking gameplay, you just don't like the options you do have.

  • @Zokenay said:

    https://forum.deadbydaylight.com/en/discussion/comment/2366098#Comment_2366098

    No, you are trying to gaslight by saying we are talking about this thing when in reality we are talking about another.

    We arent complaining about hooks, chases or being killed, the complains is on heavy tunneling and camping, both which dont allow the survivor to play the game at all.

    You can't talk about tunneling and camping without talking about hooks. They are part of the gameplay loop that is camping and tunneling.

    You are not being denied the ability to play the game being tunneled. You are being chased (aka the "fun" part of the game).

    You are not being denied the ability to play the game being camped. You are on the hook which has it's own gameplay element to it.

  • @syain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2366081#Comment_2366081

    That's why I didn't suggest any changes to be made to killer. Can we please just acknowledge this is frustrating to deal with and move on?

    Because the complaint that you are being prevented from playing the game is just false. Being on a hook is a part of gameplay. Being chased is gameplay. Doing gens is gameplay.

    The only way a killer stops you from playing game is by finally killing you, which is the killer's objective.

    All these complaints about tunneling, camping, and slugging (that really exploded lately) are getting very annoying. Because it's becoming really apparent the only issue is that survivors don't like not getting handed escapes.

  • @syain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2366063#Comment_2366063

    So there's chase and chase interaction. You can technically claim tunneling somebody straight off the hook is "chasing" them because you are awarded chase points after you down them. But what input did the survivor have? They didn't get to loop, they got virtually no points from it and they know you're gonna do the same thing once they get unhooked again. Standing still the whole game would achieve the same amount of interaction. That's not fun.

    "Strong chase killers" are too off topic for this discussion but suffice it to say it's all about how much people get to play the game and have equal opportunities to outplay each other. Wanna tunnel? Knock yourself out, just don't be surprised if people are less than ecstatic in the post game chat.

    I've taken many killers for long chases immediately after being unhooked. I may have died in the end, but the rest of teammates did escape. If you are having an issue where you are getting down immediately from being unhooked then it would be an issue of your teammates doing unsafe unhooks (and not having BT) or you just not being good at leading the killer on chases.

    Neither are an issue that requires changes to be made to killer.

  • @Zokenay said:

    https://forum.deadbydaylight.com/en/discussion/comment/2366055#Comment_2366055

    Are you for real?

    First, getting yourself off hook is extremely rare without perks/offerings, and largely a terrible idea to even attempt it without said things.

    Second, working on gens in more than just doing skill checks, there also looking around for the killer, creating some form of paranoia which is fitting for a horror game, this is even more true against stealth killers, cause you dont know when they will end up jumping on you.

    And third, you can do more than just sitting on gens, such has going to help your teammates, ive personally have run healing builts lately due to challenges and it was kinda fun running around the map like im some kind of medic for my team.

    So yeah tunneling and camping dont allow any of those things, like honestly try to unhook yourself in front of the freaking killer, see how that goes.

    Guess what, you can watch the killer while being camped just like you are watching for the killer on a gen.

    So you hold m1 and perform skill checks while healing other survivors. So much different than sitting on a gen.

    claiming you are being denied the ability to play the game when being on the hook is still playing the game is just a nonsense complaint. You are just upset you don't get a free escape.

  • @syain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2366046#Comment_2366046

    Nobody is complaining about being hooked, the topic is tunneling which doesn't necessarily correlate. Plus there's not gonna be much chase interaction if you're tunneled straight off the hook without having time to get anywhere. Not saying killers can't do this but it's kinda lame for them to question why this annoys survivors.

    Let's say you get hooked, then unhooked, then hooked again, then unhooked, and hooked again.

    You have the same amount of chases as you would if the killer were to go after someone else inbetween those hooks.

    Survivors love to complain about strong chase killers, because "chases are fun". But somehow being chased by the killer the entire game is also "unfun".

  • @Zokenay said:

    https://forum.deadbydaylight.com/en/discussion/comment/2366046#Comment_2366046

    Theres a difference in being hooked or slugged to dying on first hook due to a camping bubba or someone tunneling you off hook not allowing you to do anything.

    so what if you die on first hook? just requeue and play the next game.

    You also have skill checks during struggle state and you can attempt to unhook yourself in first yourself. You are not lacking gameplay being camped on hooked. It's just as engaging as sitting on a gen and hitting skill checks.

  • @syain said:

    Well for starters some people like to be able to play the game and are understandably annoyed when that right is taken away from them, strategy or not.

    @Zokenay said:

    Nobody likes not being able to play the game, getting tunneled is just that, that person unless is extremely good a looping (and that highly depends on what killer is too) will just get removed out of the game without doing anything, an overall horrible experience.

    Being on a hook or slugged is a part of survivor gameplay. You are basically complaining that you don't like survivor gameplay and that's somehow an issue of the killers.

    Not to method chases are the "fun" part of the game and if you are being tunneled you are experiencing only chases.

  • Zombies are a power, not the killer. Lightborn only protects the killer from blinds.

  • @Damarus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2365242#Comment_2365242

    Nah, it sounds like I have played my fair share of games and know what is and isn't to be a thing. You are not preventing survivors from playing by hunting them down and hooking them, you are doing so when you camp them or tunnel them, or both combined. As per you get hooked and you stay there until you die. That is a survivor being prevented from playing, I don't really know how and why you people have such a hard time understanding something so simple and differentiating the two things.

    Being hooked is a part of survivor gameplay. You are not being denied the ability to play the game, you just don't like the gameplay involved when you got caught and lost the chase.

  • @Damarus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2365225#Comment_2365225

    If the point was that of having killers camp, instead of defending gens, there would not be more hooks on the map than oxygen in the world, you know? If I unhook in front of the killer, or as soon as he walks a few steps away, it is understandable that he will be coming back. However, if he/the savior is decent, he will target the unhooker. But he should not be camping. Because he is depriving someone of the chance to play in a videogame, where you go to, guess what, play. Let's put it this way: would you find it right if pallets that are dropped in chase were to spawn another dropped pallet behind the killer, trapping him between them, and said pallets required 6 destruction events, even with stuff that usually destroys them instantly? I'm sure you wouldn't. And even then, it would not be something caused directly by a player's behavior. Camping is just the same, but worse, since you are waiting for someone to die without giving them a chance to play.

    The simple matter of the fact is DBD is a PvP game where both sides have conflicting goals. The entire point of the killer role is to prevent the survivor role from "playing" the game because you are trying to remove them from the game.

    It just sounds like DBD isn't your kind of game and you just want to turn it into a different kind of game.

  • @Damarus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2364403#Comment_2364403

    Hooks should be free, in fact. Meaning that you get to shoulder the risk, if the killer sees you going for the unhook, from a distance. But he should not be there, standing still next or very close to the hooked guy, because he is a worthless rat. The hooked survivor has every right to PLAY the damn game.

    Unhooks are not free. That's something you need to understand.

    The point of a killer taking the time to hook a survivor instead of just leaving them on the ground is that a hook not only brings the survivor closer to death faster, but is also a zone that the killer can defend for pressure. Slugged survivors can crawl to a safer area.

  • I've experimented with it on Legion a few games. Knowing where the survivors are grouped up and getting a chance to start Feral Frenzy chains before they split too far from each other is nice.

    Need to run more games with other perks as well to figure out what build I like best, but it seems kind of promising on Legion.

  • I never understood the mindset that using strong perks meant you were bad.

    Why would anyone playing to win intentionally use weaker perks for the sake of their opponent?

  • @Sadsnacks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2363586#Comment_2363586

    That doesnt sound right. That site places ormond as 8th and everyone knows thats the largest map. It can take 40 seconds for a killer to walk from one end to the other.

    What might be tripping you up is that on Shelter Woods you can basically see the entire map from anywhere.

    Ormond has a huge building to block LoS so a lot of the map is hidden no matter where you are.

  • @Sadsnacks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2363580#Comment_2363580

    Are you sure youre thinking of the same map? Its git one big tree in the middle and the gens are always located clockwise around it.

    Yes.

    The Realms are semi-procedural locations within the World of The Entity . Each Realm was the site of a violent tragedy in the past and they now serve as the Arenas for The Entity's trials. 1 Overview 2 Lore 3 Realms & Maps 3.1 The MacMillan Estate 3.2 Autohaven Wreckers 3.3 Coldwind Farm 3.4 Crotus Prenn Asylum 3.5 Haddonfield 3.6 Backwater Swamp 3.7 Léry's Memorial Institute 3.8 Red Forest 3.9 Springwood 3.10 Gideon Meat Plant 3.11 Yamaoka Estate 3.12 Ormond 3.13 Hawkins National Laboratory 3.1


  • It's the 2nd largest map.

  • It's funny when people say killers who tunnel aren't good, because the complaint is followed by how the killer won by tunneling.

    Like if the Killer was bad and you lost to them, that says more about your own skill.

  • @nursewannabe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2363403#Comment_2363403

    I don't get your last point: they don't really have much choice if you push them towards an area, and even if they run towards an area where gens have already been completed then surge simply doesn't go on cooldown and can still be used. Also it's up to the killer and the situation whether to commit to the chase in that specific scenario

    I brought up ruin to specify that it is in fact better than surge, but that doesn't mean that surge is bad, it's a very good perk on all killers that M1 to down.

    Btw, I would arguable *restrict* infectious fright to the same level that surge has, considering how strong it is on certain killers. I'm saying this because infectious is always taken as argument to underline how surge should have less restrictions, while I argue that it is in fact strong enough (on the killers that actually make use of it) to be in need of more restrictions itself

    Infectious Fright was released to be on M1 only and no ran it.

    If anything it's more of a reason why Surge should be changed than why Infectious Fright shouldn't work on power downs.

  • The only issue is that this would add an large number of offerings to the pool and neither side needs more junk to buy from the bloodwebs.

    I think if anything the Sacrificial Ward should not just cancel map offerings, but reduce the odds of going to a played map offering as well.

  • @AshInTheTallGrass said:

    https://forum.deadbydaylight.com/en/discussion/comment/2363182#Comment_2363182

    I think the difference was small game only worked for Trapper and Hag, so it wasn't a useful perk in general. WoO works for every killer. Now if it had no cool down that would be completely broken. That's why I think if they buffed WoO, they could also look into extending the cool down to make sure it's competitive and not broken.

    Small game also helped with finding totems and still does now. Your suggestion is trying to add the ability to counter 2 specific killers addons onto a perk when the devs have already shown they don't like the idea of a perk specifically countering certain killers.

    @AshInTheTallGrass said:

    https://forum.deadbydaylight.com/en/discussion/comment/2363111#Comment_2363111

    I agree with you that is should be consistent, but increasing the range of the aura reading ability seems unfair to the killer. But, I guess it depends on how much. Really the only way we'd know is if it was put to test in the PTB. Are you thinking a slight increase or something really big?

    28-32m would be a fine buff. It wouldn't really be that unfair, because while a survivor might know where to go initially for safety, once they take a vault or use the pallet and forced out of that tile there is a CD before they can start seeing auras again. It also doesn't do much if a survivor is caught out in a dead zone.

  • @AshInTheTallGrass said:

    https://forum.deadbydaylight.com/en/discussion/comment/2363102#Comment_2363102

    But again, it is not a constant. The perk has a cool down so you will still be confused with dream pallets. Now if the perk were buffed to show fake pallets in a different aura color, or have a shorter cool down, then that would be OP. But simply not showing an aura is not. Have you run that perk as a survivor? Sometimes the auras are confusing because they overlap with other auras, so you don't even get a clear view of what's what sometimes in a chase. Now pair that with what it looks like when being chased. You should be occasionally looking behind you, and when you are, sometimes you run into a pallet that you didn't even see an aura for. So you might throw that one down and not even realize it was a fake, because sometimes, you've run into a real pallet and didn't see its aura either. My point is, even when it works, it doesn't work perfectly. The buff won't change that, and with the cool down, it's not possible to completely negate the dream pallet. This change only makes things more competitive. Survivors will still get caught in dream pallets. And anecdotally speaking, I barely see this perk being run in matches. So even with a buff (that would only pertain to two killers) would most survivors suddenly want to run it? I'm not so sure. This seems more like a reasonable adjustment as opposed to an OP, every survivor is going to use it and break the game now, type of change.

    Small Game had a CD and it used to be able to let survivors know there was Trapper or Hag trap in front of them. That got removed, because devs didn't like a perk that existed to solely counter 2 specific killer powers even with a CD.

  • @LordGlint said:

    Furtive chase only lowers your TR when in chase, so using that WITH monitor would be kinda meh. Monitor increases your TR when in a chase, so...using your example... Monitor would increase DS's TR to 32 meters while in chase, and then 4 stacks of furtive chase would drop it back down to 16 meters. Really, the perk in generally is only useful for swapping the obsession around and for swapping targets mid chase to someone nearby who might not know you're there. Allowing the stacks to remain REALLY wouldnt be OP in the lease, especially since you no longer have to keep BT in mind for any TR related perks anymore.

    I remember the time Otz posted a video about him avoiding a BT back when BT was based on TR as a T2 Myers with Furtive Chase. Probably the only time anyone has ever gotten real value from the lower TR in chase.

  • Dying Light deactivates when the obsession dies, but it at least doesn't lose the tokens so if you get a new obsession in the trial the perk will reactivate with the number of tokens you previously had. But I really see no point to Furtive Chase losing tokens or even deactivating if the obsession dies. It's simply not that strong of a perk and the main reason to use it is for obsession switching.

    Also, M&A and Furtive Chase do different things. M&A lowers your TR outside of chase and increases it in chase. Furtive Chase only lowers your TR in chase. If you stack them, then a 4 stack Furtive Chase means that in and out of chase your TR is 8m smaller.

  • I find enjoyment in red ranks. Although the games up in red ranks can really vary based on teammates, but I find overall that my teammates are usually pretty good.

    I enjoy the challenge of facing good killers, but it does suck when the skill difference is very lopsided.

  • He's not really OP, but he can feel very oppression on certain maps especially with bad rng. People love to complain about things in dbd and most of the time they are looking at the perfect/ideal situation and not as a whole.

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/2363082#Comment_2363082

    That's not a small aspect of Freddy's power. If you use that add-on that is just his power, full stop. WoO shouldn't reveal his palettes at all considering that's essentially the only thing he's got in terms of tile management and mindgames when using that add-on. Doctor I don't mind it working on since he can actually use blast and shock. He's not gated out of his other chase option like Freddy is.

    I don't like making a perk inconsistent just because it would be okay against one killer and not the other one. It's better overall if WoO shows all pallets regardless if they are fake or not. If the perk really needs a buff, I would go for the aura reveal range first.

    WoO is honestly a bit underrated as it is. It's pretty useful as a solo survivor to know which areas your teammates used all the pallets in.

  • I don't see a good reason why a survivor perk should be able to counter a killer's power (well addon) this way. The whole point of the fake pallets is to trick survivors into thinking a tile is safe when it isn't.

  • @Morpheus_7_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2361405#Comment_2361405

    actually if you notice, tunneling and camping don't penalize the killer's bp much ... if you are the unfortunate survivor targeted first, you will go out with a maximum of 10000 bp ... the killer after the game is over with others 2 hooks, it will have 25,000

    And after a survivor is dead, they can queue up immediately. Essentially it doesn't really matter if one match you don't get a lot of BP, because there's more than just that game to earn BP from.

    It's not the killer's problem to make sure survivors get a lot of BP before the killer kills them.

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2362347#Comment_2362347

    I think you dont know which window I am talking about.

    You said it's the window by the gen. In my experience, when you have the window vault spawn there then there is an opening in the railing you can drop down from by the stairs. Since survivors do get staggered from falling and it still takes time for the survivor to finish the fall, you can drop down by the stairs and catch up to where they landed.

  • @OrangeJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2362751#Comment_2362751

    Is the speed boost from the infection the same as losing a health state? If so couldn't you reduce it slightly instead of removing it?

    Contaminating a survivor with the Tentacle Strike applies hindered status effect for 0.25s. The hindered effect just needs to last longer, because right now it barely does anything.

  • SWF is hardly the downfall of the game. Sure games against coordinated players can be tougher than playing against solo players. But you'll still beat SWF teams whose skill is worse than yours. It's not an instant win mode like people act like it is.

  • If I catch an injured survivor who was recently hooked working on a gen or trying to self-care themselves, I'll go after them. Easy down and they already gave up their own DS.

    Really their own fault getting caught out that way.

  • @Damarus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2360879#Comment_2360879

    No, I want to punish killers who camp, because that's the only way the have of doing something. And if you hook the survivor near gens and tell me "oh, I will be punished because I am camping both the survivor and the gens, as much as I would do with a totem", you are part of the issue, and you KNOW it. Plus, and hang on because it's going to be breaking news: people who do not camp wouldn't feel the need to defend it so hard as you are doing, because they DON'T camp.

    But I'll humor you. Survivors playing in a SWF, with instaheals, DS, BT, DH and Adrenaline, Breakout and flashlights, or 4 keys. They are playing optimally. So why should keys be nerfed? Why should SWF be nerfed? If you can't tell how flawed your "reasoning" is, I'm afraid I can't help you, as there is no way to really make it any simpler than it already is.

    It's an issue to play optimally by being able to pressure survivors on both gens and the unhook? Sounds like you would rather play against a bot you can easily abuse.

    Also I'm one of the few people who says SWF aren't an issue and I'm fairly indifferent towards keys.

  • Rank Reset just happened.

  • @Damarus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2360572#Comment_2360572

    Oh, that's your "point"? I guess hooking the survivor a little farther is too difficult, then. And nah, the excuse doesn't work. If you are sweating over a 3 gen, it means survivors will be there, hence you will be in chases more often than not. And if you are in chases, the timer goes down. It's just an excuse to defend camping, and not even an elaborate one. Plus, you know, if you want to hook the survivor beside a 3 gen, you WILL be camping him.

    Why would I hook a survivor farther away from gens that need to be defended? Why am I'm suppose to do the less optimal strat, just so you can feel good and get an unhook?

    There are times where hooking the survivor around totems and gens so you can defend multiple things at once is the optimal strat and you just want to punish killers for playing optimal, because you don't like it.

  • @femotek820 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2360853#Comment_2360853

    If I want to be found I’ll crawl in your direction. But 99% of killers use bbq and they can slug because they know they’ll find you with bbq anyway

    Most times killer slugs, it's because they have another survivor they can start pressuring after they've downed you. You just want to be spiteful against the killer you lost chase against.

    This change to BBQ wouldn't stop killers from slugging and would just lead to more complaints about being left on the ground for 4 minutes.

  • @femotek820 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2359165#Comment_2359165

    I give you one. Remove aura reading from bbq for survs in dying state. Many killers won’t slug if they couldn’t find them later

    Because survivors don't complain about being left on the ground to bleed out enough as it is.

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