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D2night

D2night

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D2night
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  • @Tsela said:

    https://forum.deadbydaylight.com/en/discussion/comment/3150083#Comment_3150083

    They nerfed it because it was tested and observed on the PTB, and adjusted as needed. Not because some sort of conspiracy theory about developers siding with killers

    Literally in the devs notes it states that they found out that 2 survivors can keep somebody on hook against their will. “When coordinated with other Survivors, this could have been abused to keep the hooked Survivor permanently on the hook, preventing them from being sacrificed against their will.” So they nerfed it so it wasn’t “abusable”. You can keep beating around the bush but not much was needed to be tested since they have already tested kinship. They just heard the shrieks of the killers who camp and say it’s a valid strategy and adjusted it making a kinship 1.5 version. It’s not hard to understand

  • @neb said:

    https://forum.deadbydaylight.com/en/discussion/comment/3149956#Comment_3149956

    Kinship can be used only once on yourself, and only during second stage. Reassurance can be used on both stages, and refreshes after each stage, and can be used on 3 different people. It can also be activated via the survivor, instead of kinship only activating when the killer comes near you after a while.

    if a bubba is camping and 1 person brings reassurance it’s no different than kinship. Reassurance can only be used on a survivor once and if that survivor gets unhooked it’ll be reset but if that survivor ends up getting to 2nd stage then reassurance can’t be used again. 1 less person is a match is a huge disadvantage for the survivors. Sure reassurance can be used on multiple different survivors which is why it makes it slightly better but it also has 4 seconds less time than kinship and also 10 less meters to activate than kinship. Also, a downed or hooked person can activate kinship but they can’t activate reassurance

  • @Tsela said:

    https://forum.deadbydaylight.com/en/discussion/comment/3149650#Comment_3149650

    so in your opinion, they adjusted the perk just because they "listened to killers" not because it's a work in progress and after testing the perk's behavior on PTB, they decided to adjust it for game balance. Okay... if you say so. Killer mains are real manipulative jerks then. we enter their minds and whisper to them "... neeeeeerf iiiiiiiitttt...... neeeeerf iiiiiiiit" lol

    They’re reasoning behind nerfing it was because “a survivor could be held hostage” but instead of making it so the hooked survivor has an opt out button or making it so that it can be used a maximum times of 2 or 3 times per person per hook stage, they made it so that it can only be used 1 time per survivor per hook (not hook stage). So in my opinion, they didn’t just nerf it “because you could hold another survivor hostage”. Anybody who can read can see that’s the case

  • @Veinslay said:

    I think that once Reassurance becomes meta and with the boost to basekit BT, survivor escape rates will go up. I also think that Nurse will have something done to her besides just nerfing the range add-ons at the mid-chapter. I think with these anti-tunneling/camping changes, that at high MMR there will be a 75 - 80% escape rate easily. The reason why I think that is because competent survivors know to stay split up and bang out generators to win easily. BHVR forcing ("strongly encouraging") the killers to constantly go for unique hooks against a competent team is basically gg unless the survivors mess up horribly. More survivors will survive until EGC, and the more survivors alive at EGC, the easier it is to save the one person on hook and bodyblock out the gate. I think kill rates were inflated by people making hopeless saves in EGC, but since that will happen less often, the kill rates will go down.

    Assuming it happens this way, what adjustments do you think BHVR will make? You think they'll do anything to make the maps less safe and more fair? I don't think they will, it seems like too much work, they won't bother. Nerf the speed boost on exhaustion perks by a second? Larger regression basekit? What do you think?

    Lmao what makes you think reassurance would become meta especially after it’s huge nerf? It’s not that much better than kinship at all and look at how much kinship is used lmao. Like never lol

  • @Aven_Fallen said:

    The Perk became completely unattractive for every Survivor who is not in a 4 man-SWF. With 4 Survivors bringing the Perk and coordinating, you will get value. But as Solo, there is not really a point in bringing the Perk, it is not worth it to stand up from a Gen, run the distance to the Hook for just 30 seconds of prolonged Hook-State.

    You are better off with just progressing the Gens.

    And I dont really understand why the Killer STILL gets information that the Perk is used. With how bad it is, they should remove this as well. (I mean, the Killer will still notice that either Kinship or Reassurance are used, but at least it would not be very obvious)

    But yeah, the Perk itself had a very niche use anyway, but if this was the case, it was a very powerful tool against Camping. But sadly even a Perk that specific does not deserve to be strong. (Because, in the end, lets face it - it is a dead Perk if the Killer is not camping and even IF the Killer is camping, once they saw that Reassurance is in play, they would stop camping anyway...).

    Yeah exactly. It’s crazy how bad it is now

  • @Science_Guy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3149667#Comment_3149667

    It's not really 'balanced' in SWF more than it has some niche use. Hence the frustration, since it was shaping up to be a usable perk that wasn't just another SWF gimmick in the PTB. But a coordinated SWF has no genuine use for the perk in the first place, and one person using it in solo queue is not bringing enough value for this to earn a perk slot anymore.

    The perk was always overrated, but at least before it would force the killer to actually play the game. If BHVR actually cared about the poor Survivor being "held hostage" they could have simply limited the uses during the second phase, since the survivor can still kobe through the first phase.

    On the other hand, this could be for the best; fixing a core problem like camping through a perk locked behind a licensed paywall was never a good idea to begin with.

    Exactly

  • @Nazzzak said:

    It'll be popular with swfs, theyll be able to get best value out of it. As a solo player, you might get more value out of Kinship (which only activates in second stage). I'm curious if Kinship and Reassurance would stack?

    I would assume you would be able to use kinship and then reassurance afterwards, not sure if they would literally stack together. But supposedly you can only use reassurance once on a hooked survivor which doesn’t mean once on both stages so that sucks

  • @Firellius said:

    It's not once per hook stage, it's per hook 'instance'. This probably means that if you use it on someone who's on first hook stage, and they progress to second hook stage while on hook, you can't use it on them again.

    So against a camping killer, it can now only be used once.

    Which means it's #########.

    Wow are you serious? Then “holding the game hostage” is OBVIOUSLY not what they wanted to avoid when they could’ve at least done 1 per stage. Only 1 time per hook instance is pathetic. That’s annoying but of course they gotta listen to the killers

  • @cyniChris said:

    BHVR can't do anything right in your eyes, huh?

    Reassurance, in its PTB form, was abuseable to a point where it could hold survivors hostage or make survivors literally never die.

    Just because SOME killers camp doesn't mean the killers who don't should be punished. Just because SOME killers camp doesn't mean survivors who just want out of the game should be held there against their will.

    Reassurance gets a nerf, while still being a very strong perk, and you act like you'll never see it. It'll be as common as old BT - you'll see it in virtually every match. And it WILL win games.

    Stop whining because you can't abuse a perk.

    Bro do you listen to yourself? “Just become SOME killers camp doesn’t mean..” and in the same comment you go and say “reassurance was abusable to a point where it could hold survivors hostage and they could never die”. Ok?? So just because SOME survivors do this, it doesn’t mean ALL will. And let’s face it, nobody is actually going to just sit there and hold somebody hostage in the game. Everybody keeps talking about the “oh but they CAN hold somebody hostage” but in reality that will never actually happen. That will be about as common as the people that said “it doesn’t matter if there’s an endgame collapse, if they survivors still have 1+ gen left 2 of them can just hide and never touch a gen and hold the killer hostage forever in a game on purpose”. And look at how many people do that? Like 0 to none. And now the perk reassurance WILL be abused more in swf because you can only use it once per survivor per hookstage, but if 3 people have it you can use it 3 times. So now if I bring it in solo queue it’s basically useless because it’s 30 seconds and in a swf it’s 60 or 90. They should’ve made it so that a person can use it 2 times per survivor per hookstage with a maximum of 90 seconds in total. It’ll give it more use in solos while keeping it just as balanced in swf. And “it’ll be just as common as old BT” LOL bro have you not realized there’s a perk called kinship which pauses your timer? Look at how many people use that perk lmfao. I literally never ever see it. So to think this new perk will be used in about 50% of the games is crazy lmfao.. “stop whining because you can’t abuse a perk” yet he wasn’t whining and all you said in your comment was mediocre things at best with a low grade jab. Nice job making yourself look like the one who doesn’t know what they’re talking about lmfaoo

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3148244#Comment_3148244

    If the killer is pressuring the hook and gens, then reassurance was only stalling out the game for no real reason. It was not healthy no matter how much you dislike killers camping as part of a strategy. I will say that facecamping especially on a killer like Leatherface is a problem that needs to be addressed, but a perk is not the answer to that. But outside of that issue, you can force a hook trade which is still very beneficial to the survivor team after gaining an extra 30 seconds via reassurance.

    Reassurance does the job it is designed to do. Give you extra time for teammates to get gens done and time to trade. If you fail to take advantage of the 30 seconds to save your teammate or get gens done, that is on you and your team.

    If the killer was pressuring gens and going back to the hook then you had enough time to unhook while the killer was checking on gens.. therefore reassurance wasn’t needed and then you can have 4 people doing gens or 1 person looping the killer while 3 other people are doing gens. Or better yet, not have 1 less person be able to save you because you “left them on hook” and then you actually ended up dying and now your both dead. There is no “unhealthy” gameplay besides MAYBE the occasional troll to a random survivor by purposefully keeping them on hook forever but that would not become a thing at all

  • @Crowman said:

    Reassurance needed the nerf, because it was a perk that promoted an unhealthy gameplay style of leaving the survivor on hook. A single survivor could extend the hook very significantly due to the non-existent cooldown meaning that there was no real incentive to actually unhook the person on the hook with it.

    The survivor is a team of 4. They should be rescuing each other. The change to reassurance is still quite strong with the ability to pause the hook timer by 30s up to 6 times for a total of 3 minutes. However, you can only do that if you actually unhook your teammates.

    Plus it's more fitting. What's more reassuring, that your teammates will try to save you or that your teammates are going to leave you hanging out to dry?

    There is 100% a reason to unhook the survivor of the killer is not camping.. if the killer is camping and people need to use this perk more than once, the perk would then be effective. Which is the point of the perk. There’s no point to leave a survivor on the hook other than if the killer was camping. Not sure how many times we have to tell this to you people

  • @xni6_ said:

    too big of a buff. 5 seconds was bad only bc you couldnt make it to shack window from basement, they shouldve made it 7 seconds instead of 10, enough to make it to shack window/pallet from basement, but not enough to make it usable aggressively.

    Lmao used aggressively? If somebody body blocks a doorway for you then instead of counting to 5, count to 10! Now you have a free down.. Wow very aggressive lmfao. Off the record gives them borrowed time for 80 seconds.. it’s like some people don’t think and just love to complain

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/3144668#Comment_3144668

    The perk allows “drive by” usage. So if you’re being chased and the team needs more time to pop their gens before getting the save you can work a quick stop near the hook to pause the timer for 30 seconds before leaving again. Seems pretty strong

    Most of the time somebody will go to save when the see the hook timer is getting really low. This “drive by” where it actually saves the person from dying before the hook timer would have expired would not be a regular occurrence at all. There’s a hook timer pausing perk called kinship and look how many people use that.. it’s not going to be as strong or used as often as you think it is

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/3144647#Comment_3144647

    I got this idea because I feel like Reassurance will be too strong so the Killers should have a base game mechanic that makes them not want to camp anyway.

    Lol. Reassurance is not a strong perk. It counters camping and that’s it. Camping is not a fun for the person being camped and deserves a counter. This perk will only be strong against camping. If you don’t camp, reassurance will not be a problem to you at all

  • @gatsby said:

    I think there should be a base game mechanic where each hook gives +5% slowdown that stacks until the end of the match.

    This would incentivize Killers prioritizing hooks and reward them for trying to hook as many people as possible. Less slugging and less camping because Killers are rewarded for their progress.

    If the Killer hooks everyone twice (eight hooks), that would equate to 40% slowdown without anyone even killed yet. Sounds like an easy way to get Killers to play “nice” to me.

    Thoughts?

    More like - That sounds like an easy way for killers to win every match. A 40% slowdown? That’s 2x thanataphobia lmao. Let alone actually running thanataphobia on top of that? Or any slowdown perk for that matter. No thanks, they shouldn’t get any slowdown for hooks. At all. Plus that only buffs camping. Hook 1 or 2 people and now the gens take 10%+ longer lol

  • @Ayodam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3142321#Comment_3142321

    Interestingly, it’s only survivor perks that people here say should deactivate during the endgame. The rationale behind this seems to be that survivors don’t deserve “free escapes” but killers apparently are entitled to free endgame kills. I’m still trying to understand it.

    Exactly. That’s what I still don’t get. The devs wanted to change to perks because it gave free escapes sometimes but they changed it to give free kills instead lmfao. They could’ve changed the perks and been way better at making it more fair but instead they made it killer sided which is bs

  • @Chocolate_Cosmos said:

    In end game, killers usualy have nothing better to do than secure their kill. Exit gates will be open or 99% anyway so walking away from hook at this point you can just "Hey guys, it's free win for you".

    Now, you may argue that "Hey, but how about going for that resuer then?". Oh here are problems with that:

    • 1) If the hook isn't really far away from both exit gates and you don't have any instadown ability with you then you are pretty much never catch them before they will reach the exit, not even talking about other people taking hits to protect them. So that's a no no.
    • 2) Multi-floor maps. You can very safely just activate it below / above the killer and there is nothing killer can do unless you are a Nurse haha.

    Also I feel like this perk will be bully perk for allready not super strong killers while killers like Blight / Nurse will just "lol don't care, gona catch you anyway in few sec".

    I think the perk shouldn't work in part of the game where killer has no objectives other than secure kills at this point.

    while I am not agreeing or disagreeing with your statement I am honestly getting really tired of seeing killers/players/devs nerf everything in endgame just to give the killer a pity kill. It’s getting really annoying that I’m not able to do anything AT ALL in endgame (endgame is considered after 5 gens are done, not just when an exit gate is opened btw. for anybody who tries to comment on my post)

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3140854#Comment_3140854

    I take it back, his best course of action is to purchase Ghostface and take back some respect with the superior bags. He can't run from this, he has to face it, D2night.

    Lol yes he can do that. It’s always fun messing around and being a jerk back to people. It’s what online gaming is. There’s no way you can play dbd and not ever take a match competitively.. and when things come competitive, gaming talk becomes relevant in those situations and like others said, it’s stress relieving sometimes. So while the tbagging as ghost face will help to reverse the tbagging done from survivors, OP will still be upset by the chat afterwards. So I think OP should just come back with some one liners in gaming talk to combat those people. Just please don’t use the “but you died” one lmao I hate that one. “Why hit me on hook, I looped you for 4 and a half generators, you’re bad ez game” - “but you died”. it’s so annoying

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3140831#Comment_3140831

    But you can teabag in Mario. The good ones, at least. Horrible suggestion on your part. You have to recommend a game without crouching. Disco Elysium was the last game I played without crouching. The ending is awful though, I would rather get teabagged than relive that horrific writing.

    I meant the originals like super Mario bros where you don’t verse online people and go through the levels yourself, thats also why I said “offline games”. Dbd is a forced online game, super Mario bros isnt

  • @Pyrosorc said:

    https://us.v-cdn.net/6030815/uploads/VNMN1FCAACNW/endgamechatnonames.png

    Some players go out of their way to just be the biggest ######### possible - queueing with their friends and teabagging all game long is weirdly contended as "okay". But there's no way that communicating like this in end-game chat should be tolerated by any serious devs or even communiity. Or are they likely already banned and playing on hacked alts with their private "60 hour" accounts?

    Yes I've sadly had to censor the names, I've been in trouble with the forum mods for not before. Which I still think is dumb, but that's another matter (honestly, people should be given the tools to avoid being exposed to people like this).

    Not sure why you have a problem with tbagging. “Tbagging all game long is weirdly contended as OK” so? Lmfao. Do you honestly honestly think that somebody should be banned or even suspended for 5 minutes for tbagging? Lmfao that’s ridiculous. If tbagging offends you then maybe you should stick to games like Mario or some offline game lol. But anyway, those messages weren’t really that bad and I don’t see them being bannable. If you consider curse words as bannable then maybe you’re not old enough for this game (idk some people are literally 12 and play this game so it’s possible) or maybe you should stick to offline games where nobody can hurt you with their words

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3137772#Comment_3137772

    Yes congratulations, another horribly designed map that's (1) absurdly small (2) has 25-29 god pallets that spawn per iteration (3) has basically no decent windows.

    Yes keep ignoring your completely wrong original comment lmfao

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3137759#Comment_3137759

    Yes congratulations, it's almost like Midwich is way too small and that is bad design regardless of anything else. It's good for literally every single killer for its size, exit gate positions, and basically no decent loops and only offering hold W/a few good pallets.

    “Distressing isn’t even good”. It’s almost like this perk is used on basically every impossible skillcheck doctor and a lot of starstruck and coulrophobia builds, etc. No duh it’s not a good perk, we are talking about combos here. And on this map and the map “the game” it is very good

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3137522#Comment_3137522

    Distressing isn't even good. Midwich is bad design regardless of Nurse. It's extremely tiny, most loops are useless, and it's basically a pure hold-W test, with some of the worst Exit Gate positions for survivors in the entire game.

    https://forum.deadbydaylight.com/en/discussion/comment/3137524#Comment_3137524

    It literally isn't good though.

    Distressing on midwich with starstruck basically makes the whole map be covered with star struck if you’re in the middle/close to it. It’s definitely a good combo, Especially with nurse. And the new perk will show survivors within 20 meters while carrying and after hooking a survivor (for 2 seconds after). It might not proc every single time, but there is a good chance it will proc A LOT on a map like midwich. There’s 2 floors and a lot of the gens are basically right on top/below one another. That perk paired with starstruck is crazy on nurse especially on this map. I don’t understand how you couldn’t figure this stuff out but these perks are definitely good in combos lmfaoo

  • @BenOfMilam said:

    I think that they're going to turn blink attacks into special attacks in the midchapter after wesker drops. no way is starstruck AA nurse gonna stay in the game for longer than a month or two

    That only makes starstruck nurse SLIGHTLY nerfed. They can just blink near you and wait until the fatigue is gone just to blink on you and use starstruck. The main problem is nurse in general tbh

    @kingcarl2012 said:

    I think the bigger issue is agitation, none of that would be nearly as powerful if agitation didnt boost her above her base movement speed.

    Agitation honestly does nothing. Anybody with a brain knows to not body block when there’s starstruck. It’s the fact that nurse can easily catch up to a person after hooking a survivor by traveling fast with her blink lol. Or nurse can easily travel to a nearby gen after hooking with her blink lol. Agitation honestly is like the least of all the problems and doesn’t really cause the nurse to get any stronger

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3136203#Comment_3136203

    Correct.

    without prove thyself:

    1 Survivor: 90 seconds

    2 Survivors: 53 seconds

    3 Survivors: 43 seconds

    4 Survivors: 41 seconds

    withprove thyself:

    1 Survivor: 90 seconds

    2 Survivors: 45 secoonds

    3 Survivors: 30 seconds

    4 Survivors: 22.5 seconds

    It makes gens pretty damn fast, remember it takes about 30 seconds to walk from one side of the map to the other. After downing a survivor, picking them up and hooking them usually takes around 10-15 seconds.

    So with that logic most of the time gens would be done either way. 3 people without prove thyself is 43 and 30 seconds + 10-15 is about 43. And that’s assuming they started the gen as soon as the person got down which obviously wouldn’t be the case most of the time

  • @Chocolate_Cosmos said:

    https://us.v-cdn.net/6030815/uploads/7ZE3NFZR5GNA/image.png

    Feels like I have to play whole Hex build including NOED or Pentimento to even have a chance to get this done. Uffff. Not feeling like doing it. Probably skiping this one (at least for now). I don't like these challenges. Feels like about luck and not really something you can do much about.

    @Brokenbones said:

    Just bring Devour and Pentimento

    They can't ignore Devour and then if it gets cleansed, play the match out until you've either won or the survivors have basically won then just go to the totem, rekindle it and sit on it until the survivors leave

    Or hook the final surv if you slugged etc

    or play trapper and bring thrill of the hunt with decrease speed of trap disarm addons/the addon to injure them when they disarm and trap the F outta a totem lol

  • @Dead_Harder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3132201#Comment_3132201

    Jesus mate, i honestly cant tell if you are honestly unable to get something this simple or if you are just pretending. Either way, you are kinda sad.

    Buddy you created your own discussion with the same exact context and everybody disagreed with you and said that it wasn’t smart to do what you were suggesting. You’d think you would learn after that lol

  • @Dead_Harder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3131908#Comment_3131908

    In this scenario the gens are getting completed no matter what. If 4 gens popped with 2 hooks, the last gen is obviously popping.

    Dude i understand this is a scenario you'll never have to deal with but actually good survivors can make use of it. Git gud and maybe you'll understand how to abuse it.

    What?? Lmfao. “If 4 gens popped with 2 hooks the last gen is obviously popping”. Exactly so what is your point? lmfao. You just contradicted yourself. And that has no relation to your first point. Either you don’t understand the game or you’re just a bad troll. And I really hope the devs don’t fall for the few people who don’t understand how the game works and are complaining about the perk like you, and end up nerfing it. It’s a anti camping perk and that’s it. There’s nothing else to it. If you are not camping, the perk us not useful nor should it be used. Simple. Have a good day

  • @Dead_Harder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3131739#Comment_3131739

    All you said is true yet it changes nothing? Killer doesnt need to be camping for you to use reassurance. You can do it when they are on the other side of the map.

    Oh wow you’re actually serious lmfao. How do you have 900+ posts (meaning you’ve probably played this game a lot) and you still don’t understand the basics. If the survivors use the perk when the killer is on the other side of the map it only hurts the survivors. Simple. They have 1 less person doing gens, totems, gates, healing, etc. the perk ONLY and I repeat, ONLY hurts camping. Leaving somebody on hook “because they are on death hook” even though the killer is across the map is just not beneficial at all. There is 0 reason why that would be good for your team. You not only have 1 less person doing things, you have 2 people running over to keep activating the perk, which is wasting more time. “It’s the difference between getting a 3 man or 4 man out” and so is unhooking the survivor and healing them and they can hide/be extra cautious. “Swf will use this to make sure all 4 get out by keeping him on hook” and it’s almost like we forgot that swf have comms so once the death hook person gets unhooked and healed and starts working on a gen the other survivors can say “he’s not chasing me anymore” or “he’s coming over to you (death hook person)” and then that person gets off the gen and hides. And all 4 still make it out lol and it’s more beneficial for the team.. This perk ONLY hurts camping

  • @Dead_Harder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3131648#Comment_3131648

    Reassurance means a single survivor can add up to 3 minutes to any hook stage no questions asked. Doesnt matter if you are near the hook or on the other side of the map. If some one is on death hook and the rest of the team is doing fine, its 100% better to use reassurance to keep the guy on the hook than to save them and risk getting them sacrificed.

    Reassurance needs a few conditions to not be batshit insane.

    lmfao that’s a joke right? There’s no possible way you think keeping a survivor on the hook is more beneficial than taking him off the hook. death hook or not. Lmfao that’s gotta be a meme

  • @HeavenRoad said:

    This is seriousely not making any sense, why?

    You can’t. You can only escape through hatch

  • @Majin151 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3128589#Comment_3128589

    My guy we had entire swfs abuse the perk just to piss off the killer and not survive before the boilover nerf

    It was so bad that a lot of us went and slugged them out of the game

    If they really wanted to survive they would do gens instead of all gathering in spots to abuse spots of the map to try and piss off killers

    At the end of the day the survivors were all dead. There’s a recent post from ayrun and 3 other youtubers where the were just head on-ing the killer and just having fun. For a very long time until I believe they all died. Not 1 gen was done. Were they there to bully? Not really. They’re just having fun. I would rather deal with that the whole game and still win then dealing with it and getting 0 kills. It’s just fun. While some killers might find it extremely annoying, it’s intention was fun.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3128544#Comment_3128544

    Nah.

    Last time I had a team do this they spammed me with horrible messages and threats for hours afterwards.

    They are there to get a reaction and upset you.

    Ok and I’ve done this trick multiple times as fun with a friend. Sometimes we died and sometimes we lived. Either way we were messing around a didn’t care about sending the killer a message. Just because 1 group did it to you doesn’t mean all of them do

  • @jamally093 said:

    I don't know if it's an exploit but here it goes

    Barham preschool Dwight and Jake are the upset teammates the forcefully went to Badham for one purpose to be a bully squad putting on Boon: Exponential in the basement of the school with no basement there both brought in offerings to make this possible they set up the Boon and I realized this I get that "I shouldn't be a jerk to my team" but if it's a bully squad there are exceptions. So what do I do point out to the spirit the Boon totem they snuff it out and I cleanse the totem the Jake and Dwight do it again in the house with the totem in the basement same thing in the end I was left to die on hook but I was fine with it I would rather have both parties have some kind of fun then have the killer ripping out their hair because people use exploits(don't know if this counts as one).

    theyre just having fun. I wouldn’t call them a “bully squad”. That trick is easily avoidable with many options. 1) ignore them and go after the other 2 survivors. 2) snuff out the boon and let them waste their unbreakable and kill them again while boon isn’t up anymore. 3) snuff out boon and bring them to a hook (its hard but it definitely can be done especially if the breakable walls are destroyed). 4) those 2 people aren’t doing gens.

    i think you’re trying to be a hero but instead you’re actually confusing “bully squad” with “a fun perk build”. Sometimes you just need fun in dbd. And doing that trick isn’t anywhere near a bully squad or the worst thing they could do. Most people would rather verse that than verse 3 flashlights and 1 sabo toolbox, with head on, DS, 4 petrified oaks, COH, etc, etc. those are way harder to verse than a simple, easy to avoid, trick.

    all you did was just ruin some fun, I don’t blame them for being annoyed

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3126695#Comment_3126695

    I'm not picking at things to complain about. The perk wouldn't be problematic to situations of defending a 3-4 gen situation with a hooked survivor if reassurance couldn't be stacked in a way to keep a survivor alive permanently. That is the core issue I have with the perk.

    I'm all for this perk, but I do not think it should be at a power level where it can literally prevent a survivor from dying on hook. That is no way at all fair for the 1v4. I wish there was an easier way to punish facecamping, but anything that hurts facecamping also ends up hurting legit situations where a killer needs to guard a hook and the legit situations get punished far harder, because facecamping is not really something you do with the intent to win games.

    if you’re in a 3-4 gen situation and the survivors have to use this perk instead of saving the survivor then you are just camping/proxy camping. There is absolutely no way that 4 gens could be that close together and you have the ability to camp the survivor while checking on 4 gens. The other survivor has to get within 6 meters, which is extremely close. And if they happen to do that while you’re supposedly “checking on your 3-4 gens” then they could’ve just unhooked the survivor. ESPECIALLY if the survivors needed to use reassurance twice. So either you’re not actually checking on gens and you’re basically just camping, or the survivors are actually hurting themselves by letting that one person sit on the hook. It only hurts camping when used.

  • @RiskyKara said:

    I've been winning a lot of my games since playing nurse and I've noticed a huge uptick in survivors that just seem to inexplicably get a small boost of speed out of nowhere and just not be in range anymore. I've started noticing it on other killers too. They're in range, I swing, they nyooooooom for the length of the swing, then normal speed again.

    I've never really had a problem with cheaters, but I've also never been very good at this game as a killer either.

    Does this stuff become more common if I keep winning?

    It’s called a 99’d sprint burst

  • @Crowman said:

    Because the game is more complex than just "don't camp".

    There's valid reasons for the killer to be near the hook such when other survivors are heading towards the hooked survivor or the hooked survivor is between a 3-4 gen area that the killer wants to defend. Reassurance with the current values is way to effective at forcing valid situations into lose-lose situations on the killer which isn't exactly fair.

    Not to mention the ability to grief other survivors by preventing them from dying. If you think a killer facecamping you to death for 2 minutes is bad. 2 survivors can "facecamp" you forever.

    Bro what? The first half was just you picking things to complain about. If the killer is walking around an are with 3-4 gens, the killer isn’t right at the hook, so the survivors can unhook. If they don’t, they’re only hurting themselves. The only thing people are valid for complaining is literally holding the survivor hostage. But 99% of the games won’t be like that. Besides that, it counters camping and that’s it. If you leave a teammate on the hook when the killer isn’t right there then you’re only hurting yourself

  • ok I sent you a friend request. It’s the Zack one

    No problem bro it happens

  • @squbax said:

    https://forum.deadbydaylight.com/en/discussion/comment/3121750#Comment_3121750

    How can half the people fail that?, its not hard to land.

    I said half of the time. Not half of the people. If a killer kicks it 5 times, you’re bound to miss 1 or 2 at least

  • @GuyFawx said:

    Id use them while you have them as after a certain point event items become deactivated. I still have plenty of those red envelops but I cant use them and prestiging no longer empties your inventory. If bhvr ever clears old event items that be nice

    They will never become deactivated. The offerings you’re talking about are one that’s either spawn something on the map or create generators that have a cool design to them, being event specific. So you’re only allowed to use those offerings when the event comes back around. But cake offerings stay available forever. I still have ones from 3 years ago (3rd year anniversary) that I can use

  • @MikaelaWantsYourBoon said:

    I have around 500, probably more.

    @HPhoenix said:

    https://forum.deadbydaylight.com/en/discussion/339915/bloodpoint-farming

    You...

    You don't want to know how much I have, lmao.

    @MrJack20252 said:

    200+ on survivors and 300 on killers

    @Cybil said:

    I have stockpiled plenty on both sides. I always use them on killer, but I'm very hesitant to use them on survivor atm.

    well if you guys have those flans on survivor and any of you want to party up in a 4 man and use flans every game then lmk. No need for voicechat, so don’t be scared lol, just playing together for flans

  • @ShyPirate said:

    https://forum.deadbydaylight.com/en/discussion/comment/3121904#Comment_3121904

    It might if they don't change how the incentive was being calculated.

    For the short time it was up the incentive was being applied to offerings as well. A flan was effectively giving a 212% bonus with the 100% incentive.

    Well I’m pretty sure that’s one of the reasons they killswitched the incentives. It wasn’t supposed to be like that and they’re fixing it I think

  • @Nazzzak said:

    Yes (survivor), I'm waiting until the bp incentives come back to use them though

    That’s true but it’s 1.5x bloodpoints right now so it wouldn’t be too much different, if at all

  • If anybody would like to use those flans that they have in a 4 man swf. No voicechat, just playing together for the flan stacking, lmk

  • @RpTheHotrod said:

    I keep seeing comments that using overcharge is bad for the killer if they tap the gen before 12 seconds to get to 100, but I see others say it starts at 75 on top of the standard regression rate of 100 for a starting value of 175, and somehow overcharge + call of brine = 300%

    Doss overcharge actually hurt the killer if the gen is tapped before 12 seconds, or is it additive to the base regression?

    It doesn’t actually hurt the killer EVERY time, if a gen is tapped before 12 seconds because half of the time people miss the skillcheck and lose a chunk of progress

  • @ByeByeQ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3117704#Comment_3117704

    Why should killers be granted like 28-32k+ bloodpoints for literally just camping a tunneling?

    Is literally the first thing you said.

    Killers who actually devote themselves hard to camping don't often get 28-32k. They don't score enough in the Hunter category because they don't chase enough, they lose points in the sacrifice category when the survivor goes to the next stage without being unhooked first and the usually don't get much Brutality either as they're not kicking gens and harassing other survivors. If they don't get the 4K they don't get the 2500 bonus Deviousness points to max out the Deviousness category either.

    Killers who camp and tunnel usually make less than 25k.

    I then explained what I meant in the next part. “like…”

  • @VonCrow said:

    https://us.v-cdn.net/6030815/uploads/54C3XP6I3ZKB/aaaa.png

    I just want to understand why. Why are you accomplishing with this? Losing your own time?

    Why you just don't leave the game and move on? Can't get how some people can't handle a win at all.

    You can't complain about killers being toxic if you do this every time you survive. This is the type of behaviour that makes killers camp and tunnel...this is where toxicity is born.

    You should not care about this and what other people do with their time. Focus on yourself and move on to the next match when it’s over.

  • @fulltonon said:

    Are you seriously saying 32k is TOO MANY? in a game where you NEEDS 10m+ bps to have fun?

    There is no such things as "too many bp", only thing that exists here is "not enough bp".

    Even the devs are not understanding this fact, that led to overall reduction in BP gain... which is extremely detrimental and have a potential to make game super boring for everyone.

    If you read what I posted you would known that’s not what I was talking about. I don’t understand why if the killer finishes a game too fast (killing all the survivors within like 5 minutes and not really getting any hooks) they still get like 25k-32k sometimes, but if survivors finish the game too quickly (3 people or everybody doing gens and the killer not downing anybody and then they open the door and leave) they won’t get that many points. It’s annoying because then (if survivors want more than like 18k bloodpoints) survivors have to go purposefully kill themselves so people can get unhook and heal points, etc.. on top of that, this doesn’t discourage camping or tunneling, because the killer can camp (survivors try to save but still get downed) and still get a lot of points even though they only hooked everybody once, etc. like I feel like survivors are punished for being too fast and it’s bs

  • @burt0r said:

    Since when do camping/tunneling killer make more than 20k BP without the survivor throwing themselves at them?

    That’s not what I said in my post

  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3117678#Comment_3117678

    I still answered that. Killers get more BP because they're in a 1v4. Survivors have to compete with each other for BP, killers don't.

    I can literally do all 5 gens by myself, nobody gets hooked, and not see the killer once and I’ll have 17k bloodpoints. It’s not really “competing” it’s lack of points for survivors. The point is, is that if survivors finish the game too quickly they are not rewarded good (because the game was finished too fast) but if the killer finishes the game too quickly, (with only 4 hooks in 3 minutes) they are rewarded a lot better, for doing nothing. Survivors shouldn’t get less for finishing too quickly

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