DavidHypnos
DavidHypnos
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@DemonDaddy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495463#Comment_3495463
There are situations that intentionally reduce the number of chances a survivor gets in both chase and hooks. We even have methods to kill survivors without ever using a hook.
They way I look at it is we all have one chance minimum, anything more is rewarded for good play and smart decisions. I just don't enter a match assuming I'm guaranteed bailouts for my mistakes.
You are not seeing the point. Everyone makes mistakes. It’s a game. Imagine if you were out with the first strike in every baseball game. And survivors suffer more for their mistakes and those of their teammates. If survivors were meant to die on their first hook the game wouldn’t be set up the way it is. Yea, killers can kill in more ways than that but it’s all situational - the right add-ons, offerings, or circumstances. Camping is, essentially, an exploit of the game design. Killers aren’t meant to hang around hooks for someone to die. If that were the case the game would function by just having all survivors killed outright or by being given more defense mechanisms than running, hiding, and dropping pallets.
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@CamperSluggerVillain said:
coldwind farms maps have been the most survivor sided maps in the game for years now it was long over due for a balance update no more 40 free safe pallets all over the map get good
This is why fine things are made horrible.
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@DemonDaddy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3494699#Comment_3494699
Well it is a free save if the killer is nowhere nearby. Not saying camping is needed, rather I think a lack of possible danger during an unhook makes for an action without any risk or purpose. Take any action in game and consider the survivor immune while doing it; now it's just a pointless waste of time since the killer can only ignore you.
The game is balanced around that “free” save. Survivors only get 3 strikes before they’re out. Having that reduced to one changes the entire dynamic. And no hook save is entirely free of danger especially in solo queue.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3494805#Comment_3494805
"They come back to the store eventually and if they don’t oh well. We can’t be entitled to get everything we want all the time."
This is where I would disagree. It's a digital product. It's not a finite material. They only are unable to sell more because they choose not to. They only do that to capitalise on FOMO and nothing else.
And I’m fine with them doing that. I mean we live in a world where people die because they can’t afford medications that companies charge outrageous prices for. A limited time cosmetic might be frustrating, but that’s all it is - a minor frustration. There are worse tactics to make money so people need to chill out.
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I can understand you being upset but I don’t think it’s really THAT deep. This is a video game but it’s also a business and they have to make money. They just added a real-life celebrity to the game and I’m sure he doesn’t come cheap. Like others have said it’s still possible to get him for the same price by just using the auric cells…
I never got the hate on the limited time cosmetics either… it’s not that big of a deal. They come back to the store eventually and if they don’t oh well. We can’t be entitled to get everything we want all the time.
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I really don’t see the comparison here. Plaything is indeed a very frustrating hex but it is by no means an overpowered one. Once you cleanse a rekindled totem it’s gone for good so instead of trying to prevent people from cleansing Plaything I suggest going for a hex cleansing build to counter both. I recommend Overzealous + Counterforce so you can get rid of those hexes faster and get a repair speed boost while doing so. You can run Detective’s Hunch with any map or forego that perk and just bring a map with the killer belongings add-on.
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That’s a good Resident Evil choice! I was 15 when that game came out and got it for my birthday. Those chainsaw villagers scared the crap outta me.
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@Xyvielia said:
Agreed.
Completely over the nonsensicalities of players leaving in-lobby, thus resetting the timer (often multiple times in the same lobby), as well as players leaving during the offering screen or during the loading screen, causing all other players to wait out the 3, 5, 7 etc. minutes to get back into a match; also then, potentially having players leave in the next series of lobbies; trapping those of us fully committed to playing, no matter what, in a vicious cycle of (let’s call it what it is) involuntary entitlement purgatory. The minuscule percentage of players who “emergency” leave, or “wifi issues” cut-out-early, are a rarity.
You get a DC penalty if you leave in-game.
You’ll get a DC penalty if you ditch the lobby, offering screen, or loading screen. That’s that.
Any player opting out of a lobby gets 2x the standard DC penalty, and another player will be loaded into the lobby in their place.
Once the multi-dodge-accrual reality sets in, this new DBD law will end lobby dodging/ offering dodging snobbiness/entitlement, permanently.
You choose to be selective, entitled, selfish?
You wait… We’ll play the match without you while ya do.
Yeah, I’m passionate about this, kinda like a top tier pet peeve we’re unfortunately forced to endure.
PREACH 😎
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Nevermind, I just saw the notes and they have to be within range AND looking at you for spine chill to activate now. So it’s a dead perk….
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If I remember correctly they removed the indicator for how close the killer is since the heartbeat is supposed to do that now. I read someone else say the perk wasn’t lighting up at all unless the killer is looking at them which to me sounds like a bug. It should still light up when they’re within range unless I misunderstood the changes.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3494782#Comment_3494782
Had one use it in a game where the killer had BBQ and had just hooked someone lol whyyy
I think the general rule is always assume the killer has BBQ lol yeah idk I guess people are still trying to figure it out and how best to utilize it… gotta make some stupid mistakes along the way.
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Hag is one of my favorite killers and she can be very, very strong if you play her correctly. When I first started playing DBD she was one of the first killers I tried and I got my butt handed to me because she has a huge learning curve. But once you get the hang of her she can be incredibly oppressive. Not to mention her add-ons just got major buffs.
It sucks how rare she is because I love playing against her too. I’m terrible at avoiding traps so I get jumpscared a lot which I love. I see her once in a blue moon - had a match with her on RPD earlier which was fun but I think the player was new to her which as stated can make her hard to excel with.
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I had a match with a Nic Cage today who used Plot Twist after I unhooked him. I assume the killer was running Deerstalker because he made his way back across the map before the poor guy could get up again. This is a new perk so it’s gonna take some time to learn it and know when someone is using it and when to leave them be.
On a side note, it would be a great counter to Tombstone Myers…
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A 10% haste + undetectable is very strong so it needs to be situational.
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@lifestylee said:
what would getting rid of lobby dodging fix feng body blocking you?
It won’t but at least he won’t have to go through 9 lobbies before he gets a game. A bad game is just that much worse if you wait forever for it.
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I didn’t like it. It’s just…. Unnecessary.
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@DemonDaddy said:
It's on teammates to make the save, not the killer's responsibility to walk away and make it free.
Hitting survivors on hook is annoying for some, which is why some killers do it in hopes of getting an early suicide.
You say what now? Not camping isn’t making the save “free.” It’s a literal balance issue and it’s good they’re finally addressing it.
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Bad idea.
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@CatnipLove said:
https://forums.bhvr.com/dead-by-daylight/discussion/385025/when-is-the-anti-camp-mechanic-coming
I genuinely don't get the bullying thing for killer. If I'm playing as killer I'm invincible, the worst survivors can do is teabag at me. How do I get bullied? I don't get it.
That player isn't treating you badly cause they got bullied, they're just making excuses for their anti-social behaviour. You outplayed them and that was enough to trigger them. I bet they didn't get "bullied" last game, they just lost casuse they suck. I'm sure they have excuses for all of their failings.
I’ve had killer games where survivors are just straight up rude with their teabagging and such, but why would I punish someone else for their transgressions? It’s absolutely baffling, and if we all behaved this way it’d be an eternal cycle of bullying and toxicity.
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I thought it was supposed to be in this update? It’s not?
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Remember Me is good enough with the current buff. The obsession not being affected by the penalty balances the fact that they get targeted to gain tokens. Besides, survivors aren’t going to know you have that perk until the exit gates are interacted with. Survivors, especially those in solo queue, aren’t going to come up with a plan to get the obsession on the exit gates. It’ll all be circumstance.
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It fits Thalita better imo as she’s a “kite hunter.” Why would it fit Jane? She’s a talk show host.
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No… because endurance isn’t a health state.
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How can survivors even know who they’re going to against?
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@SAF3TYRA1LS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492416#Comment_3492416
No, you can bind different keys, I comboed RA and PT and it worked. You have to judge the situation to use RA, we're not mindless players who don't know when to use what perk.
I never said you were mindless. I just said it was risky. When did they add the function to bind different keys to different perks? Or is it only available on PC?
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1) Deja Vu is only 6%
2) Prove Thyself requires survivors to group together which should make them easier prey for you.
3) As we’ve discussed many times in this forum there is plenty of counter play to MFT
The funny thing is that I’ve actually ran legitimate builds focused on gen speed and they are not what you described. I guess you could be having it a lot worse then.
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Prove Thyself was good because when gens get completed it becomes more of a necessity to co-op them and especially in 3-gen situations getting that speed boost could be a major save. It didn’t need this nerf outside of the BP.
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@Xendritch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492255#Comment_3492255
Yes I'm extremely happy if I see RA used because in situations they activate it's right before I'm chasing them so I know for the next 30 seconds nobody is working on that gen while I do and the only regression I use is jolt and pain res so realistically all they're doing is buying me time to use those perks more than I could ever get from kicking the gen myself.
This is true, but situational. Often times gens have been completed because another person jumps on the gen while the killer is busy chasing you. If you block it that can’t happen. Sure, the killer might forget about it and not return but it’s risky.
I would probably only get value out of it with Wiretap but correct me if I’m wrong but can’t you not use these two together anymore? Blast mine, wiretap, repressed alliance, and I think potential energy all use the same keys, correct?
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@DBD78 said:
No! SC was a huge problem in SoloQ before where people where healing for ages instead of doing gens or unhooking. Now people bring medkits and gens are flying so you can escape. Buff SC and we are back in hell again.
What do you mean? The current iteration is a problem solely because of how long it takes to heal so how could buffing it make that the issue? All they need to do is buff it to 50% to make it viable. And with the current medkit nerfs it’s far better just to bring self-care and bring a toolbox.
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I play mostly survivor. I don’t mind if you try to kill me or my teammates. That’s the game, after all, and I think we all have more fun actually playing the game. You can play however you want, but I don’t think “fair” is the right word here. To me, fair is simply not using exploits of bad game design to win ie camping, tunneling, slugging. You can get a 4k and still have played fair and I never mind losing to killers that have done so.
Now to elaborate on what is “fair.” Sometimes you end up finding the same survivor multiple times and in that instance you’re not tunneling. Sometimes you have to wander near a hooked survivor or return to the hook, and that doesn’t mean you’re camping. Sometimes you have to leave a downed survivor for a chase or to scout and that doesn’t mean you’re slugging. We all know what hard tunneling, camping, and slugging look like.
Now even if all you’re trying to do is get 2 hooks and let everyone out it can be difficult on the survivor side to discern what exactly is friendly gameplay especially if you use any of the aforementioned tactics to accomplish your hooks. I’ve had many games where I thought a killer was being friendly only to get hard facecamped or fall prey to Noed.
Now, as a killer, I hardly ever actually sacrifice anyone. I moreso enjoy scaring people caught off-guard and chasing them. I’ll often try to just hook everyone at least once or complete a challenge I’m working on. If I am being friendly and intend to let everyone leave I rarely make it apparent until endgame because I don’t want survivors changing their playstyles. I want them to play to win.
There have been instances in which I was trying to be friendly and they couldn’t notice. One time an Ash dropped his item for me because he either a) got a feel that I was being friendly and was thanking me or trying to confirm it or b) went out on a limb hoping his gift would appease me and make me friendly. Personally, I dislike it when survivors drop their items not because I find it insulting but because that’s your item, bro. You use it, you keep it. I don’t need an offering.
Anyway….. I hit and chased him because, as I said before, I don’t want people changing their style of play because they think I won’t kill them. When I downed him I kept bringing him back to where he dropped his item so he could reclaim it but he never did. He just kept running away again and probably thought I was tunneling him. It isn’t always easy to know what a killer is trying to do. I’ve been a frustrated killer trying to communicate things to survivors who either just don’t get it or don’t trust me, and I’ve been a survivor who let my guard down around the wrong killer or just completely misunderstood them.
Overall, play the way you want to play but just don’t be toxic about it and don’t use unfair advantages to destroy games.
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I’d rework Father Campbell’s Chapel into a new map without the Clown association and I’d take those elements and create a new realm for him that’s essentially just a large wooded area where the traveling carnival set up.
I’d rework Temple of Purgation into a map like Lery’s where it’s all inside the temple except for a few instances of outdoor areas. While it could remain in the same realm it’d give a whole new experience.
For Ghost Face I would create a Roseville realm. It would have a feel like Haddonfield except instead of being in a housing neighborhood I’d give it a downtown setting with the newspaper company being a main attraction.
For the Cenobite I’d create a realm called the Hell Dimension. It would be visually striking and be labyrinthine in design with a dungeon feel to it but it would be more industrial overall.
For the Onryo I’d like to see a Seaside Cottage. They could do it like Grave of Glenvale where you can see into the horizon but can’t interact with anything beyond so they can incorporate the ocean. The main feature would be the cabin and well and the wooded areas surrounding them.
As for the others that don’t have any kind of map….
The Cannibal, imo, is too similar to Hillbilly and I feel he fits in fine to Coldwind Farm.
The Blight would fit nicely into Backwater Swamp so I’d create a map there with a main feature being a shack or something with his “research.”
The Twins I feel would fit into Coldwind Farm so they could rework one of those maps to make them feel at home like they did with Sheltered Woods.
The Trickster is one I’ve not branched any ideas on. If I had to pick one I’d end up putting him in my imaginary realm the Hell Dimension with the cenobites, but make his map into a twisted music studio.
The Mastermind I feel fits fine into RPD, but I would love to see a new RE map anyway. I’d also like to remerge the existing ones.
And lastly the Skull Merchant I believe is fine with her Sheltered Woods. I know that map wasn’t created for her but was reworked in her favor.
I know you didn’t ask about other existing realms but I’d like to add that I’d also further extend some of them by creating new maps for them:
*I’d create another map for Crotus Prenn that’s more of an indoor map where you could explore patient rooms
*Haddonfield needs new love so I’d create the hospital from the second movie… but instead of making it all indoor I’d cut off certain areas and make part of the map outside as if the hospital isn’t too far from Lampkin Lane.
*If the Blight wasn’t given his map in Backwater Swamp I’d create a new one anyway.
*I would rework all of the Badham Preschool maps so that maybe they’re condensed into two larger ones. Then I’d create a new Springwood map that features the high school with a focus on a very large, labyrinthine boiler room.
*I’d expand the current Ormond map and create another that is in the same general area but not part of the ski resort. I was thinking it could feature the grocery store Joey worked at.
*I would definitely bring back Hawkins
*Silent Hill is another dimension that needs more love given how rich the source material is, and I’d focus on the mall and amusement park locations.
*The Forsaken Boneyard is one of the most unique realms in the game and I definitely think they need to add another map for it.
*The Withered Isle could use a new map, and even though it just released I’d also like to see one for Dvarka Deepwood as it is teeming with possibilities.
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@Exxodus21 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492024#Comment_3492024
But why should a killer leave a 3 gen unguarded if the survivors put themselves in that situation? And again, why should the side that made the mistake be the side to get a buff to bail them out of that mistake?
Survivors mains are adamant that if a killer has 4 survivors left after all gens are done then the killer deserves to lose and should accept it, but they also claim if survivors put themselves In 3 gen then the survivors need to accept the loss. It makes no sense to buff survivors for making a game losing mistake.
First of all, as a survivor main I don’t believe killers deserve to “lose” if all gens are done with 4 left. That’s why we still have to open the gates and the game isn’t over until it’s over. In a case like Made for This + Hope it is a justifiable reward for completing your objectives and obtaining a very strong advantage but that still doesn’t mean the killer is helpless even in that situation. What I don’t like, however, is when killers try to justify camping or slugging to get a kill as if they’re entitled to something. IMO those styles of play are exploits of bad game design. But that’s a topic for another day….
In regards to the 3-gen situation it isn’t always the survivor’s fault. I’ve had games, especially recently with Knight and Skull Merchant, where the killer will locate the 3-gen from the beginning and do nothing but guard it. They don’t have to traverse the map looking for survivors because those other gens don’t matter. They will chase and hook inside that radius but put their focus solely on protecting those gens. It’s far easier for a killer to create a 3-gen on purpose than it is for survivors to do it on accident. My killer play style is heavily focused on gen pressure and while I don’t purposefully create 3-gens it’s often easy to do depending on maps and rng.
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@Chilli_man2400 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491987#Comment_3491987
They kind of did with boon perks but the strongest one was nerfed pretty hard so now there pointless to bring
Yes but to me totems are like healing… it’s a secondary objective that can be conducive to your survival but doesn’t really change the overall objective. I think they’re in the right direction with them though and they just need to introduce even more new mechanics. What I’d like to see most is survivor differentiation… that each survivor has their own special skill or something that isn’t teachable like a perk. It could be something small but that could make a difference in the way you choose to play and would give more variation in builds.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491964#Comment_3491964
That's not BS, it is a fact of the game. The entire game is designed around the idea that is 1v4. If the game is setup such that a single survivor can be more powerful than the killer wholesale, it completely destroys the balance of the game, because now the 4 are stronger. The 4 should only be "Stronger" when they outplay and work well as a team vs the killer, not just by merely existing.
The problems with the game balance are survivors always talking about the game in a vacuum as a single player. But if survivors started acting like and playing and having these discussions with the idea that survivors as a team are a single unit, and that each individual survivor is a bigger part of the whole, these types of things would go much better.
I don’t deny that this a team-based game… my point is that the whole 16 perks vs 4 perks is already balanced by the aforementioned killer advantages built into the game and thus is not an argument for why survivors can’t have advantages through perks or add ons that are just as strong as a killers. You can’t look at the game entirely as a 4vs1 either… there are times when as a survivor you have to know when to be selfish, and you can never predict how a stranger is going to play. The general rule of thumb is that if you’re playing solo queue you’re on your own until you know better. Sometimes you have to be regardless unless it’s strategically advantageous to help a teammate. Personally, I don’t play that way in my solo queue games but you do have to look at it that way.. it’s like a horror movie… sticking together will most likely boost your chances of survival but you can’t always risk your own survival for another when it isn’t strategically plausible. I’m always the guy that will sacrifice himself if it means a teammate has a good chance of making it out but often people will sacrifice others for their own survival. You have to be able to balance survivor perks between both what is good for the individual and their teammates.
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@Rovend said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491982#Comment_3491982
The last one you meant Scavenger, and yes, i dont know why they felt the need to put an additional 30sec of 50% penalty to all repairs after already going for 5 random rng great skillchecks.
Yes, that’s what I meant! Thank you! I got them mixed up. Yeah even if it was an OP perk before they did the classic BHVR overnerf. I like the idea of getting the recharge but it takes however many seconds to fully recharge it for use again. Kind of just a Built to Last but it’s a longer wait and no locker necessary so you can keep repairing or doing whatever while you wait.
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Honestly… the whole objective of the game. A killers primary goal was always to hook survivors as sacrifices. Now they can use moris. They can just bleed you out if they want. There are 4 killers who can circumvent the sacrifice altogether and perks that can too. But survivors still have the same thing to do…. Repair gens to power an escape route. I don’t dislike this - it is, essentially, dead by daylight after all. I just want to see the survivor role branch out more. Give them more to do. Give differentiation in gameplay between survivors.
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Well they just nerfed Prove Thyself which was basically a fine perk that worked best in those near-end 3 gen situations. So idk…
They could…
Make maps a bit bigger and work on gen placement…. Change the way regression works from gen kicking…. Introduce new perks that focus on gen repair in precarious situations….
I don’t like the idea of getting any kind of bonus for gens not being done/worked on in x amount of time. A lot of players already don’t do anything. I don’t want to incentivize people to just hide until they get a bonus or something.
Honestly I think certain perks could use some light buffs that could help without tipping the balance…
Spine Chill’s speed bonus could be applied when in the TR instead of just line of sight
Visionary could provide a small speed bonus during the cooldown period.
Corrective Action could provide a 1% bonus speed per token.
Technician could NOT add an additional regression penalty.
Scavenger could remove the speed penalty upon recharging the toolbox and instead use that time period as the “recharge period” rather than making the toolbox available to use again right away.
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My idea is 2 killers and a handful of survivors but it’s 1vs1vs??. In other words, it’s like Freddy VS Jason where both are competing for kills. They could choose to work together, but ultimately one side would have to overpower the other for the win. I’d make it like FT13 the game where it can be a range of survivors from like 6-8 and they have the disadvantage of having two killers stalk them but the advantage of the killers also being rivals.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/384536/deliverance-is-bad
And here lies the problem with survivor players in general.
You need to stop thinking about this as a 1v1 game, it is a 1v4 game. Survivors have 16 perks to work with, by nature they should be weaker than killer perks in general. On top of that, survivor perks being more situational is also fine, you shouldn't get guaranteed value out of every perk every single game, because your side has 16 to work with. You can give deliverance tons of value by making a build around it, but again, you are so stuck up on the: "If i don't get 100% perk value every single game i am mad about that" instead of deciding what role you want to play on your team and making a build around that.
Want to be a healer? Great, run some perks for that. Oh, did the killer end up chasing you around so you didn't get to do much healing? That's fine, that's how the game works. Maybe your teammate that was running a chase build should have tried to body block for you and pull the killer's attention to them.
I’m kind of sick of hearing the whole “its 16 vs 4 perks” bs. That’s already balanced by killers having their powers + add-ons to rely on, their faster movement speed, and having the general power role in-game. All survivors can do to protect themselves is hide, run, or manage a stun or blind. Killer perks should not be designed to be stronger than survivor perks because of the asymmetrical nature - and they’re not; for the most part they’re balanced.
Perks like deliverance are fine, as you said, because you can’t be guaranteed value out of every perk and this is true of the killer as well.
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489137#Comment_3489137
Ah yes, defending bad design with perk/specific killers.
Gens can't move, hooks get deleted. Survivors can walk to a terrible area that has one hook deleted in order to struggle off.
There is no comparison.
Of all the things I mentioned, yeah, that’s probably the weakest argument but only because it’s far easier to 3 gen survivors than it is to get deadzoned on hooks.
It’s not a bad design just because you don’t like it. If you’re such a horrible player that this mechanic is causing you so much grief it’s probably time to find something else to do with your time.
And why shouldn’t I bring up specific perks and killers? They factor in. Every killer can mori so what’s your point? Perks, add-ons and offerings only help circumvent something that is already super easy to accomplish.
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I just want to say you really put a lot of thought into this! I think you have some really good ideas… RPD may have been too big before but it’s definitely too small now and I believe it could do with a change.
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Bring back Jeryl!
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@KblokoBR said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489907#Comment_3489907
I agree to the most of it, unless the wesker. The spray is too easy to use and too little time, giving that info to killer would be a little more "pressure" to make them away from gens early and get rid of infection.
That’s why there’s a limited amount of them. Survivors have to be strategic in how often they remove the infection because after a while there won’t be any cures left.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489111#Comment_3489111
But they both invest time in stalking that they would otherwise use to chase. Not to mention that this is literally the only thing that makes their powers somewhat viable. Imagine, if they both didn't have the ability to expose survivors. They would easily drop to be the worst killers in the game.
I’d say for GF the stealth aspect is his greatest strength. He can eliminate chases altogether if he plays his cards right. Once again, however, I’m not claiming they’re broken or anything I’m just pointing out it’s easy for them to expose which is a very strong mechanic in and of itself.
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I mean I’m not saying there’s anything wrong with their powers. I’m just responding…. Getting exposed with those two is pretty easy imo I’d say it’s even easier for Michael and he has an add-on that will keep everyone exposed for the rest of the match.
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I don’t even know what the devs would think of that. I mean when they were talking about the Slipknot collaboration they mentioned the band actually wanted their costumes/masks to be for the survivors because that’s who they identified with. Mathieu, however, said they talked them into doing the killers because “it didn’t make sense” or something like that to do it for survivors. Personally, I don’t get it - survivors can dress up and be scary… Jeff is the metal head after all. Being dark and metal doesn’t equate to being a killer even if their look does align more with the killers in this game. So that makes me think they wouldn’t do it.
I, however, wouldn’t mind it. I don’t know if I’d do every survivor as the killer they released with though… some seem to aesthetically fit with different ones…
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@thefarklingking said:
Most people commenting seem to be the kind of people who love BMing, I'd bet most of them get mad when the killer smacks them on hook. I am a survivor main, btw. Not in the fake way like most people try to say to make a point, I am prestige 38 on Felix. I will admit I am making this comment because I am butthurt, I won't lie there, but come on guys, no one has made a single argument other than 'Git Good'
Getting hit on hook doesn’t make me mad. If they wanna waste time while others get it done that’s on them. If anything the camping bothers me but hey if that’s the only way they can get a kill I guess I pity them.
Also, Blood Warden isn’t meant to activate “when you need it.” It’s a mechanic that simply poses a risk for hanging around too long and can discourage altruistic plays because if you hook a survivor at a certain time it’s possible no one is getting out now. You don’t NEED the exit gates to be blocked just because survivors teabag. Heck, sometimes killers even deserve it even though I’m against such things.
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@thefarklingking said:
@DavidHypnos I disagree, they wouldn't make it to the exit in less than 5 seconds anyway, Blood Warden doesn't activate as soon as you need it, and it doesn't do much to discourage BMing. Thanks for being respectful about your opinion though.
They would if their teammates were helping them. I play altruistically. If they go down near the gates I’m doing what I can to get them out. If there’s more than one of us on our feet still then their chances just doubled. They shouldn’t be denied the chance to still crawl out because you are offended by people being silly.
Yesterday I had a game against Ghost Face. I was the last survivor remaining and got hit about halfway into the exit gates. I had Tenacity so I was able to make it out before he could pick me up. How would it be fair to have the gates blocked for me just because I got hit? Killers are already faster than survivors so when it’s time to go you can only loop them so long before you make a break for the exits and chances are they’re gonna get a hit before you get out.
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1) it helps prevent camping killers from being able to abuse that same hook
2) just as survivors finishing their objectives makes it riskier (less gens to do means less gens for the killer to patrol) so too is true of the killer (less survivors to worry about but less hooks to utilize)
3) hooks very rarely spawn in a dead zone - I’ve never even seen it myself when I’ve played killer. They are so plentiful you can easily walk from one to the next without a survivor wiggling free.
4) there are many ways to just bypass the hook sacrifice altogether. Moris are very common. Executioner, Onryo, Shape, and Pig all have powers/add-on that allow them to kill without it. A lot of killers slug anyway so if you’re afraid of a dead zone they can still bleed out… not to mention Devour Hope and Rancor are very powerful perks that allow you to kill when conditions are met. Even Blood Warden can be a confirmed death sentence for anyone left if you hook a survivor at the right time. And of course the basement hooks always stay…
Losing at most 3 hooks isn’t going to negatively affect your game enough that this mechanic would even need to be considered for a rework.
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@Xernoton said:
What game are you talking about? Because in DBD the killer's hitbox is mostly a non-issue. There are like 4 perks that actually block pallets and / or windows and 2 of them are Hex totems. Aura vision is mostly a non-factor in loops because a killer cannot reliable trigger it (besides I'm All Ears with its massive cooldown), so really all it does is help the killer get into the next chase quicker.
Bubba's chainsaw by default only lasts 2 seconds per charge. That is nowhere near 20 seconds. And most killers don't have insta down powers. And the ones that do, mostly have to do quite a lot for it. Like Bubba or Billy having to actually hit you with their chainsaws and Myers and Ghostface having to stalk survivors beforehand.
I mean while I don’t agree with the OP I have to say that Shape and Ghost Face don’t really have to work that hard for their exposure. They can fill those meters up really quickly. Ghost Face can get revealed but that won’t negate his stalking meter - only temporarily disable his power.