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Deadeye

Deadeye

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  • @Megmain80 said:

    https://forum.deadbydaylight.com/en/discussion/318549/dead-hard-killswitch

    You didn’t outplay them, they used a good perk in a methodical way and outplayed you. If killers use a perk to make a play, they are doing well, but if a survivor uses a perk then they are just using a crutch and should have gone down…that’s how your logic works right?

    from your wording I would guess that you are not even into discussing. Im gonna try anyway just in case Im wrong.

    I listed already a bunch of scenarios where Im fine with Dead Hard. Sabo with Dead Hard escape is another one just to extend, where you actually make a play around your perk. I'm talking about the situations where the survivor fails because you outplay them, and they get away for free.

    I'm fine with Balanced Landing being used to do gens on second floor. Place traps under the drop, if the tile allows it, cut off the survivor. You can play around it, expect it and just make him run, bait him back to the gen before exhaustion recovers, whatever. Playing around your build is perfectly fine. Read the build and react to it.

    Fail and get a free counter after the killer did the better play? Hate it and shouldnt be a thing. So no, what you insinuate is not how my logic works.

  • @Warcrafter4 said:

    This build is also why dark theory can't be buffed as it will literally make you unable to be caught by 110% killers if its speed ever buffed by a single point.

    110% killers are relying on their power anyway. you can't M1 chase survivors with 110% killers unless survivors do heavy mistakes

  • @Vampwire said:

    I would advocate this if it weren't for the fact that some killers put you in lose/lose scenarios without DH. I think if DH were to get nerfed that would need to be addressed as well. I'm by no means saying that it's balanced or healthy. But many of the good survivors run it expecting these sorts of situations. i.e a ranged killer is going to barely clip you after turning a corner, zoned out by an ability, trying to not get hit through a window 1 second after vaulting. Some may say that these are deserved, but I disagree. The killer will eventually gain enough distance on you that those abilities are unavoidable. And it doesn't take as long as you would think. And zoning is not a playstyle that should be promoted. It eventually becomes less of a skillful play and more "no you can't do x because I can do y". Equally comparable to DH, maybe even stronger as it doesn't require a perk slot.

    Balancing every single killer power to account for this would be very hard and would probably take a long time. But if we truly want a "balanced" dbd, or as close as we can get to one, then we need to account for both parties.

    Agreed, but tbh I don't think that they balance teh game around DH. They didnt when killers ran Ruin to a massive extend because they couldnt play the game without anymore

  • @sulaiman said:

    Well, what would you expect it shows?

    Please remember, the devs try to balance the game at a 2 kill 2 escape, yet at the moment, most killers beside nurse (which is split between the one that cant get a hit and the god nurses) have a kill rate above 50%.

    So, most likly a weekend without dh would just rise that killrate, showing mostly that survivors need a buff or killers a nerf, not the other way around.

    If they balance it to a 2 escape and 2 kill, then they failed. Several streamer showcases and my own impression is that this exact scenario is the least likely to happen. 4k (+hatch) and 0-1k are way more often. The 50-60% killrate of killers is happening because a 4k is followed by a 0k

    What I expect? That high MMR escape rates will drastically drop while mid to low will not. I would even like to see an escape rate based on MMR rather than an overall, like they did with ranks when ranks were match making relevant.

  • Tofu did a nice build on stealth killers, combined with Discordance and Tinkerer.

    If Tinkerer is activated and Discordance is off, Merciless storm will activate the second Tinkerer runs out. So you can perfectly time your stealth and wait for the first 1 or 2 skillchecks to happen, when they are focussed you can get easier grabs. Then hook the guy and the gen will be blocked until you are done hooking and apply Pop just as the gen releases.

    Just need to remember which gen already proc'd Merciless. And of course best bring indoor maps

  • I suggessted this here on the forum long ago, they even had the question about saving Loadouts in one of the older surveys, I think already about a year ago. Can't imagine that so many people said they wouldn't like that, I hopefully wait for such a feature to come soon.

    Even 5 slots per character would be totally fine (at least for killers as each killer has different builds). Equip, click on save, give it a name, done. And if for prestige or consumption any item is missing, just keep the related slot empty.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2890264#Comment_2890264

    No tf it isn't?

    Any killer with a marginal amount of mobility makes it hell to deal with in solo queue where you can't coordinate Tinkerer procs. The perk is absolutely problematic.

    seriously, this perk is not a problem. you just feel uncomfy with it, and there is a **** load of players feeling uncomfy with this or that, and that cant be the reason to change everything in the game. tinkerer is a challenge to deal with which makes you not play lazy but needing to watch where the killer runs when he loses his TR so you can follow up to finish the gen behind him and stuff like that. even in solo Q this is not that hard to deal with. gather information, make good use of it. maybe rethink your build if necessary

  • body blocking allows a skillful playstyle in the game and is totally fine. as said it is a base mechanic and there are even perks benefiting from that on both sides or allowing to play around it (STBFL loves protection hits) removing that would only increase and facilitate tunneling which is the least I want in this game. play sadako if you want to dodge body blocking.

  • @DesignDad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2871988#Comment_2871988

    Such a good point that I went and double-checked my notes.

    "Z" Block now applies Hemorrhage for 90 seconds. I need to update the patch notes draft! Thanks for asking and making me double-check!

    Do you have enough influence to had over suggestions to the dev team? I really feel like Hemorrhage should keep the increased bleeding frequency and Z-Block should keep the effect on healthy survivors. I would love to see this feedback get into the PTB already so you guys can observe how it performs on PTB already.

    I don't think this is any kind of OP or oppressive as it was already stated in the dev notes, tracking isn't the big deal of Hemorrhage, but those who use it (as seen above with Bloodhound) and I think many new killers can have good use of it as well won't get buffed too hard. And also the Z-Block with this change would imho still not be worth a rare addon. And regarding the feedback I saw so far in the forum, I think there are people agreeing with me rather than anyone disagreeing

  • +1

    It is a nice change and the more frequent bleeding is also a nice effect on Victor and any new killer player for easier tracking. Especially Wraith has Hemorrhage addons as well and his teachable Bloodhound. So why is the old effect removed?

    I also said in another post that the change on Freddys purple Z-Cube is not needed, it should keep the effect that healthy survivors will bleed to give it an additional tracking ability. While the rework for Hemorrhage is nice but far away from OP, I don't get the nerfs that come with it

  • @DesignDad said:

    I just finished writing our patch notes on this, what timing!

    Sloppy Butcher is being changed to "Increases the rate at which healing progression is lost by 15/20/25%". Note that it's a % of a %, so instead of losing 7% per second, you'll lose 8.05/8.4/8.75% per second with these numbers.

    As for the "Z" Block Add-on, it no longer causes survivors to bleed when healthy but still applies the new Hemorrhage as per normal.

    As usual, these are the current values we're aiming for on the PTB, subject to change, etc.

    Z Block is already a weak addon, is this even used according to your stats? Why does it need a nerf? I think it is totally fine if it keeps the bleeding effect for tracking purposes. Then it is at least a bit valuable to run. I mean, even with new hemorrhage and additional bleeding on healthy survivors I would not aim for it in the bloodwebs

  • it is not a weak addon. but it removes one of her most dangerous tools: snowballing

  • I also think that this change is a good change. The Resilience "tech" was stupid because it had 0 risk high reward and gen speeds don't need to be buffed like that. Besides that, I barely saw Resurgence or Solidarity being used anyway, so not much of a problem. I'd rather say, if Hemorrhage finds its way into the game with this buff, then address those 2 perks with the next midchapter patch. I would like something like gathering stacks over time (by healing others or staying injured) and get a bonus per stack in any way

  • And yes, changed FOV also changes the feeling of how fast you are. You will notice the same when using Shadowborn or Monitor & Abuse

  • In my experience the killer outage is from 3am to around 3pm

  • Jeff. Metal Festival approved

  • ok delete -.- I saw it on page 2

  • @Nikatara69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2849704#Comment_2849704

    Wait, killers started to be more scummy when Resident Evil chapter was relised, endless camping and tunneling killers amount was growing really Quick

    I)n my perception it started slightly delayed after CoH came out

  • @Adjatha said:

    There have been SO MANY log in rewards, bonus BP events, free cosmetics, and so forth since MMR and CoH came out.

    Throwing everything at the wall to try to normalize the miserable state of the game, rather than admitting that mistakes were made.

    So everybody is yellling at free BP due to horrible grind, and now they do it more frequently it is to polish steam charts xD

  • @adirgeforthedead said:

    COH was just touched so I don't think it is getting another change soon-ish. I am a bit on the fence in regards of perk changes unless some elements of the core game are touched... like yes, DH is annoying, but Survivors are in the 50/50 spectrum between escaping and being sacrificed.

    yeah, somehow. but in most of my games not because of good gameplay. most games are decided by camping, tunneling or over altruistic behavior, granting free double downs etc. Or genrush on the other side when the first chase slightly took too long

    I know there were always complaints about tunneling and camping, but about 1,5 years ago I took some stats about that and saw that tunneling wasn't that bad. like every 3rd to 4th game everyone was hooked at least once before the first died, average first kill was around 6.5th hook (while 9th hook is the latest possible kill and understandable hard for killer if everyone is on death hook before someone dies). It really wasn't that bad.

    But I feel like since boons were released, killers play much more scummy, tunneling is way more common and the game health overall has suffered. So I really wouldnt only look at the killrates. I think matchmaking and MMR/ranking are the biggest problem and lead to wrong stats, because there are more people matched together that shouldn't play together, compared to well matched games that could actually give better insight on how balanced the game is.

  • Nah. They "nerfed" CoH already and Dead Hard is a thing that never got touched. I also run it like crazy to get the "80% of every game" stats which was one reason they nerfed Ruin, but I think that was more of an excuse rather than a reason

  • I also think OoO should be killswitched. I heard in combo with Empathic Connection the game can crash

  • Well, killer mistake I guess. If you kill that guy in front of your nose or mori someone else makes no difference, you could get both but give up on the first. Also Im not sure if this is really that much of a strategy. I also heard someone saying how bad condemned is and that you can "totally ignore it because even if you are fully condemned you can insert the tape mid chase as it takes no time to insert the tape". Yeah, you decide to totally ignore it and basically give away a free hook state to cleanse midchase. Sounds ignorable. Like old Mori.

    Im also not that sure if you can switch off 2-3 TV's in time once you notice the dead hooky guy is in chase

  • The biggest issue of DBD is and always was bad ranking and matchmaking. The balancing stats they use are based on imbalanced match making which basically nullifies the information gotten from the matches (or at least doesn't give a reliable info on how strong a killer of perk actually is)

    Just as an example of how to misread stats (not claiming that what I state here is correct, just to give an idea about how bad reads on stats can be):

    The spirit addons got changed and with it the blossom addons that gave you a longer and faster after-phase speed boost. You could do insane range lunges allowing extreme hits, almost Blight-like. One addon was completely changed and I think the second one got nerfed values. But imho the addons were totally fine. It promoted risky gameplay, meaning: if you get out of phase to go for an omega lunge, you could also just pass the survivor and speed boost into the wrong direction or past the survivor, with no power left and way too much distance. Like high risk, high rewards. I think this addon was super fun to play, giving me some fun scenes while also maybe causing bad games because I whiffed too much, because you basically have no reaction time with such a boost, you have to guess correctly to make good use of this addon. That's why I think it was balanced, giving insane hits, causing unforced errors as well.

    -> So now knowing about this, as an average player I basically picked other addons way more often as they are more reliable. But pro spirits, less relying on "guessing" correctly but actually knowing about survivor positioning and pathing while being blind might have way better use of this addon combo, as they could play Spirit on a power level like a mastered Blight. Now that means, the bad games with this addon are less, as untrained Spirit users dont pick it that often, while 4k games with this addon combo was more common among all post-phasing addon games as strong Spirit players used them more frequently.

    -> result: the stats show that games with these addons are leading to 4k games way too often. But actually this is not because the addon is OP, but because strong Spirit players pick the addons and "influencing" the stats, because they add 4k's into the stats which they most likely would have gotten even without any addons. Players mastering a certain killer might "influence" the meme addons as well if they wanted to. Just make all the pro Bubbas go for the addon that makes the chainsaw non-lethal for extra BP, play that for 1 month. And they might still get regular 3-4k games. And the stats look like the meme addon is actually OP, because no average or lower Bubba player would even think about running this addon and therefore don't contribute their 0-1k games into the statistics.

  • @SuzuKR said:

    Blight’s Lethal Rush hitbox is not a cone specifically so you can’t take a single step away to the side to make it useless.

    Yes, that's what I was told now multiple times in this thread. And still looks totally weird in my opinion, if this in the clip is actually intended. I just cant understand those who say "she ran into him" cuz she actually ran besides him. But let's forget about this thread. I just heavily dislike Blight now for a reason, not for latency or whatever, just for his design

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2841185#Comment_2841185

    No. I showed you that Blight’s weapon went through Meg, and that is part of his hitbox. I don’t care if you think it’s unfair. It’s his hitbox, and it’s working as intended.

    This has got to be one of the most ridiculous complaints too. Your argument is “Blight’s weapon clearly went through someone’s head, but it shouldn’t count as a hit, because the weapon is just an animation”

    nope. The hitbox has nothing to do with the weapon

    Untitled Image


  • @Brimp said:

    https://forum.deadbydaylight.com/en/discussion/comment/2839304#Comment_2839304

    You can't speak for the killer if you don't have his POV. You keep saying "his pov" based on which way his model is facing (which does not accurately represent where he's facing). It's like calling someone a cheater without having their pov unless they're obvious about it.

    Just watch the video in slow motion and tell me where the killer apparently looks at. There are images about view angle, hitboxes etc that show how what the Blight should see here

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2839304#Comment_2839304

    https://us.v-cdn.net/6030815/uploads/MDJ5WKM48WV4/meg.png

    Meg's head is clearly between Blight's weapon and Blight in this screenshot. You can clearly see that the weapon went right through Meg's head, and that Blight's weapon is closer to us than Meg's head.

    And when Blight taps or holds the attack button during a Lethal Rush, he's allowed to instantly turn up to 90 degrees, and that is what he did in the video. It didn't require any special addons, and it didn't require any special techniques. It's literally part of his base kit, and it's how his flicks work.

    Yes, exactly. Like the weapon is beside the Blights body, right? actually BEHIND his body as he swings. This is not where the hitbox should be, it is just the animation. The hit validation is not based on the animation/polygons but on the cone that is directed AWAY from the Meg.

  • @Brimp said:

    https://forum.deadbydaylight.com/en/discussion/comment/2836241#Comment_2836241

    I mean either way, the blight did a hard read and got rewarded for it. If she decided to keep running past the tree to shack while LOS was broken and not into the blights path she would have dodged the hit 100%.

    I can just repeat. I think TECHNICALLY this should not be possible to hit. The Blight can curve, so it would be a hit if he flicks behind the tree. The scene shows how he aims away from the survivor. The way this scene looks is in my opinion not a hit because the killer does not even have the survivor on his screen. I also dislike for example that you can be blinded as killer while not seeing the survivor on your screen, this just feels like BS.

  • tbh I never heard anyone complain about hooks being destroyed. And destroying basement hooks would be redundant as there are 4 of them. So what?

    Where did you get the information that it is to avoid camping? Killers camp the survivor, not the hook. Doesn't matter which hook they are on

    And I seriously don't think that "hook management" is something hard to do. You pick up survivors often enough to get an idea of hook spawning. If after 5-6 hooks and the first sacrifice "all of a sudden" you notice that you cant hook the next survivor, then you messed up way earlier. And honestly I never faced a "lets force a hook deadzone" squad so far

  • The DLC chapters have nothing to do with the bugfixes, that are different teams. It doesn't make sense to tell team B to stop working as long as team A is not done with a topic that has nothing to do with the work of team B.

    And I don't know what your proffession is, but I'm pretty sure you cannot tell how long it takes to fix nurse. In software development, sometimes even the teams working on the bugfix can't even tell it exactly

  • I think it is wrong design that this pops out by hovering as well. Tooltips are activated by hovering, this is the only "control" like button type that activates by hovering over it. it should only be opening when you click on it

  • @CryptFriend said:

    https://forum.deadbydaylight.com/en/discussion/comment/2836801#Comment_2836801

    She's... Still walking directly into the weapon.

    She doesn't have to be directly in front of the killer to do that, surprisingly--don't worry, you can get hit in front of the killer as well, it's not that restrictive.

    It's okay to admit that you (or your friend, or whatever) made a mistake due to an incomplete understanding of a killer's power. We won't judge you for that.

    If you followed the thread you should have noticed that this post was redundant. I said that I think the killer should be able to see the survivor on his screen to be able to injure her and the clip shows that this is not the case and all of you told me that this is apparently intended to be possible, and I said that imho this is lame

  • @CryptFriend said:

    From what I can see, the Meg is literally walking into the weapon as the Blight swings.

    I fail to see the problem you have with this.

    Yes, the Rush swing is wide, short, and ignores aim-dressing so you can't trick the killer into getting vacuumed into an object. Meg is still running directly into that hit. Why are you confused?

    I showed the paint what this scene is about. She does not stand in the front, she stands beside him and killer is looking away from her. And this is apparently only a hit because his hitbox is meant to hit people that are standing beside him instead of in front like the hitboxes on normal attacks and chainsaws work

  • @AetherBytes said:

    you have to remember the damage hitbox lingers for the entire swing, so even as he turns he can still damage. Due to latency, the turn and damage happened at the same time.

    as I said above, latency would work in favor of the survivor here as the killer would be in front of the survivor then

  • Well, I just call it lame design then if this is really intended. If you guys all tell me that this is a legit hit, then there is simply no counterplay. Because every single option the killer might have picked here would result in a hit with all your explanations. Regardless of what the Meg did, every option like J flick, S/Z flick, turning in before or after the tree would have hit. The only option to survive this is when the killer ######### up and that is plain boring to go against.

    You could also design a killer like Slenderman then. If you stare long enough at a survivor he drops to the ground. The only difference would be the skillcap. Kind of how old Legion was, but Blight needs 10 seconds to get there rather than 60

  • @Brimp said:

    Looks like a normal hit to me. By the time she got hit the blight was turning into her and natural server de-sync can make it look worse.

    I would say he turned the camera AFTER the hit which is normal because you have free camera movement after the hit again. And if at all, server latency should have told the killer that Meg is still behind the tree and approaching the point that you see from survivor POV, so server issues would kinda deny that hit rather than allow it. Or other way round, if latency was an issue, the Blight would be in front of Meg rather than beneath, from server POV

    you saw my image right? They hadparallel paths and this screenshot shows they are basically looking into the same direction. But AS satated above, this makes sense when the Blight doesn't have a cone but an ellipse to hit people besides him. So I think it is just bullshit, this killer has already so many unintended "techs" to grind and gets assisted by a "hit what u don't see" hintbox as well

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2835677#Comment_2835677

    https://us.v-cdn.net/6030815/uploads/EHCH8KVQFX7Z/image.png

    you went right than went left and ran into his swing. Before he swung, he changed his viewing angle by 90 degrees than he did a 90 degree lunge flick. Some people refer to this as Z-flick tech on blight. he just swung at the tree and the yellow part connected and hit you.

    Your image is not correct. You did two flicks to the right. The video shows a flick to the left. And as far as I know you can't flick twice. The second change of view angle is AFTER the hit connects

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2835658#Comment_2835658

    The desk hitbox moves based off blight's viewing angle if at any point, the desk collides with meg, blight stops rushing and hit connects. The blight in your game just swung at the tree so he hit you. I would hit that rush 9/10 times on blight. you will not really outplay seasoned blight on a tree like that.

    On a tree like that it is basically a coinflip, if the hit gets around the tree on the one or the other side. And I'm not talking about how to outplay, what went wrong or should have been done. It is just about what is visible on this clip. And in my opinion that is a BS hit.

    But you say it moves based on view angle. That's my point. He needs to look away from Meg, FAR away, as this is necessary to do a flick like that. You also see that he is not looking at Meg based on the red stain

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2835391#Comment_2835391

    you have right idea for counter-playing blight.

    Its that the tree you are on is too small. it relies on blight player to make a mistake. Blight's hitbox for his lunge is shaped like wide oval and his lunge does not collide with objects like normal lunges, instead it slides off objects. if any part of yellow between starting point of his attack or end-point of his attack collides with your survivor model. it counts as a hit.

    You need bigger object to counter-play blight. Objects about the size of Z-Wall. you also need to predict blight's bump logic and rotate object in correct direction. here's example of such an object from the current map your playing. its important to note that many blight players run Blighted crow+Blighted Rat(Double speed) and this gives faster rotations around the object. Survivor counter-play towards killer powers(for the killer including myself) is very boring so I typically either try hit survivor before they get to these power-positions or avoid insecure rushes if the survivor is skilled.

    https://us.v-cdn.net/6030815/uploads/QZFUAB2TXF57/image.png

    I basically know how to counterplay, I was just wondering how this can land a hit because there is literally no point in the 2 chars paths where a regular hitbox would be able to connect. But with ellipse you mean my "desk hitbox" assumption is basically correct, yes? So it is possible and intended that Blight can hit survivors that are not in front of them?

  • grafik.png

    for more detailed explanation on my thoughts. Where in this situation does the left one look viable from killer POV in your opinion?

    If you flick left to curve around the tree (in FRONT of the tree) then you definitely aim away from Meg. After such a flick you cant adjust your aim back like 90° to the right

  • @Shaaei said:

    it looks weird from a survivor standpoint, but there isnt really much weird about this from the killer pov.

    Something to keep note of is that the red stain isnt 100% accurate depiction of the killers fov, that it covers roughly 80-ish % of it.

    It still shows the direction, and you don't need the red stain to know that Blight is looking away from Meg. He had adrenaline vial and is in a rush, there is not much you can do about fixing the angle after you lunge. Meg is behind the tree, Blight in front. There is no chance this hit could land

    Rather than a desk hitbox

  • @GentlemanFridge said:

    I wanted to save for Sadako, but then I hit the cap and prestiged Twins and Wraith instead.

    And then I remembered that Sadako was coming, and stared at Twins’ P1 weapon, pondering why I am like this.

    Currently sitting at 168k, I believe.

    Lucky we have a blood hunt active this weekend, you can get back up there ^^

  • I have currently 2 full tomes of uncollected challenges which is about 2.5m BP and will stay close to the million when the chapter releases.

    But I'm not going to spend the tomes, I want to get to 100% steam achievements instantly. I will start with leveling Yuichi as far as possible with the million (probably adding shrine BP, that will reset like 5 hours after release, so up to 1.2m BP as well) and go for the adept first, and I think 5 days later is rank reset, giving me another 2m BP for Sadako. And then I'm going to do adept only until I have it because after rank reset you only need 14 emblem points, not 16. And after adept go for her power achievement with hopefully a good build ready by then

  • @RenRen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2823707#Comment_2823707

    I don't think you know how detrimental eating a DS or hitting someone with BT is.

    Also "Eat a DS midgame if you can afford it". What if you can't? Then what?

    The most common thing in my killer games about BT is that I down the unhooker and spend another like 5-10 seconds to check for BT. If he has, the survivor spends 12 additional seconds to mend, if not I got a double down.

    A typical DS situation is someone jumping into a locker. That gives me a free get-rid-of-DS rather than a 30-40 second chase. Both not that detrimental.

    Other situations? Yeah sure, can happen. But it is surely not like every game there are free escapes and that every survivor gets his perks "abused" when there are like 4 DS + 4 BT in a game. that is half the perks spent on survivor side for safe unhooking, and there is surely not 12 situations in such a game where survivors can "abuse" massive value out of these perks

  • How is this "abuse"? This is exactly what the perks should do, isn't it? You need to check during the game who got BT so you know who to beat first at endgame unhooks to force a trade or make someone without BT do the unhook for example. Eat a DS midgame if you can afford it. There are ways to play around it, like you have to get around any other perk

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2821974#Comment_2821974

    Yes have to give up a hit and the resultant 3s cooldown while you've been pushed even further away. Yeah, walk around the survivor walking to keep up with you to push you back. It's terrible design because it's not avoidable at all.

    if you say so...

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2820301#Comment_2820301

    Because there are counters for bodyblocking? There isn't a counter to getting pushed against your will.

    counter? u mean hit? like granting the protection hit? or do you mean "walk around"? like what you cant do in small passages? how about move around the survivor as counterplay to that perk? or hit to remove the hitbox?

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2816333#Comment_2816333

    Yeah, you could push the sandbagger away. You could also push the survivor you're sandbagging back into an undesirable location.

    Also the reason the former is bad design is cause it can make it literally impossible to play normally. Someone comes and pushes away the killer mid-chase with someone else, back into a pallet to then stun them, at the cost of one injury. Normal chases wouldn't work when people are actively wresting away your own movement from you. Stuff like Pinhead chains are accepted because they can be dodged, and they can also be removed. A killer can't do that, other than hit them and then drop chase with original person to go for this new person, at which point another person can push them. So on and so forth. There would be no way to actually avoid or prevent being moved around by this.

    You basically describe what body blocking/protection hits are currently. So why is this a bad thing?

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