Dehitay
Dehitay
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There's no reason for the killer to tunnel the obsession outside of OoO. In fact, there are reasons to avoid tunneling the obsession. I can't help but feel that this is just a figment of your imagination. Are you sure you're not just the easiest one to find?
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An end game totem perk would have to be as strong as NOED to be viable as an end game totem perk. And NOED has made it clear that entitled survivor mains will whine like all hell at a viable end game hex perk.
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@BigBubs said:
https://forum.deadbydaylight.com/en/discussion/comment/1140267#Comment_1140267
They never said they won't add swf. They said they will be adding swf not long after the game was released. You probably had better chances of getting the refund back then. You won't get one now. Why are you even playing the game or are here now complaining? Swf will never be removed and only a not smart person would think it would.
Anyway , you did get what you has paid for. Your bs could be more than just whining if the devs had actually said "we won't be adding premade teams to the game" when the game was released.
And how sad is it want a refund 3 years later... It's only 20$. You probably played the game enough to get the money's worth. Just quit if the game is not what you "paid for". You clearly don't enjoy it.
They actually did say they knew it would be a horrible idea to have voice communication be part of the game and they didn't want that. Of course you have your head so far up your self righteous backside to know why dev steam #6 is mysteriously missing.
By the way, if you buy a piece of clothing and it turns out that it dissolves in water unlike the vast majority of clothing, do you just say "oh well, I got my money's worth" the first time it rains and your clothes get destroyed, or do you show disappointment that the clothing manufacturer clearly doesn't keep up to standards?
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How did they "make you wait out the egc timer"? I can't really see a way that this is possible. It sounds like you just couldn't escape before it hit or you didn't bother trying to escape.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1140248#Comment_1140248
The companies owe you what you paid for, the game of Dead by Daylight. The DLC of Dead by Daylight. Any other Information they give about this dlc or this game is not what you paid for, and therefore are not entitled to. Is it nice to have? Yes. If you don't like how a developer or companies handles this, don't support them. That's how capitalism works, you talk with your money.
Take pokemon sword and shield for example. They were the most controversial pokemon games ever. They are the fastest selling pokemon games ever. Consumers speak with their wallet.
I purchased this game on release. What I paid for is significantly different than the current game. If I could predict they would add premade survivor groups with voice communication into the game that provides an overwhelming advantage for one side without any downfall yet for some reason simultaneously refuse to allow kyf premades the same luxury of character progress that they do swf premades even though there's no definite victim in kyf, then I would have never bought this game. I don't have what I paid for. A lot of people don't have what they paid for. Tell them to start handing out refunds if you're so strongly attached to that particular belief. There's all the validation in the world to complain about a game company refusing to do what's expected of a game company. If you want to go the straight line path of you only get what you paid for, then explain why I can't get a refund now that I don't have what I paid for.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1140221#Comment_1140221
And then when something comes up like it did for Halloween and literally breaks the game, what do they do? They promised the fans it'd be March 10th, but the game is quite literally unplayable. You saw the backlash from then, imagine that now after ruin, the devs might actually be witch hunted. Instead they have it remain anonymous so as to avoid these situations.
At the end of the day, companies and developers are there to make money. You, the consumer, give your money.
Companies are not your friend.
Grow up and stop being entitled.
Says we're the one paying the companies and then says the companies don't owe us in the same post. That wasn't well thought through.
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I was fortunate enough to get my prestiging done before the Ruin nerf that decimated the rate at which I can gain bloodpoints now. However, I would definitely suggest waiting till you have close to a million bloodpoints before prestiging a character. While you're gathering up bloodpoints, I'd suggest burning through all that character's escape cakes, survivor puddings, or bloody party streamers. Prior to the final prestige, I usually ignore anything on the bloodweb except BBQ & Chili and 100% bp offerings, and just try to choose what kills off most of the bloodweb and what costs the least.
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@Nakedwildman said:
Because i do support the penalty system. 3 days or not 3 Days, for me he could be perma banned, i couldnt care less about dcíng people, know how to fix the issue? dont dc. Very simple.
If you're trying to imply that you and others are actually reading stuff properly before replying, that post definitely didn't help your message. That wasn't a response to either what I said or this thread. Definitely you hearing what you wanted to hear and then responding to your own imagination.
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@Nakedwildman said:
https://forum.deadbydaylight.com/en/discussion/comment/1139561#Comment_1139561
i guess everyone of us did clearly understand his concern. Wether Hes dcing for purpose and basically lying, or hes the only player out of thousand on this forum, and guess what is more likely?
Then why out of everybody saying things are working right and he's complaining for nothing are you the only one who said anything about him lying? Even Peanits straight out ignored the fact that he said there was 3 days between his disconnects.
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Wow, the amount of people who flat out refuse to read and respond only to what they wanted to hear is depressing. His penalty should have completely reset over a 3 day period. Why this is so hard for so many people to understand is concerning. Whether he's lying is a different matter. Y'all should at least be able to understand what he's saying and respond appropriately if you want to pretend that your responses have any meaning.
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@Polychrome_Baku said:
https://forum.deadbydaylight.com/en/discussion/comment/1138148#Comment_1138148
This obsession with 100% fairness will doom this game. Dead by Daylight is the only game where everyone wants everything to be 10000% balanced in every conceivable way possible.
What kind of limited fractions of playerbases have you been dealing with in what games that players don't want their game to be as balanced as possible? I've never played a single game where balance wasn't highly desired by the vast majority of the playerbase.
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I think they said they would eventually put some of the rift cosmetics into the store, but I don't know how long after the rift closing that would take.
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Why did the dinosaurs die out?
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There is one reason. There's enough powerful perks for survivors that Spine Chill could be easily ranked below the top 4.
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While I agree that most offerings should be hidden. I don't think bloodpoint offerings should be. It vastly changes how I play if I know somebody brought party streamers into the game.
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While I admit that fixing maps would also take care of the gen rush issue, the problem is made possible because of the combination of both large maps and ease of doing gens. Between fixing 20+ maps or removing the ease of completing 5 gens, the latter seems like the more logical conclusion. Last I heard, BHVR only has one person who does maps.
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It's still cheap to get into. It's just not cheap to obtain everything at once. All the older players got things in installments. If you don't want to follow the same path, expect to pay more at once. Actually, this game is going to still be cheaper for new players than me because a number of characters flat out weren't available with iridescent shards when I got them and I had to pay cash for the first years of dlc.
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It's unlicensed and all unlicensed characters are supposed to be obtainable with shards.
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@Impermanent said:
https://forum.deadbydaylight.com/en/discussion/comment/1127567#Comment_1127567
Do I really have to explain this? I turned down my free escape to rescue her and died after healing her off the ground so she escaped. How is this NOT self-sacrificing? geez... seriously people...
Actually, you do have to explain it cause you never mentioned that you somehow managed to simultaneously get both yourself and the other person killed unhooking them right in front of the killer. Most of us are good enough to the point that unhooking in front of the killer during egc only results in only the unhooker or the unhooked going down with a garuntee that it won't be the unhooked if we use BT. The fact that you managed to get the both of you killed is completely unintuitive to anybody with regular game experience.
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How is this self sacrificing?
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@Slival said:
Survivors getting to keep their 2 addons only when they double pip, and getting to keep 1 if they pip, and killers same, might work fine for me. "Surviving" shouldn't be the measure, though. On the other hand a survivor has a much easier time getting 1 or 2 pips while killers can 4k and get Entity Displeased depending on how fast it was/if they 1-hooked.
The difference in difficulty between both of these would be wildly unfair. Survivors accomplish both of those tasks WAY easier than killers would accomplish either of those tasks.
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@Hoodied said:
Well, the issue isn't really Gen speeds....Solo gen speeds that is but with teammates thats more people off generators
Its map size and design
If all survivors get onto a different generator at the start of the game on Mothers dwelling as clown for example, you cannot apply pressure easily as you will lose generators quickly
While the combination of the 2 is causing the problem and a fix to either would fix the issue, you have to look at which is more likely. Redesigning countless maps (and last I heard, they only have one guy who does maps) or changing how gens are done which will work on all maps? However, we are in a bit of an unusual situation as adding breakable walls to all maps also means a chance to fix the ridiculous sizes of so many problem maps. We can hope they'll tackle both at the same time, but I fear we'll be left in disappointment.
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I thought I had been seeing Borrowed Time a loss less frequently as of late. I guess with new genrushing ease, having all 4 survivors alive at the end of the game is easier so BT isn't needed for that egc save.
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@Peanits said:
It's not being ignored. It never has been, even. We mentioned right away that we'll be watching how the changes affect the game and make adjustments as needed. The first part of this are the toolbox changes. Whether or not it'll need further changes beyond that remains to be seen.
That pretty much sums it up the problem. It doesn't remain to be seen. It's completely obvious if you play as or against survivors without toolboxes in high ranks. If you can destroy the killer without toolboxes, the toolbox nerf obviously isn't going to stop the genrush problem.
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Unfortunately, the people in charge of gameplay design don't seem to be required to play the game that much. Genrushing, tunneling, hard camping, and excessively long chases are all things it takes a mediocre amount of time playing to realize are game destroying features and yet they get no attention. The sad part is they're not even that hard to fix if you actually put effort into it instead of just throwing band aids at it.
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@ChickenMcthicken_5 said:
https://forum.deadbydaylight.com/en/discussion/comment/1118303#Comment_1118303
I'm sorry but DCing is not cheating in any way either especially with the inconsistent DC ban and loss of points and pip (if they even care for it of course) . Taking the game for hostage and dragging it out for to long is by far more cheat worthy . A survivor won't just leave his ass on the ground waiting for the killer to either look for the other survivor or hatch. Unbreakable is quite literally the only perk that helps out survivors when being slug in the 2v1. To be clear I have no problem in general with slugging, I sometimes do slug, but never to drag the game out expecting the survivor to say: Understandable continue on searching for my only hope on actually doing a thing. To each their own honestly the same way you think I have a bad character, it the same way I think about you when you typed that survivors should just accept being slugged in the 2v1 situation.
Intentionally disconnecting for unnecessary reasons is absolutely against the rules. The fact that you think otherwise is because of a sense of entitlement that runs wild amongst a number of survivors. If you think that QUITTING in order to get a victory is right, you're clearly not thinking logically.
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While I do like chase music, the doctor's new terror radius is way too inconsistent with the other killer's. It's significantly harder than it should be to tell his distance even without tr changing addons and perks. Can we give him the standard terror radius heartbeat?
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@DragonOfPain said:
https://forum.deadbydaylight.com/en/discussion/comment/1121398#Comment_1121398
Then such implementation is BS.. I mean why would I play more than 2 hours as a Killer when everyone knows Killers gets bully on this game. Seriously these devs doesn't know how to implement their matchmaking lock properly.. Why not just put 5 minutes in all Quits.. At least everyone can wait 5 minutes and not the whole 15 minutes..
They don't make it 5 mins at all levels because of people like you who feel entitled to ruin other people's games because everything didn't go the way you wanted it to. You're the exact type of person that either needs to learn his lesson of be kept out.
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@xFAKExAxoN said:
https://forum.deadbydaylight.com/en/discussion/comment/1121316#Comment_1121316
I was the only one with a flashlight in that game but I lost it with franklin's, as soon as he chased me
I think we may have figured out the reason you got camped.
But yeah, there should definitely be some form of counterplay to camping. I say make the killer aura from Kindred a natural part of the game starting 5 seconds after a hook. And if any gens are completed while that aura is active, then the hook progress is frozen for 20 seconds.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1121359#Comment_1121359
Well, it'd be similar to a respect thing. If you, say, get a "Props" at the end of the game, your rating goes up. If you play dirty by hardcore tunnelling, facecamping, hook-tech with Borrowed Time, teabag excessively to annoy other players or anything that does indeed really annoy the community at large, then you get a negative rating. The lower your rating, the more likely you are to be limited to playing with people within a certain threshold. Those who excessively play dirty and try to ruin games for others may even be pretty much locked into lobbies with like-minded people.
It'd act like a "Code of Conduct" Matchmaking, alongside the actual matchmaking. Rank matchmaking will still take priority, of course, but being a respectable individual will make it more likely for you to load into a game faster. You also cannot rate those who you are grouped up against with SWF, similar to Overwatch and their Endorsement system.
I admit that it's not perfect, but hey. If there's a way to help stop some of the most rage inducing strategies around, then it might be worth looking into. If you can think of a way to improve it, then let me know.
The problem with that is that camping is regularly defined as "not instantaneously disappearing from the map after hooking a survivor" by a significant number of survivors and genrushing is defined as "any game where the exit gates are powered" by a significant number of killers. Players can't really be trusted. It would have to be based on actual data. And if they were going to actually put resources into that, it would be far more intelligent to just put those resources into counterplay for genrushing, tunneling, camping, and excessively long chases.
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@Mistikus said:
https://forum.deadbydaylight.com/en/discussion/comment/1114906#Comment_1114906
if you want to diss me in anyway do it harder keyboard fighter, you are just a type of player who want a easy4k game sorry that you have to put some skill to achive that
Wow, the overwhelming hypocrisy behind that statement is disturbing. It's obvious to everybody that wanting swf to be as powerful as possible is the battle cry of people who want easy wins. Balancing swf is something that people who want balance would say. Why not try actually using this skill you seem to care for so much while playing swf that would quickly counteract any "punshing playing with friends" aka balance.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1114891#Comment_1114891
I'm also tired of being told that I can't play a game that has Co-Op in it with friends.
What BHVR needs to do is not nerf people who do want to play SWF with friends. Because not everyone is a death squad. SWF more often than not gets themselves killed with how altruistic they tend to be.
What BHVR needs to do is close the gap between Solo and SWF, and then balance the game around that. Give Solo advantages that SWF (admittedly) has.
What about this thread made you think the suggestion was you can't play the game in co-op mode?
And suggesting not nerfing swf because not every squad is a death squad is just as smart as suggesting not nerfing ebony mori because not all killers use ebony mori. If something used to it's maximum potential is deadly for game balance, it ABSOLUTELY SHOULD be nerfed regardless of how "some" people use it.
While it's true that BHVR should bring solo up to swf level, do you honestly think that's going to happen in any reasonable amount of time. It's far more simple a solution to bring swf down to solo and killer level rather than raise the other 2 up.
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You're describing the problem of a killer being too tall and then suggesting a solution of making them taller.
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@Mistikus said:
why you want punish people who have friedns to play with
Gotta love this [BAD WORD] arguement that is so ridiculously self centered that they think balance isn't important when "friendship" is involved. It's like some child's cartoon except instead of friendship triumphing over evil, they try to make it triumph over common sense
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People like to make up theoretical problems without thinking about how it will actually play out. 0.1 sec sabotage is much more threatening than 2.5 sec sabotage. Somebody picking up somebody right in front of you that you can immediately down again and then chase an injured person is the opposite of threatening.
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@Carpemortum said:
I'm hoping it's because people are finally learning to go for safe unhooks instead of hook rush saves.
That's what throws me off the most. It would make absolute sense if they didn't run it cause they were doing safe unhooks. But they still unhook right in front of my face without BT. It fooled me the first number of times cause I just assumed they did. But after seeing it not be on them so many times, I switched over to hitting the unhooked survivor.
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@Eye66 said:
https://forum.deadbydaylight.com/en/discussion/comment/1103783#Comment_1103783
Great job ignoring all the reasoning OP used to explain the problems, "nuh-uh" is an invalid argument
What the hell are you on? If you bothered to read past the first paragraph, I address every single one of his points. The only ignorance here the OP's ignoring anything that was killer sided and your ignoring the majority of my post.
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@PyroGL said:
Perhaps you can consider things from a more practical stand point. Take DS, currently viewed as an extremely powerful perk, despite being a one time use perk. Whenever there is an obsession, killers have to fear the DS for the entire duration of the match on every survivor, even if DS is not actually in play. As a consequence of this fear, slugging the last hooked survivor for a minute is a common tactic used to prevent DS from being used. Now, once For the People comes into play, killers will need to be concerned about the slug getting picked up instantly as well. Does this not concern you at all? Does the coordination of 3-4 man SWFs communicating these instant pick ups not concern you? Again, it doesn't have to happen 5 times in a match, only once or twice to kill the killer's momentum. Calling slugging situations "niche", when it is pretty much the only option killers have when combating DS and gen rushing, is disingenuous, and flat out ignoring how typical trials play out.
Of course it doesn't concern me, cause they'll be going straight back down and now I have another injured survivor to chase for a quick down.
And DS is a bad comparison. If I down somebody and there's another person nearby to chase, I'm going to chase that other person regardless if I think the downed person has DS or not. If there's nothing to do but hook the downed survivor, then I'm going to try to hook them regardless if I think they have DS or not. The majority of killers don't bother slugging in order to void DS; they just get it out of the way instead of waiting a full minute to hook.
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Since all non licensed characters can be bought with iridescent shards now, I would be highly surprised if there were any more free chapters.
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@PyroGL said:
https://forum.deadbydaylight.com/en/discussion/comment/1105464#Comment_1105464
The use of For the People isn't meant to completely replace healing entirely, it's there for the clutch moment that the survivors need it (and consequently also when the killer needs the slug as well). You only need 1 or 2 uses of the perk in any given trial to mess up the killer's momentum. I'm not sure why this is so difficult to understand.
You're the one who seems to have difficulty understanding. This perk is only useful in very specific cases. That is the opposite of a "crazy strong perk". Except for very niche cases, the killer is going to come out ahead on this perk's use. The brute force approach would be to pick up a downed survivor right after the killer has downed them in which case the killer can just down one of the survivors right away and chase a now injured survivor. You could have one person distract the killer while somebody else uses it on a downed person, but then you have 2 injured people and another soon to be injured if not already hit. The only powerful time to use this perk would be during the end game when a survivor is downed near a gate, the rest of the survivors are nearby to help, and you can reach the downed survivor before the killer finishes the wipe animation.
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@PyroGL said:
I won't claim the perk is "toxic", but I will disagree with your assessment that it isn't a crazy strong perk. The entire point of slugging is to slow the game down to force survivors to heal/recover and take them off gens. By instantly picking a downed survivor up, now you have lost the pressure created by the slug, enabling both survivors to get back on gens. At higher levels of play, survivors don't care about being injured or broken, thus making the penalty given by For the People, largely irrelevant when many survivors don't heal anyway, or go for the Adrenaline play. This is the identical tactic taken when fighting Plague, since looping and doing gens has no consequence when injured.
You do realize you can't use this perk while injured, right? If survivors don't heal, they won't be able to use it to it's real advantage.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1103461#Comment_1103461
Did you not read what I said, over half of my games.
If during an evening I have a spare hour or two to play some games do I want to play games that are fun, full of suspense and provide a challenge? Or do I want to “hold M1 unopposed”?
If it isn’t afk killers it’s survivors giving up on hook which is the same problem.
There has always been instances of this but it has been off the charts recently. I’d rather just people dc if they aren’t going to play because at least it wasted less time.
@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1103536#Comment_1103536
Exaggerate? Its literally the truth. At least from the past few days.
There has always been minor instances but it has been ridiculous recently.
Whether its bodged rank reset causing people to want to derank, or killers going afk because they dont like the map but cant dc - I don’t WHY they’re doing it I just know that they’re doing it.
Good for you if its not happening to you but to me I’m getting hit hard with it and watching Otz have the same problem lets me know that it’s not just me.
Good news, you're just a special case. If you're not exaggerating and you get afk killers and suicide survivors in over half your games, that means god just hates you specifically. People who aren't victim to exaggerated problems deal with this in a minority of cases.
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Gearhead seems like it will be the most useful one.
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@NightmareRasta said:
https://forum.deadbydaylight.com/en/discussion/comment/1103022#Comment_1103022
I understand what your saying but, If that's the reason the dev's have yet to put out another African American female in the game, that's pretty sad. ALL SURVIVORS have the ability to blend, not just claudette.
Only one survivor has the ability to blend in mid chase though.
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@Sonzaishinai said:
Don't forget a bunch of changes happened. Everybody is looking blindly to the 2.5 sec speed but seem to be forgetting the rest
Hooks respawn faster: could drasticly change how powerful sabo will be. If it's 10 sec just drop the survivor, smack the saboteur and proceed to hook again. I'm going to guess something around 30 sec probably
Limited amount of hooks per toolbox: once again can make a huge difference, if it's for example only 2 then they can only sabo so much hooks and aren't using their toolboxes on gens
Saboteur had a cooldown: if it's the same as Any Means Nececary then it probably happen just a couple of times each map
Also 2,5 sec will probably garanty in most cases that the killer will be able to hit the survivor doing the sabo action, so you can probably then drop the survivor your carrying and chase the other one.
That means one slugged one chased and one having to pick up the first one unless unbreakabill. Bassicly allowing survivors to trade a hookstate for more pressure for the killer
I think it will be interresting and depending on the numbers could make the game more tactical for survivors and killers alike
You actually forgot the list the biggest change to hook sabo. The change everybody who's complaining about it seems to be ignoring. Hook sabo progress is no longer saved. The title of this thread complains about a 2.5 sec sabotage, but the 0.1 sec sabotage we're currently playing with is a hell of a lot easier to use and the cost of prep time. You can't just wait for the killer to get close to the right hook and immediately destroy it now. Start too late and the killer will make it to the hook in time. Start too early and the killer will know to not even bother with that hook.
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I love how there's all this bs about "punishing people for playing together" yet everybody seems perfectly fine with not adding reduced bloodpoint gains to KYF which is the multiplayer mode that isn't well known for giving survivors a ridiculously huge advantage. That's a huge and ACTUAL punishment for playing together.
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@DisappointedUser said:
https://forum.deadbydaylight.com/en/discussion/comment/1103783#Comment_1103783
While it's not survivor sided and it seems to be pretty even. It is 100% a buff for SWF teams. I can't see how they will lose now, ever. Think about the sabo'ing issue. A full SWF can ensure you are never hooked.
I am thinking about sabotage. All the people who think it's going to be so strong are the ones who aren't clearly thinking about it. The current sabotage system works because it takes a tiny fraction of a second to destroy a hook. In order to destroy a hook a killer is going to now, you have to be far enough away from it that the killer doesn't reach in time, but not so far away that you break it so fast that the killer knows to immediately change directions or drop the survivor. Not to mention, you have to accurately guess which hook the killer is going to in the first place.
You're right that a full SWF can abuse this on the condition that they are highly coordinated. They would have to locate all the hooks near a downed survivor and work on them before the killer gets to them which is possible but requires knowing where the hooks are almost ahead of time without auras. Or they could use the slightly more garunteed system of figuring out which hook the killer is going to and then have 2 survivors bodyblock while the final one sabotages the hook at the cost of now having multiple injured survivors for the save. Either way, this requires them to stray from gens in mass and becomes quite obvious what they're doing after the first time so you can resort to counterplay.
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@ApeOfMazor said:
https://forum.deadbydaylight.com/en/discussion/comment/1103943#Comment_1103943
Cool dude. I regularly 4k rank 1s using monstrous shrine and no other perks.
That's because the game got so easy for survivors that lower skill players can now easily make it to red ranks. Which ironically ended up making the game more tolerable for me a week after the Ruin nerf. Now that worse players are getting matched against me, not every game is just me getting stomped with a brainless genrush.