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DemonDaddy

DemonDaddy

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  • @Wowie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569607#Comment_3569607

    ok but have you ever actually played a match of dead by daylight? if the killer wants to tunnel, the killer will tunnel even if it costs them the match

    the average survivor is not JRM level and cannot run them the entire game, nor are they Yerv and can't rat around securely

    therefore it tends to be until they're downed or abandoned

    You can question my validity all you like. I plainly disagree on the basis of my own experience and knowledge that this is how I escape chase. I never liked the run the killer for 5 gen strat and I dont intentionally draw out chases just to buy time. I take any opportunity to break los and escape even if its moments after the chase begins. Granted I cant win every chase, but not every chase is without options.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569017#Comment_3569017

    SWF matchmaking would ideally go off of the highest player in the SWF. There has to be the ability for SWF to climb for a ranked mode to work. Comms are almost mandatory against top killer players in a competitive setting.

    Id disagree, 4 survivor that know what there doing can make things difficult. I dont see the potential for swf to accurately rank individuals within the team, but I do see how it could easily be used to carry survivor that struggle with anything beyond skill checks.

  • @Wowie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568870#Comment_3568870

    if the killer is hellbent on never dropping chase there's no way to escape it, really

    i mean sure you can argue that it's a skill issue for not being able to waste more of the killer's time

    but its still kinda boring and frustrating to get gimped out of bloodpoints either way

    I find that to be false.

    One of the worst perceptions that gets pushed is survivors have to run a killer until downed or abandoned. Escaping a chase while the killer is still trying is possible.

  • @Nazzzak said:

    If they had to be super accurate in matchmaking, then queue times would probably be crazy long. If they were a bit looser in matchmaking, then people would dodge if their opponent/s had even a slightly higher mmr value than them.

    I can see why dodging would be incentivized with our current non-competitive format, but if the end goal is to be number one on the leaderboard, players would be incentivized to actually play the match against the better players to claim higher rankings faster.

    I'm unsure if this has changed but at some point I believe the devs explained current MMR and that you have to play against better players to increase your value or at the very least lower ranked players provide a smaller value for your success. If that holds true then no value could be gained from lower ranked opponents so dodging would also have no value in a competitive mode.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569047#Comment_3569047

    Not only would the wait times be long, but there's an even bigger reason the ranked players would play unranked mode:

    If the hyper competitive players all play ranked, and the casuals play unranked, then a comp player can choose unranked for easy games and curb stomp the other team expecting a chill match.

    This is the #1 primary reason a ranked mode would never work in DbD. In most PvP games, if you get one sweaty try hard on one team it's balanced out by the rest of the team. In DbD of one player decides to sweat like that, well, one team consists of only one player, so that match is now much easier.

    Which is kind of where we are now with one queue.

    I get the point you're trying to make but I feel like you're analogy is falling short of proving it. The current system already has MMR matchmaking which breaks for long queue times. But using killer for your analogy of one side having it easier seems mute since it is one player and in both scenarios that one player is trying to win. In both cases this high level player would still be sitting at the top of mmr for both modes, the primary difference being the competitive mode would more consistently keep them paired with other competitive players. The current function of matchmaking does not change with the introduction of a competitive mode, so I fail to see how this has a negative effect on matchmaking.

  • @tjt85 said:

    Why would anyone want a ranked mode? Every game would be the same 4 or 5 Killers with the stinkiest play styles Vs the kinds of Survivors that scrape their faces against the walls at shack while looping you for an eternity. I might do a little better playing ranked as Killer, but my Survivor games would be over in less than a couple of minutes. Might get kinda boring and samey without the variation of different perk loadouts. No thanks, you can count me out.

    Besides, I don't think there are enough competitive players to support a ranked mode. Wait times would be so excruciatingly long, all the sweats would be forced to join the unranked queues anyway, just to get into a game. So it would do nothing to solve the current issues that come from mixing the competitive crowd in with the more casual players.

    But since you asked, I guess only brown add-ons and items allowed. Players can equip tier 1 general perks only, no unique perks. But no offerings of any kind.

    @Nightmarefan said:

    A large amount of players want the easiest game possible so I doubt many would join a ranked mode.

    Fair enough, a pure competitive mode isnt for everybody nor would I expect anyone to play just ranked all day everyday. Having the current mode as something to go back to when you're feeling burnt out or want some chaotic variety would always be an option.

    I see no negative here, worst case is it fails and theres no impact to what we have or the most competitive players move to attempt topping the board while occasionally coming back. Something for everybody and the worst complaint to come from it is "damn, que times went up since all the good player switched modes"

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/394986/a-ranked-mode-with-visible-mmr

    If we ever get this, I think it should be base kit charaters with no perks

    That would be pretty boring, which leads me to this comment later on

    If the game doesnt function at base level to the point that any ranking is absurd, then thats just highlighting glaring issues that should have been addressed and not glossed over with a bandaid fix.

    The appeal of DbD is in the variety. Every match is different and unique. Very few games manage a life span like DbD and it is in large part do to that variety.

    Also, to call playing 'perkless' a base game isn't really accurate. Outside of maybe the first game ever played, players have perks. The game is balanced around the idea that people will run perks. That's the base game, playing perkless would actually be playing outside what the game is intending.

    and entirely solo.

    While I'd love a way to enforce solo, its not really possible. Before SWF, players in the same region could just hit find match at the same time. If you were willing to lobby dodge a few times you can circumvent this. If you had a ranked mode where players knew where they were ranked, it would be even easier to pair up.

    You could combat this with penalties on lobby dodging, forced hiding of teammates, etc. but that's a lot of time to try and prevent people from playing the game.

    Also, most of the people who want a ranked mode seem to want it as a place to shuffle SWFs off to.

    Let the ranks be purely based off of individual peformance without wild factors like addons, perks, or comms.

    Perk and addon choice are a component of individual performance. I say that as someone who absolutely loathes the way addons work in the game.

    But you also can't hack in an 'individual performance' metric into a game like this. Sitting on gens is easy, but its essential to the game, and if someone else is running the killer really well there's no reason for another survivor to jump in and steal chase.

    I say perkless a base game as in a baseline for all players. Survivors would all be on equal footing for ranking. Killer functions the same for every player using them. No perks or gimmicks to influence an outcome beyound the players input.

    Yes I agree the variety is fun and the chaos can make each match something different, but thats already a mode and not my focus. The suggestion is to make a level field for players to compete and challenge one another for the top spot and then display that achievement.

    Wether or not they can acurrately enforce solo is something else. Its like cheaters, how effective the devs are at removing them shouldnt prevent the intended outcome. Hell maybe it would get cheaters caught more quickly being in the spot light for the devs to review.

    Yes perks and add-ons are an element of individual choice, but they also apply additional mechanical effects on top of the base game which is not consistent and hardly reflects the individuals capability to avoid those negative situations which the perk or add-on would otherwise reverse. A great example would be pop goes the weasel, just because I was able to use it enough to slow gens down and kill everyone doesn't mean I was performing well enough to kill everyone before gens would have been done without it.

    As for the individual metric I think that's pretty self-explanatory for killer it would be your MMR value, which they could remove the cap for the leaderboard, and also add-on the number of games and kills total. This way you can see the difference between the various players and their performance.

    For Survivor it would be the same basis, your overall MMR value, the number of games played, and your number of deaths versus escapes, it doesn't necessarily have to account for all your actions within the game unless thats something survivors want to get nitpicky about to determine their spot on the leaderboard.

  • @[Deleted User] said:

    They'll never do it because of vague bizarre reasons that don't make a ton of sense to me, but a ranked mode should just be that: a ranked mode for players who want to be competitive. Don't mess with the core formula or anything. Just a separate queue.

    They won't do it though. It represents a risk to them and they'd rather sit at their current playerbase count than risk losing a bit to grow it. I get it. But their stated reasons just don't make a ton of sense. We already barely have matchmaking for instant queues. Nothing would change about casual queues there. We already have pub sweats going on 20+ win streaks against casual players. That's literally what DbD is now. That is the only mode we have. That's not something that would suddenly happen if a ranked mode were added. It's what we already have.

    The only thing Id disagree with here is allowing swf to count towards an individuals ability to climb the ranks. Maybe give them their own board to indicate the top team while preventing them from knocking a solo from the running.

    Sadly I agree its highly unlikely we'd get ranked mode for all the excuses, but the dream can go on.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568893#Comment_3568893

    This game is basically held together by millions of band aids. Let's not fool ourselves here. Fixing all of these issues would mean creating DBD 2. And personally, I think the game would lack some of its charm, if it weren't for the many, many flaws that we might as well consider features at this point.

    Tunneling? Gone. Camping? Gone. Slugging? Gone. 3genning? [Gone. Insert random other killer play style]? Gone.

    The same would go for gen rushing, spam healing, second chance stacking, dedicated builds to create one uncounterable situation, kobes, map rng, pre drops, pallet camping, Shift + W etc.

    There are too many things one could consider an issue to fix them all. But because we have perks to help with pretty much everything, that mitigate these flaws, the game still works. Stripping this away would require extensive changes to the very core of some killer's designs as well as the overall gameplay loop.

    DBD isn't a perfectly balanced game and it never will be because this is inherently unachievable in an asymmetric 1v4 game like DBD. Especially not with so much different content.

    Have to admit I find it quite humorous that people find the core game unplayable without the perks which in most cases further the need of perks to combat the issues they impose.

    Im not suggesting we push to rewrite the base game, simply play with that alone for ranking. No more second chances, no infinite healing without team based altruism, no gen augments, no endurance tanking, no meta addons, no perk based debuffs, no perk snowballing, and no disadvantages applied by teammate failures.

    If the game doesnt function at base level to the point that any ranking is absurd, then thats just highlighting glaring issues that should have been addressed and not glossed over with a bandaid fix.

    But if the core game is such a failed version, is the current version the best for a ranked leader board?

  • @Shroompy said:

    The only way a ranked mode would work is if it would be teams of 4 or 5 who get put onto the same map seed and both have a chance at being killer and survivor. Who ever comes out on top is the team with the most points, which are rewarded similarly to tournaments

    EDIT: Or even Emblems

    I dont see why you'd need to play both side tournament style. Similar to mmr you play the role desired and are ranked for each role individually. The top player for each role wouldnt have to be the same person, especially since both role dont equate in objective.

    If killer basically scores 4 points for a 4k, it would be wierd to rank the survivor on their personal escape plus how many teammates that also get out. Just rank each seperately and let players decide which board to climb.

  • @Xernoton said:

    This wouldn't work. The game gas basically no balance at all when you dig deep enough. And this is digging real deep.

    I think stripping away alot of the rng provided by loadouts would be the best way to move towards a rankable balance for players. If there are actual issues with the core of the game (not saying theres none) this would most likely highlight them without the cover of past bandaid fixes, which could also be used to address the game as a whole.

  • Did I miss the part where the survivor is accountable for failing to escape the chase and have access to every pallet on the map at the start?

  • Just personally, no. I really dont want any more unwanted info filling my screen. If I want to know something let me earn it through gameplay or equip a perk.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566906#Comment_3566906

    Yeah, no way this will be $5. It's going to be legendary cost. What's that come out to? Around $15?

    Ive been waiting for this cosmetic long before they announced it, but there is no way Im paying more than for the origin source. If it never becomes available for shards then I'll just look at it with distain and longing.

  • Are they gonna charge more for the cosmetic than it would take to buy an actual copy of Naughty Bear? Ive seen that in the under $5 bucks bin, 2.49 at gamestop for a physical copy.

  • The void has done nothing for me and almost always costs a gen.

  • Talk about a gen rush! Yeah survivors should be doing gens, but damn Im seeing solo squads coming in with swf meta to rush gens and its either all toolbox or flashlights. Maybe theyre done with the rift already but its been a straight rush to the gate in my games.

  • Is there custom sound with the cosmetic? Would love to hear the announcer comment on Naughty's actions.

  • A good chase is one that I escape, a bad one is where Im chased until down. For killer under 20s. As survivor theres no need to hold attention in chase, time can be bought by having the killer search and patrol.

  • @EvilSerje said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564227#Comment_3564227

    "The mass majority of survivors being bad doesnt mean there is a high skill bar, just that those player really are bad."

    Bro, did you hear yourself? 😂

    You mean the survivor role is ONLY for a few (not mass majority) that find it not high skill? Then a) hope to get acknolegement from devs that survivor role is only for top-tier players and b) why killers whine so much that it is so hard, so much "genrushing" and unfair looping?

    Anyway, best comment I've seen so far. Oxymoron manifestation.

    1. Not suggesting its for top tier, just the bar really isnt that high to begin with. Once a community gets big enough its always going to pyramid, it would odd if it didnt.

    2. I dont take every killer complaint as legit, but most valid points arent about bad survivors. The survivors that cause the issues are the ones capable of excelling well beyond the low skill bar.

  • @Melinko said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564998#Comment_3564998

    Because it is super hard to hook a survivor in a area that you had a chase with no pallets left and leave them in a deadzone where two hits is kinda easy to pull off.

    Tunneling is the last grasp tactic of a bad killer. It's just that simple. I saw a Dredge tunnel and his excuse for the tunnel to the survivor he tunneled was "I broke chase because why chase the good survivor when I can tunnel the weaker survivor."

    Funny thing is, the other survivor was someone I know, and a better looper than me who he abandoned chasing. It's just the ability to get someone down when they are in a dead zone and haven't had a moment to look around.

    I never see good killer players do it.

    Ofcoaurse there are bad situations where the survivors reaches the end of their rope, it happens to me like anyone else. What Im saying is the responsibility of awareness and tile knowledge rests with each individual. Deadzones continue to popup throughout the match, running to one due to lack of knowledge doenst excuse the survivor of making that poor decision. Even then a pallet isnt always needed to make distance and escape. At the very least a survivor can make the attempt and if the killer counters everytime, well good for them, they outplayed the survivor.

    Theres a time and situation for everything even tunneling. The tactic can be a double edge and easily backfire or it can turn the tide of a losing match.

  • @th3syst3m said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564998#Comment_3564998

    Fail? Most those things are inevitable if skill levels are similar. That's just like saying when a gen pops it's a failure for the killer, it's inevitable in a balanced match.

    Nope I dont buy that. If it was a bot opponent maybe, but the human element means there is room for error. The down is only inevitable if you never make the attempt. Im not blaming the killer or easy downs if I choose to repair an exposed gen in a deadzone, its on me to be enviromentally aware if I have usable chase tile or need to remain stealthy. Im also not going to continue a chase if the oppurtunity to escape presents itself.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565050#Comment_3565050

    Really? I've had plenty of games where the killer is still in view chasing a survivor but because they are just out of range the unhook thingy hasn't filled up. I've not noticed a difference in killers leaving or staying near hook.

    Could be any # of factors: region, time, mmr

    This is just what Ive seen since the change, granted I hardly ever saw camping before.

  • Hope more killers see this. My survivor games have had nothing but free easy save with killers just sprinting away and has made unhooking extremely boring. I prefer some risk and challenge to make unhooking feel like an accomplishment.

  • Survivor has to fail multiple times before being hooked; failed to hide, failed to escape chase before injury, and failed to escape chase before being downed.

  • Theres not much skill involved in dropping pallets. The devs have made it a braindead tactic for the worst survivor to extend chase. The only time this comes off as skillful is when its against a killer that isnt bound by standard chase rules; prime example like stunning a nurse mid blink.

  • The unpleasantness of being slugged comes from teammates leaving us in that position. In most cases the killer goes off to hunt and it only takes seconds to pickup, unfortunately both survivors tend to be waiting the other out for that free escape.

  • @mecca said:

    The skill required to play survivor is so ridiculously high that everyone on the teams has to be like pros. It's insane. Matchmaking will never fix that. Survivors need buffed in all aspects.

    The mass majority of survivors being bad doesnt mean there is a high skill bar, just that those player really are bad.

    I find the bar is incredibly low for survivor with all the given warning signs and information thats now forced upon us.

  • @ironligma said:

    With the hook spawns on maps like swamp I can't even blame you, but other than that don't slug.

    Well hook spawns do tend to be worse on the newer multi level maps, but I stopped using hooks long before survivors started the "cant hook me" memes.

  • Sadly sets are there to ensure players dont just buy a single piece. We are at the point where one set is worth more than I paid for the game.

  • Forget stalking as the primary power use, its good when the enviroment allows for it. Instead use the stealth to run up on survivors for quick injuries and minimize the amount of time spent as an m1 in chase. You'll build more pressure this way and can focus on stalking when you feel its most opportune.

    Another thing that tends to work in favor of ghostface are perks that remove tr. Some survivors will wait and stare in an attempt to break stealth thats not active.

  • The problem isnt the killer slugging, its teammates that leave you there for a full bleedout. Their self preservation is the fuel of your misery and altruistic teams dont have this issue.

  • @Nazzzak said:

    Not sure if anyone else has mentioned it, but unhooking is a pretty big component of survivor objectives. Helps with pipping, bp, certain dailies and challenges. So I guess hooking helps the people you are playing with.

    True.

    Survivors can also gain those points by pickingup and healing one another. Im not quite sure what the scoring looks like on the survivor end as I dont vs many killers with this playstyle, but for killer it always factors it as survivors having a surplus score for the action of restoring a downed teammate and killer goes negative.

  • @coco_shotz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3562557#Comment_3562557

    I will say if you were handling top tier survivors then you would probably leave with maybe a 1k at best depending on how hard you proxy the slug

    Oh I'll readily admit that when I have faced coordinated/altruistic teams and skilled looping survivors all four Escape no problem. Similarly swf usually don't have a problem either with the only cases of death usually being from the weakest player consistently getting down because they don't avoid the chase. While I'm not singling any one of them out, I'm not going to ignore them just because they've lost too many chases and are about to Bleeding Out.

  • Im not seeing the problem, saves have been in incredibly boring and safe in my games. Even with killers at the edge the distance is enough to make the save and reach the next loop if not escape the chase altogether.

  • So its a punishing perk for everyone other then the survivor that failed. Dont know how well that would fly with this community. Thana got a nerf for that same reason.

  • Are you suggesting the perk afflict another survivor in place of the hooked one?

  • @GensByDaylight said:

    Unbreakable has entered the room*

    I love waiting to see how many downs they take before activating it. Props to anyone that waits until endgame.

  • @coco_shotz said:

    If this works for you then the survivors are letting it. Not that im condoning anything, but if a killer is simply slugging and not hooking at all then there is a counterplay for that and slugging all 4 at the same time is incredibly rare and if you are literally looking at 4 downed survivors than you sir might actually be the problem

    I agree with you that the effectiveness is dependant on the survivors. The amount of time spent slugged is something I leave up to the team's altrusim and bleedouts are rare if not a result of many many downs. Fortunately for most teams this playstyle allows them to correct focus if team altruism is lacking and adapt.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3562400#Comment_3562400

    Slugging for pressure is normal gameplay.

    4 man slugging is not until bleedout is not.

    Why does the mention of slugging always go directly to the four-man Slug and wait till everybody bleeds out argument?

    I can't even say that in the few times I have been slugged as Survivor, even though I found it more enjoyable then hooking, I have ever encountered a killer that waits for the bleed out after getting us all down that way.

    I'm not denying that this has happened to people but surely it's not so common that this is the go to idea of slugging. This occurrence is surely more rare than hook camping and personally I've scarcely seen that.

  • @BubbaDredge said:

    https://forums.bhvr.com/dead-by-daylight/discussion/393940/is-there-more-than-1-minor-benefit

    You like chases more than kills, you're playing wrong.

    People who lay on the ground a long time aren't in chase for a long time. Typically a unhook leads to a chase, you get an unhook notification, there's two survivors, chase one.

    Let the survivors play more, you'll get way more chases. Let them take chances and they will. Too oppressive makes the survivors too careful, not worth the risk of getting into a chase they can avoid.

    Both you and the guy on the ground will get more BP and action if you hook. That's the one compelling reason you need, it's more fun for both of you. You don't owe it to survivors, but it's more fun, more points, more playing.

    But as a killer that knows how to enjoy this game day-in and day-out, fun is the only reason. If you're playing well enough to control the trial, win in the way that gets you what you want. Efficiency doesn't matter. Toy with them.

    That's why villains always explain their plans to the hero instead of just killing them, it's an empty victory if you don't savor it.

    How long the survivors spend on the ground is up to their teammates. Removing the 3 strikes of hooks does let them play more. Even if they are bad at chase, they get more chances thus spending more time in chase.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3562278#Comment_3562278

    If you're using the slug as bait, you're simply better off proxy camping in just about every scenario.

    Slug takes 4 minutes to bleed out, so one survivor could solo 2 entire gens and still have time to spare before needing to rescue their teammate. All while the killer is just camping the slug doing nothing to pressure the rest of the team.

    A hook stage, on the other hand, is 60 seconds and has a nearly immediate need for someone to unhook. You could proxy camp the hook and save yourself 2 full minutes of time, in a worst case scenario. Less time if they unhook and you tunnel, and far less if they hook bomb.

    Or you could leave the hook, pressure a survivor off gens, and have one hooked, one in chase, and one going for save for 75% of the survivor team pressured off their objective.

    Slug camping is also mostly countered by the current buckle up/for the people combo. Sure, you could injure the FtP survivor before they get there, but if they pull it off you've got literally nothing to show for it, not even a hook stage, and you still have to push through endurance. You've gained nothing but giving survivors time at that point.

    Even trading/intercepting a rescue isn't as useful since two slugs can just move in opposite directions and you can't camp them both. Hooks don't move.

    I understand your point that hooking is more effective if killing the Survivor is the goal, death by hook being faster was something I already agreed with. But again that's a scenario that completely relies on the fact that you're camping the one person you have slugged and only switching focus to a new survivor that comes to pick them up. Not what I want or even try to do, forcing a bleedout this way is even less appealing then hooks for me. I am going for chases not bleedouts, a bleedout only occurs if survivors are really bad or because of bad altruism.

    In regards to pressuring gens, I slug one with knockout and then hunt for another on gens while another has to take time to search for the slug. Similar to using a hook but the bonus of survivors not being aware of their altruistic goal. Also even if Im unaware of another survivor in the area, there is a set amount of time before a pickup where as a hook would be immediate.

  • @NerfDHalready said:

    more bps.

    hook pressure is bigger than slug pressure. if i see the killer is slugging and especially if they are hovering the area i just stick to gens. 4 mins is a long time compared to 60 seconds (a hook state)

    you actually need to be good at chase to keep up with people getting slugs up and resetting. one bad chase and all your pressure is gone, and now you don't have your hook state either.

    You make good points, though the hypothetical killer is intending to win by slugging all 4 and lingering around the down.

    While I will use downs as bait to draw in healthy survivors, the real benefit is forcing them from gens to pickup in possible deadzones. Also with a perk like knockout I can actually make the time to locate and pickup take longer then a hook save. This can usually grant me a little more leway to patrol and find a gen jocky.

  • @Evan_ said:

    Better bp and grade progress.

    It's also easier to track your bait when they're hung at a fixed spot instead of being able to crawl around.

    Well bp is not a concern anymore, but I see what your getting at with the bait. My counter point would be that with slugging I can also relocate the bait if or when I choose. Plus there are perks which can aid tracking both slugged and not.

  • @Hunkulese said:

    You're definitely not playing chill. Survivors don't enjoy being slugged. There are plenty of reasons to slug stratigically, especially if you're playing Twins, but it sounds like you're being a jerk just to be a jerk.

    I dont see the survivor benefit of being on hook. Both requires a teammate to save and both have you actionless.

  • @Pulsar said:

    Well, you're participating in normal gameplay, so there's that.

    You get more BP as well.

    I dont know if we should call slugging abnormal gameplay. Breaking it down survivors are still able to play a normal match involving stealth, chases, saves and even death. The only normal aspect removed is the limitations of chances before elimination with oppurtunities only increasing with good teamwork.

  • I think the whole system has made hooks even worse as a gameplay mechanic. Im not seeing any interaction or engaugement at hooks anymore, just free and frankly boring saves.

  • Hooks have become such a boring aspect as survivor.

  • Its ridiculous how survivors are given every bit of information to know what they're being affected by and when, but the Killer is expected to give survivors the benefit of the doubt that everything is legit until end screen to verify.

  • Fail to hide, fail to avoid injury, fail to escape chase, and the survivor only succeeds at becoming bait for the killer to draw in teammates.

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