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Emeal

Emeal

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  • Addons just should not apply to overdrive, a lot of users are already complaining about not having enough to time react to the Killer.

  • I have add multiple users DC against Hillbillys last night and I personally think looping a Hillbilly is the most boring Killer to go against. Furthermore when 3 survivors in downed and hooked by Billy in less than 2min, im not saying to myself, "wow this is such a great time."

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639855#Comment_3639855

    "Right now they are DC'ing against him, Great job guys."

    I was playing a lot of Billy last night. Didn't have one DC.

    Well Im glad YOU are having a great experience then but I certainly didn't.

  • I have had 5 games with people DC'ing against Billy. People may be lying but DCs are true, they DONT want to play against him. and in the games where people do stay I can see why, when Billy downs and hooks 3 players in less than 2min. NO THANKS.

    I genuinely do not believe most here are struggling against him as they claim, they just want killers to be heavily punished, they just want to play against m1 killers.

    This is what happens when you only think in Killer vs. Survivor, you start seeing others are liars when they don't agree with you. Now I trust bHVR a lot more than you to determine the quality of their product and the mega DC wave will speak for itself. All People are not having fun vs. Billy those that do are in a minority.

  • I have 5 games today with Survivors DCing against Billy. And 5 others where Billy downs three survivors before the 2min mark.

    How can this possibly okay gameplay?

    100% you needed to make Billy easier to play for the general community, but the Billy mains have lied about his weakness. He did not need the overdrive at all and he was super strong already and you made him even stronger. hes worse than skull merchant.

    The only suggestions I can give is making Billy blind to auras in Overdrive, so he cant instantly find people using BBQ all the time, cause him with auras in overdrive is just unfair.

    @SlowLoris said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639738#Comment_3639738

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639726#Comment_3639726

    Again, I agree with Jukies. While I do 100% feel that TMix is over tuned, there is a certain point where people have to realize the amount of stuff that has to go RIGHT for Billy to get downs with his saw and that is usually the survivors doing things WRONG. It's also massively dependent on map RNG/Collision. Billy is NOT BUBBA. While Bubba deals with collision it's not the same way as Billy. There is so much room for Billy to be robbed of downs when using his saw and it requires very good precision that an unpredictable survivor can easily take away. If Bubba is 2 feet from you, he's downing you.

    THIS IS ESPECIALLY relevant with the addition of Overdrive. Controlling Billy in Overdrive is a massive learning curve even for experienced BIllys and it makes using his saw very hard at so many places it used to be EASY. The truth is the majority of players are just not used to versing Billy and aren't aware what he was capable of even pre-buff. Most people that played Billy pre-buff used their saw 90% of the time already unless smart survivors forced them to M1. This didn't happen TOO often, because...well...Billy was painful to play, to be honest and they probably rarely versed them, because of it. Every match was constant pre-drop every pallet and you were forced to either back rev (getting right behind the survivor to use the chainsaw) which required them MASSIVELY messing up, or hit them with LoPro through a pallet, then M1 them. If you were versing Billys that only used their saw for mobility 90% of the time and M1'd you the rest of the time, then they weren't actual Billy players and were probably just trying him out or doing a challenge/achievement, so that's why this is such a shock to most people.

    The issue is without knowing what is JUDGED as a "miss", Billy cannot use his saw for zoning if he "misses" to do so, which would greatly nerf him if the change isn't done carefully. It is very common for good Billys to sprint past you to cut off a strong loop to ZONE you and technically that's considered "a miss". Previously he was massively punished for this (and just about everything else in his kit, not specifically this) and he shouldn't be, because his mobility is what makes him strong. This is a very DELICATE line that has to be adjusted, or he'll go back to being absolutely terrible. This is not Billy that is the issue, it is his add-ons. When survivors LEARN how to verse him, they will learn how to force him to M1 them, or he will waste massive amounts of time. He is extremely fast + Overdrive speed, so he can take advantage of one mistake INSTANTLY if the Billy is good.

    You also have to remember that the VAST majority of Billys that are playing right now were mains before his buff. Many of them struggled through old Billy and had to adapt to become decent with a killer that was extremely hard to get good results out of unless you were INSANELY skilled at him. Those same Billys are now playing a killer that isn't broken, but actually DECENT and because of that, they're doing VERY well. If you're getting slaughtered quickly, good chance you're versing someone with MANY hours in Billy. The average person will not pick Billy up and instantly get insane results.

    As for moving after bonk, there was nothing wrong with that on PTB, and it made him feel much less jarring + new player friendly. The only reason it felt over tuned at all is...you guessed it THE ADD-ONS. You weren't fast while moving after bonk, you were slow, but not stuck with a still camera, so it made it feel less punishing, even though the survivor barely lost any distance from being able to move during it.

    Bottom Line, this is a learning curve + add-ons issue that needs to be adjusted. It is not a nerf Billy back into the gutter issue.

    When survivors LEARN how to verse him,...

    Right now they are DC'ing against him, Great job guys.

  • Yeah I agree bHVR has sorta done a half job with the voice lines, because for starters I cant hear them as Killer.

    Like think of how awesome it would be to hear Nicolas Cage bicker at me when I carry to him the hook.

    bHVR you need like 59% more ambition regarding these voice lines and their supporting systems and I know you WOULD like to do it so make it climb that priority pile pls.

  • Deadline would be much more useful if it didn't have that requirement of getting injured, if that was the case it would seem like an exellent partner to autodiact, resilience or hyperfocus. but keeping the injured requirement only makes it good with resilience.

    Nobody wants to put themselves in harms way BHVR, unless the perk effect is REALLY GOOD. and Deadline isnt REALLY GOOD.

  • Well bHVR has just begun playing with haste perks for Killers, but without knowing what perks you are up against not much to say. Unlike you are playing vs. Billy, Nurse or Blight. Their high speed requires a different strategy.

    There are also perks you can use against the Killer, Chemical Trap and Champion of Light.

    But to get downed in three seconds from getting hit sounds more like a hacker or that you ran into walls. It should not be possible without specific perks that helps.

  • Killers just got a buff to gen kicking and a limitation to endless games, a pretty neat tradeoff.

  • @epi said:

    There should be some sort of penalty for killers who refuse to pick up any survivors when EVERYONE is down. Just makes the game long for no reason.

    I think everyone who wants games that take a little longer and don't want to end so fast, especially in the early game can agree in some regard to what bHVR showed us with that Mori/ unbreakable basekit update they had. I would modify the rules slightly, like so:

    1. The Survivor is able to get back up after like X seconds if they have not been hooked.
    2. The Survivor is able to get back up after longer than X seconds, if they have been hooked once.
    3. The Survivor is no longer unable to get back up when they have been hooked twice, unless they have perks for it.

    This would make slugging early game way harder and ensure that people can play the rest of game better, while keeping the stress at the end.

  • @tubalcane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635272#Comment_3635272

    I'm not censoring anyone, so don't get upset. But imagine if I came on here and said something like "loops are too hard, we need to make loops easier with an anti-looping base perk." I can say something like this, but it's kind of silly, which I think is 100% the same for Tunneling and Camping complaints. So you can say it, but it's like saying "I hate tunneling and camping because it makes me lose." That's the point. Save the argument for something productive.

    For camping, just do gens. When I first started playing I would camp and I'd lose because people would just do gens.

    For tunneling, there are perks you can bring. The anti-camp helps with tunneling. BT as base perk helps with tunneling. Practice your looping skills - when I tunnel plenty of good survivors loop me and I fail. We don't need more easy mode when tunneling has lots of counters.

    You tried to downplay another user's opinion without using any relevant argument and suggest their answer was not socially acceptable, so much so that a moderator came in to edit your post. That is downright terrible and you should be ashamed for trying to downplay your actions a week ago.

    Speaking of not having a relevant argument, your response does not address anything I have said, you just repeat yourself instead of going into details I asked you about. Repeating yourself isn't an argument. What would be a relevant argument to address why you think running the game wild west style in regards to camping and tunneling would be good since camping and tunneling is a major concern that loses us players.

    Like I get that your response probably is that you dont care if some people quit the game, but that just goes to show how terrible that argument is and how bHVR should care about the experience of their players rather than ignore it. Luckily bHVR is wiser than the arguments you give me here by making systems to alleviate those problem games to be less.

    I dont think there will be a productive discussion with someone who only cares about their own side when the other is hurting and losing players, especially when you dont engage with the arguments I give to you. I believe as bHVR we must look past that.

  • Would you care to show it on Video if you record your matches?

  • Make sure you observe his Kill/winrate and figure out what is too strong on him BHVR, we dont want another long dead Billy Silence.

  • I think bHVR needs to come together with the fog whisperers and write a whole lot of new tips to inject into the Loading Screen.

    What I mean is giving good advice to new people not, generic ones.

  • It does not make sense, unless its part of his Power. You know, his power in the Entity's Realm.

    You know Killers in real life don't have a Terror Radius, right? Killers in this game, have supernatural powers in some sense.

  • I rather want bHVR make commitment to making all items good and useful. it also kinda bad for any type of game economy to have players who can recycle any item for the best item at any rate, because then that will become to main way to do it because winrate is affected by good items to a higher degree than poor items. Do I wanna see purple med kits every game? Uhm no.

    Other than that it also throws progression on characters up in the air, like if you can keep recycling even at a loss % how long do you propose you much progress should you be able to go on a million bloodpoints?

    Actually, I much rather see if bHVR could make gifting an item to another player as a sign of props a thing.

    And maybe the lobby should be a little more encouraging for Survivors to use an item, instead of sitting on a stockpile.

  • Those gyms are fine, not all gyms need to be super safe.

  • You can turn cross play off if you don't wish any PC players.

  • No compromise, DC'ers ruin the game for others.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636612#Comment_3636612

    The way people whine you'd think the difference was 90%, but they're actually not that different. I escape about as much solo as I do with friends.

    I guess it feels worse when a random makes a mistake vs your friend makes a mistake??

    I want bhvr to come out and give some new numbers on SWF vs. SoloQ atm that would be neat.

  • What are the SoloQ and SWF win rate, cause before the HUD update in the worst example it was max 15% difference.

  • YES YES YES.

    Its a shame that bHVR has not made different animations for Killers that kick in when they are sped up, 100% of a chase is the Survivor making a calculated decision about the Killer. But if they suddenly change speed that should be indicated.

    But this would mean bHVR needs new animations for SO MANY KILLERS, which is a problem. But they should, if they want their game to be fair to Survivors it should be indicated. But its a big decision but since the balance team started playing with haste for Killers on perks etc, then steps have to be made.

    But hey, you probably still have the Old Wraith running animation. that would look sick for Wraith's faster movement speed animation.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635930#Comment_3635930

    Is this part unclear in my post? I thought I said moving far, which would be more than 2m or 4 or like 8m.

    It seems I misunderstood that part.

    However, this would only lead to players walking back and forth. I doubt it would be much help. An inconvience surely. But not enough to actually get someone to stop proxy camping.

     I think this view is too idyllic, Face Camping as we are already punishing is usually made from 1. lack of skill, 2. a desperate strategy, 3 someone who has a stick up somewhere regarding that specific survivors.

    That is a bit oversimplified, don't you think? Sometimes camping is just the logical thing to do.

    Survivors don't heal and just push gens? Camp that guy. Someone will have to heal, if they want the unhook. Otherwise that guy dies and you may get a second kill after that.

    You play Plague and nobody cleanses? Same idea.

    Survivors hide and pre run every chance they get? Let them come to you.

    Chasing takes too long because the map is stacked beyond reason? Camp that guy.

    There are more examples but you get the idea. In all of these situations working with further punishments and giving the killer some small incentive to get into the next chase could work wonders. I'm not talking about extra BP here. Let's be honest, most of us don't care about BP over wins. Especially not now, that you get addon stacks you can never fully use. The reduced grind had this as an unfortunate side effect. The only reasons to grind are for new players to unlock perks and for veterans to get characters to P100. Which is not really worth it because it's just a number. You don't unlock anything special.

    Instead, 1 survivor with the least hook stages could be revealed to the killer after they get a hook. That would already help tremendously.

    Don't get me wrong, I don't think incentives alone will work. But penalties alone will not work either. The more you punish a killer for playing effectively, the more they will be inclined to double down on that. Because all these penalties will be abused in some way. This is why I think it takes both incentives to leave the hook and penalties to stay around the hook.

    However, this would only lead to players walking back and forth. I doubt it would be much help. An inconvenience surely. But not enough to actually get someone to stop proxy camping.

    Its inconvenient yes, but it also forces the Killer to take focus off the Survivor they want to Destroy. You are right, I can bring a horse to the water, but I cant force it to drink. But I can suggest it to drink. So the logic is if they are forced to look away and start patrolling they are likely to see something else and pursue that. This would also give Survivors a better chance to go in and get the save compared to the status quo. Which is what we wanted, we wanted the experience for the guy on the hook to be more fair.

    The logic is simple for me, if Face-Camping was not fair, then doing the exact same thing as Face-Camping but standing 16m away is also not fair. Maybe not as unfair as Face-Camping, but its pretty bad and to experience it is also super bad. Game quit moment.

    That's why I hope bhvr takes initiative on this, even the Entity would probably be like "dude you are just standing there, you pancake."

    Sometimes camping is just the logical thing to do.

    Sorry I should have been more clear, when I say "desperate strategy", I mean when its the right thing to do. You know when lemming Survivors come running, and the Anti-Face-Camp system already allows for that and I'm not against it. That is perfectly fine.

  • If there is no penalty people would just do this much more often.

  • Remember the Anti-Face-Camping system is meant to deal with the most unfair strategies a Killer can do, like Face-Camping. But idd like to see bHVR make same system address those Killers who basically just walk outside the range and stand there waiting for an unhook. Huntress and Deathslingers are definitely doing that right now and its as awful as full face-camping except their ranged attack allows them to not be full-face.

    There are serval changes idd like to see be added the Camp Meter.

    1. Full addressing of this new Boring-Ranged-Camping strategy as too boring for our game. I believe you can easily dectect such a Camper by cone of vision, being on the hooked survivor much more than normal and on thier movement through the map, that being that they dont move far. These factors out to be included into the Camp Meter buildup.
    2. Implement a way for a full Camp Meter unhook to activate anti-tunnel perks for free.
    3. When the Myer's Rework comes along, bHVR HAS to fix how Myers can mori you straight off hook or better before that.
  • @tyantlmumagjiaonuha said:

    Eventually the killer will not even be allowed to stand on the same map as the survivor!

    You can, but I bHVR takes my ideas into implication. if you walk away and stand and stare from a corner, then that Hooked Survivor will build up Camp meter. Which is up to you to consider if that type of Proxy Camping is worth your effort or if you rather go look for other survivors, like you ought to do.

    Its really not restrictive at all. its just a consideration.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635981#Comment_3635981

    That little quote but from a community manager would calm my mind so much, you can't imagine.

    They have said that multiple times on the forum, You are not the first to ask if they are really read.

    image.png image.png image.png image.png

    Does this settle your uncertainty on this issue @radiantHero23 ?

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635743#Comment_3635743

    I know this. I would just love to know what was wrong with our suggestions. This is just depressing and feels like we wasted our time.

    Think about it, if bHVR had to respond to every idea suggested here, they would have to employ an army of community managers.

    There is good reason why they cant respond to everything, but your suggestion are collected and taken into consideration.

  • No. because game balance is tied to those values. Obviously.

  • Problem with that is, bloodpoints is meant to be something you do while in Queue. People who stock it up and spend it outside the queue is free to do so, its their choice, but the fact its tedious to do without much happening isn't the fault of the bloodpoint system.

    In my opinion, bHVR should employ some game design changes to discourage BP Hoarding while in lobby and maybe make a higher speed mode for spending for those eventual BP Hoarders that do come about.

    Like for instance, there is quite the time wasted when you switch between each level in the bloodweb. That could be improved.

  • Honestly I don't think we need to remove slugging really, what bHVR SHOULD get rid off is early game slugging.

    So the answer is,

    1. The Survivor is able to get back up after like X seconds if they have not been hooked.
    2. The Survivor is able to get back up after longer than X seconds, if they have been hooked once.
    3. The Survivor is no longer unable to get back up when they have been hooked twice, unless they have perks for it.

    This would prevent early game slugging and make games not be so easily won by the Killer.

  • Why is tunneling an issue with Onryo but not any other killer? Shouldn't we look into tunneling in general...?

    Sure bHVR should and they would if they were working on changing another Killers power which made tunneling the best strategy.

    But in this patch Hillbilly does not have a big problem, such as Sadako does.

  • @Stroggz said:

    Proxy-Ranged-Face-Campers

    you know that this terminology contradicts itself?

    Yeah I know it could seem like that, unless you read the very first part of the post I made which is the meaning I use for that phrase in this context. if you got a better word that fits precisely the player Im trying to describe as well as what they are basicly doing the same thing as, aka face campers but ranged them idd love to hear it.

    @Xernoton said:

    I'm not sure the words Proxy-Ranged-Face-Campers really work (it's not really face camping, if the killer isn't right next to you, although original face camping hasn't been a thing for a long time anyway) but I like your suggestion overall. Figuring out the exact numbers would not be easy. It definitely cannot be map wide or else survivors would have the killer look in that direction during a chase and then this mechanic punishes them not matter what. It also can't be too short because then it wouldn't be very effective. A Huntress can hit you from 20 metres away.

    That part about the killer not moving at all wouldn't work. It would only serve as a minor inconvenience but when someone is determined to camp, then having to walk 2 steps back and forth isn't going to stop them. Forcing them to walk larger distances could have the intended effect but it would also become a bit of an issue when the hooked survivor is either in a dead zone (doesn't matter then, as the killer could circle the hook) or they are in an area where the killer will need to stay (for example 3 gens).

    I think killers need more of a reason to actually leave the hook. Same as for tunneling. As it is, both tunneling and camping become the go-to strategies in many cases. Partly because they are pretty easy to execute and quite effective at that. But also because killers have no reason at all to play normally. There is no base game mechanic to push them towards a more fun play style. Quite the opposite actually. Because many issues killers face can be worked around with tunneling and camping.

    That part about the killer not moving at all wouldn't work. It would only serve as a minor inconvenience but when someone is determined to camp, then having to walk 2 steps back and forth isn't going to stop them. Forcing them to walk larger distances could have the intended effect.

    Is this part unclear in my post? I thought I said moving far, which would be more than 2m or 4 or like 8m.

    I think killers need more of a reason to actually leave the hook. Same as for tunneling. As it is, both tunneling and camping become the go-to strategies in many cases. Partly because they are pretty easy to execute and quite effective at that. But also because killers have no reason at all to play normally. There is no base game mechanic to push them towards a more fun play style. Quite the opposite actually. Because many issues killers face can be worked around with tunneling and camping.

    I think this view is too idyllic, Face Camping as we are already punishing is usually made from 1. lack of skill, 2. a desperate strategy, 3 someone who has a stick up somewhere regarding that specific survivors. Any secondary "incentive to leave hook" would have very little effect where it would actually mean anything.

    I much rather want bHVR to build a ground floor of mechanics against such behaviours that stabilizes the experience for both sides, and then we can have idyllic nice rewards such as more blood points from hooking a new Survivor instead or stuff like that afterwards. Just know im not against incentive changes like, they are smart, its just I want systems in place that are reliable first.

  • We are not entitled to the community managers time, thats not a given. Surely you know this.

  • Honestly, Noed without Bloodwarden would be so sad without eachother.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635322#Comment_3635322

    The thread was almost 300 post long. Most where on the same side.

    Nothing got implemented. Not even considered.

    This did not have to happen.

    Nothing got implemented. Not even considered.

    How do you know it was not considered? Are you psychic?

  • @ABAEX said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635299#Comment_3635299

    ok, let 16m→40m, even Huntress need 1s to hit survivor by Throwing axes.

    make killer never gonna hook survivor up, just 4 down and slug.

    Already considered that, and that would punish all Killers walking even in the distance, which I would argue would be worse.

  • Its a common suggestion, I much rather bHVR made all items a good choice.

  • Hooks can be disabled for 30 seconds or permanently if its a Sacrifice. Basement hooks are Eternal.

    This isn't punishing Killers, its just being smart about where you sacrifice so a survivor don't get to the hook first or you sacrifice in a location that makes hooking harder later. Maybe the rules could be made easier, if its a big issue for players.

  • @ABAEX said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635277#Comment_3635277

    so it no need to do about the Proxy-Ranged-Face-Campers.

    survivor can do some gen and trade hook.

    killer will lose 130%gen

    By that logic, We would not need an Anti-Face-Camp System anyway. But clearly we do and that is for a good reason, getting face-camped and tunneled without hope is literally why people have quit this game. And Sure, this game could be niche and only for a group of hardcore players who can take the pressure. But actually getting more mainstream and allowing less 'hardcore' players to have a smaller chance of a bad experience. I embrace that change from bHVR.

    So I'm fine with player Killer that way; No I cant just stand there and guard the survivor up close without penalty. I need to find the other Survivors. That's what the Entity would want too, its quite clear bHVR can and should discourage these bad strategies.

    Im not for keeping the game in a state of bleeding players, and neither is bHVR.

  • @ABAEX said:

    go play killer.

    I'm literally a Killer veteran, been playing since 2016.

  • Its not a benefit if the Killer doesn't play like a Face-Camper. You don't need to suggest that I leave the game over this idea, I am perfectly fine as a veteran Killer. However there are ways a Killer can play that absolutely ruin the tempo of the game for Survivors, quite a few people I know quit because of how rough the experience can be, specifically with how the Killer is allowed to just stand around the hook. Thankfully bHVR has started to address this with the Anti-Face-Camp System.

    Furthermore, bHVR has an open mind and they are able to evaluate an idea perfectly fine and work to find a solution.

    They don't need your warning from the sidelines.

    Tunneling and Camping are totally acceptable and it's time for survivors to stop making up fake bad ways to play to justify making this game easier them. There are tons of ways to counter this and it's time to just take a deep breath and stop saying this.

    Ironically this logic could be used to remove the Anti-Face-Camp System too, but I don't think that is the way bHVR is rolling anymore. They implemented an Anti-Face-Camp System so there certainly is some plays that can be addressed. I know I would be able to play perfectly normal even WITH these new additions to the Camp Meter.

    Also, its not your place to tell @baloona to stop saying things If they believe them, we all have a voice on this forum and you should not use yours to demotivate others from using theirs. Their position isn't embarrassing, in fact its pretty common and its perfectly valid to have an opinion on the rough parts of this game.

    Its up to bHVR to see if they should change things to make the experience better.

  • Proximity Camping IS annoying and boring to face, I think bHVR should also do something about it.

  • @Raconteurminator said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3634389#Comment_3634389

    Oh, don't get me wrong, I certainly wasn't using it as an insult. I appreciate a good explanation as much as the next man. It was, however, still a lot of words to say that you want to assign intent to a harmless action and punish people accordingly. As well written as your post was, it doesn't change that.

    Do not worry, I thought it was kind of cheeky too. What I mean is the the problem requires a lot of saying to fix proper, more than If I simplified it, the simplification is still valid. However bHVR often asks for constructive feedback and while they would probably never verify it for me, I have seen things I have argued for here been implemented into the game very close to my suggestions.

    That is why the feedback must be thicc, the arguments strong and the logic clear and understandable.

  • @cipherbay_ said:

    Proxy Camping isnt face camping. Stop making stuff up, If a ranged killer is aiming at the hooked survivor then the rest of the team should be knocking out gens, besides, even if someone was to get near the hook, the ranged killer would have to rely on their skill to get the hit to which you will still safely unhook them.

    I literally explain the difference between the two many times, I'm not making it up, I have seen it happen and even done it myself.

    If a ranged killer is aiming at the hooked survivor then the rest of the team should be knocking out gens

    Yeah this is an old chestnut in this community, and if we would employ that then the same logic could be applied to remove the Anti-Face-Camp System too, which is clearly not the way bHVR is going at all. Clearly bHVR wants a better experience, than the ones that make people quit the game, even if the Killer was skilled or not.

    @Raconteurminator said:

    This was a very verbose way to say, "Punish people for looking in a particular direction."

    A little bird once told me, reasonable, understandable, carefully considered arguments and explanations of the values employed etc go a lot longer to convince a developer than just being a an incomprehensible voice among thousands. But its also because I care a lot that this game goes in a good direction, its worth the effort.

  • @Timmy_MT said:

    Playing as a survivor isn't casual enough for you? Let's make it even easier!

    Gentlemen, if you read my post fully, you would know I advocate for Proxy-Camping as the default. Certainly not about being easy on Survivors. Nor would I consider crafting a a constructive suggestion about a subject I'm passionate about, to be crying.

    A proxy-camper is also much more dangerous to deal with, vs. a Proxy-Ranged-Face-Campers which is so boring to experience.

    I'm just considering the other-side too and I agree with them, the strategies these Killers use are basically the same as Face-Camping, except its at a distance on a Ranged Killer. Its worth addressing if bHVR wants to be vigilant about the experiences the game gives. Not a tear needs to be shed to come to this conclusion.

  • A solution is to have clutter at the edge of the map also have lockers, like it does on Deathslinger's Map.

  • Balance is preferable to Unbalanced Fun. I prefer Balanced Fun.

  • The system is only meant to address face-camping, tunneling and proxy camping is still things you need to deal with as survivor.

  • lmao I hit survivors on the hook to cancel their screaming, to protect my bloody ears. I guess Im toxic now-

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