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  • @Ssajbambusa said:

    You clearly won the argument with this statement.

    I shall move back into the shadows, where I belong, sir.

    Don't be rude to me, and i won't be to you. I just didn't like how you talked to me.

  • @Ssajbambusa said:

    @Faulds Guy who was trying to deny that revving a chainsaw on every single pallet and loop is bad idea and very easily punishable one... Am sorry dude, but your credibility is 0 when speaking about Billy or making comparisons to him.

    Slinger is trash at the moment though and needs anything devs are willing to give him. In most stuctures all a survivor has to do is hold w, because this tiny amount of time it takes him to take aim is exactly what a survivor needs to be already behind the pallet (LongWall Jungle gym, CowTree, without a 50/50 mindgame it's impossible to get a shot there anymore).

    You're just bad, don't blame killers for it. I win consistently with a weak killer stop talking non-sense.

  • @Thunderfrog said:

    I think its TOO much of a nerf to her traps, however, it's helped out a lot in loops and mind games. I honestly dont think it should have a drawback at all. Her traps are just a slow down, and her crouch and ambush are lackluster. That said, it's like playing a slow level 1 mirror Michael Meyers.

    I agree... its even stranger that both of her iri contradicts one another.

  • @Taingaran said:

    Removing the penalty to ADS camera speed would be enough already. This is much better than 115%.

    @FFirebrandd said:

    I'd rather they just... y'know... make his power fun to use again instead of taking the lazy, boring, and lame way out that arguably doesn't even fix anything.

    I don't think they go back to insta-quickscopes... thats why i'm making a suggestion about the path they chose.

    @Ssajbambusa said:

    DeathSlinger is ridiculously weak at the moment... he needs ANYTHING.

    Higher movement speed, smaller terror radius, improvement of his multiple mouse sensitivities (go and try doing quick scopes when emerging from behind a corner and needing to move mouse...)... auto reload after a hook... just give him anything. I think he is the least fun to play killer right now. At least for me.

    He's as weak as billy is claimed to be, he's good (not at nurse level obviously) but hard to play. They just need quality of life improvement. I know what a weak killer is, since my main is pig... her power is lackluster in every aspects; thats not the case of billy and deathslinger when i play them.

  • To be fair, as a solo q player, solo q is hell to me... and i enjoy more playing killer since i'm better at it.

  • I think that gen speed is fine in itself: making gens longer to do would make the game too boring. What's not fine is your lack of pressure on gens at the start of the trial.

  • i definitely like the idea. But i'm afraid that increasing gen regression speed wouldn't do much against the lack of pressure killers have at the start of the game... and still lose one to two gens anyway.

  • Its strange that they decided to punish successful hits instead of missed ones... at least it would be more logical to have 5 seconds stun when you miss, and 3 seconds cooldown when you hit successfully.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2672496#Comment_2672496

    It doesn't really matter anyway. I doubt they are going to do any changes to him any time soon.

    They made Twins more clumsy. They released several perks that are direct counter to Twins and they still don't care. I don't think it will be different for Deathslinger.

    They will fix it same as Twins. Just don't commit any resources for that killer. Players will find different mains, so it's not going to change their sales and survivors will have better time without Deathslinger.

    We are going to wait like year or two for any changes to happen. If they would buff him again soon, it would kinda be admit a mistake and they are not going to do it.

    Yeah... its so sad that a lot of killers have wasted potential, and they take so long to do necessary changes. Twins just need a small tweak too i'm pretty sure.

  • @BenZ0 said:

    We are since 2 years at a spot where dbd has enough content to stay on its own, you can all agree that we have currently a huge number of Killers and Survivors and I bet the majority of the players are still currently on their mission to level or prestige their favorite characters.

    Many ppl seem to think that BHVR ignores Feedback or is very slow at adding necessary and wanted changes. Which I can totally understand but I do think it is more of a priority issue than lazyness.

    A huge priority of BHVR is still to this day to add new Killers, Licenses, Maps and Cosmetics next to their new game they are developing in the background. However if the schedule of (every 3 months = 1 chapter) would be slowed down to lets say (6 months = 1 chapter) and fill the the in between with more Mid chapters or other huge patches to focus on Balancing like Killers, Addons, Items, Perks and Maps, this would be way better and healthier for both the Community and the Devs themselves. They wouldnt be too stressed anymore to focus too much on new content and meanwhile the community gets more and faster balance changes which are requested for so long.

    I feel like this would make everything easier and more comfortable for everyone, any thoughts?

    Yes, they could definitely slow down on the new chapters a bit... and work on a health patch.

  • Thanks :)

    As a pig main, i better have a bit of optimism...

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2672481#Comment_2672481

    You know that this has nothing to do with base movement speed, right?

    If that is your issue, it would be enough to increase his movement speed when he is reloading, or lower duration of missed animation.

    It would not be enough for me, because he would still be not interesting and clumsy, but everyone has different standards...

    Well, from Twins we can see they don't care about specific killers. His pick rate is somewhere in dust and they will fix that by not releasing skins for him, because noone would buy them.

    I think the drawbacks for using his power are fine... if he wasn't a 110% on top of it; since it makes the drawbacks even heavier gameplay wise. That is just what i was trying to say... even if i understand that you'd rather want quickscopes back than a base speed increase.

  • @TunnelVision said:

    https://forum.deadbydaylight.com/en/discussion/comment/2672474#Comment_2672474

    Any killer is S tier against potatoes. Generally most killer releases start out 'Over performing' get whinged at by survivors and then get gutted. You just need to take a look at all previous killers released. The only exception recently was Trickster, but even he's not getting moaned at since his much needed buff. Give it a month and watch the nerf hammer come down on Artist..

    It also makes more sense to sell a killer in an 'Over performing' state. It gets sales. When they have your money that's when the nerfs happen.

    Yeah, we have to wait a bit to see if they won't nerf her in the end. But since they already nerfed her from the PTB and apparently didn't overnerf her... i have hope.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2672470#Comment_2672470

    Problem is that it can be fixed with perks and addons for Huntress.

    She can get multiple hits before need to reload, which results in faster downs and she is also better at dealing with multiple survivors.

    Deathslinger has to reaload, he actually wastes way more time than she does per game, because he had to reaload for each shot and he is punished way more for any missed shots, which are easier to miss because of smaller hitbox.

    Yes, there is perks that helps her/ add-ons that helps her a bunch; no doubt about it. Its just that i think that when you miss with deathslinger, you're punished too much because he's a 110%. Pyramid Head or Nemesis aren't punished for missing/ cancelling as much since they are 115%. That's why i wonder if turning him 115% wouldn't just do the trick... since i'm pretty sure that they won't back track on the path they decided to follow.

  • @TunnelVision said:

    I mean every update recently has been an insult to killers lol.

    Apparently, a lot of people feels Artist is A tier at least... maybe S tier. Her perk pain resonance might even become meta. You can't say that udpates only butcher killers and don't bring anything for the killer role.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2672455#Comment_2672455

    I didn't say he is unplayable. He is not worst killer in dbd.

    He is just unenjoyable for me. He is not interesting for me.

    Why would you play him and not Huntress or even Trickster (he is decent and quite fun after those buffs)?

    Okay, we do agree he's not unplayable. I understand why you don't wanna play him if he feels too clunky/ heavy and slow. But, contrary to huntress (and she is my second favourite), he doesn't have to reload in lockers. You can endlessly chase with deathslinger; thats why i think that him being a 115% would be a quality of life change that would make his gameplay less clunky. As much as i love playing huntress, i'm feeling like i'm driving a tank when i play her; she's not that much better in that regard (and even worse when you don't use iron maiden).

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2672420#Comment_2672420

    I don't think quick-scope was problem. Fake ADS was I can agree on that.

    Right now, anyone looking behind is able to react to him, so it's just too risky to shoot in open and you are forced to use zoning, which I hate. It's boring.

    I played him 100% for quick-scope, he is just not interesting without it. It felt good to make long range shots, or shots through holes.

    I don't think they can fix him without full rework. Problem is that he can't be saved with just numbers. He needs something unique compare to other ranged killers, right now he is just worse at almost everything.

    Limited range, slower time to down, worse at dealing with multiple survivors, can't down over pallet...

    He had quick-scope, lower TR and mending.

    two got removed and mending is nerfed by CoH -> hit&run is not viable.

    his ADS mechanic is bad to use, his chain reeling mechanic doesn't have any benefit, only negatives.

    Only thing he is better than other ranged killers is STBFL.

    Come on, deathslinger isn't unplayable at the moment. Its the same thing with billy, he's not unplayable and trash tier like people think. Seriously, when i see pig's ambush state (and don't get me started about her traps)... i'd love it if could use her power like theirs when i do play them.

  • @Bwsted said:

    You're too slow to zone the map, and you're losing too much distance.

    115 is impactful on looping, but that won't give him any more noticeable map pressure. The difference is actually negligeable. If you want to make him more oppressive 1v1 (he still is, contrary to popular belief), that would make it happen. But it won't affect his 1v4.

    @Dino7281 said:

    I mean, he is weak, he is just not worst. That is different.

    He is clumsy, worse, less fun, less unique, lower skill ceiling Huntress with limitations.

    Just 115% wouldn't fix fact that it's pain to use his ADS mechanic. I would still not play him as 115%.

    It's not about bad / good, I still play other bad killers, but I just don't enjoy playing him after those nerfs.

    Yes he's clunky, but his changes (terror radius and charge up time to shoot) were needed to make him less oppressive in 1v1. When i played him, the only thing that really bothered me was the fact that he was a 110: whether i was in chase, or trying to get to a gen to defend it. Being a 115% would be a quality of life improvement: like using iron maiden for huntress (it doesn't give any chase potential... but the gameplay is less heavy).

  • @pseudechis said:

    Once again I'm here asking for custom game bots.

    Between lag spikes and frame drops tonight has been a bad gaming session. Every other online game runs fine but for some reason ping is through the roof tonight for DBD.

    I've given up on trying to hit anyone and am just walking around the maps kicking gens and breaking walls.

    Its crap for me and its been pretty crap for the people I'm playing against. (maybe not all of them I'm getting a lot of GGEZ, you suck loser, uninstall and the usual post game abuse you get when you can't do well as killer)

    All I wanted was a couple of games as Myers but it aint gonna happen. I'd still be in game if there were custom game bots to chase and kill when this happens but there isn't so I quit.

    Please devs consider adding some kind of offline solo play. I'd kill the tutorial bots for a laugh but I'm sick of perkless trapper being the only option.

    Its a good idea for sure. The only alternative we currently have is to play a custom game with a friend.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2672215#Comment_2672215

    No combination of strong killer and perks justifies map design like this.

    It was just a joke obviously. Anyway, the only real problem with this map is the number of safe loops within. Last match i had two very safe loops 5 meters from each other on the opposite side of the main building. I think they just need to make the loops more unsafe and less common, and the map would be fine then. I don't mind breakable walls, but the two breakable walls in main building are too strong... they should only make one appear randomly on one side or the other.

  • @StarLost said:

    So, as I mentioned in another thread recently - the #1 thing getting me down about this game at the moment, more than the balance issues, more than my MMR gripes, more than frigging Dead Hard and CoH combined - it's just how absolutely meanspirited some players tend to be.

    You'll play as fair as possible despite it being a rough matchup, or at times even let people farm, only to get teabagged from the exit gates or flicky flicky'd until your photosensitivity issues send you to bed with a splitting headache and laughed at in postgame. Or the final two just play hide and seek until you AFK because they let you get a 3gen.

    It's one thing to lose. Everyone loses. But when you have to eat the gloating of the other team being gigantic prolapsed anuses at you on top of it - yeah, that gets under your skin. I don't care how 'tough' you are, or how much of a brave face you put up...it wears on you after a while.

    It actually makes this game a bit of a tough sell to my wife and the folks I play other games with - because the 'how is the community?' question tends to come up and I'm not going to lie to them. It...sucks.

    Suggestions

    Back in the day, League of Legends had a similar reputation, and it was strangling growth. So Riot stuck a Tribunal system in and it was a massive success. Something like 80% of toxic players reformed after their first warning, and more than half of the remainder reformed after their first short ban.

    Now as much as I'd like a LoL style Tribunal system to find these people a new game to play, that's probably too much overhead.

    So...it got me thinking.

    What if those Thumbs Up things in postgame actually did something?

    Say, after a game, you could choose to vote an opponent from the other side up and give them BP. It doesn't have to be much - maybe 10,000 or so. This would encourage people to not be jerks, because they'd be losing out on BP.

    Hell, if I was in charge I'd look at punishing survivors for BMing but...yeah. That's likely just because I'm annoyed. And have a headache from the strobing.

    TL/DR:

    Is there a way to persuade people to manner up in DbD, be it via punitive actions or a reward system?

    Yeah, force them to play both roles... they'll understand what each role is going through and stop acting like children.

  • Before saying bubba is weak or his camping power is not a problem... watch otzdarva " top tier billy vs top tier bubba ".

    Here's a link: " https://www.youtube.com/watch?v=stfxjkjO4eY ".

  • I don't think the map size is the problem. The fact that there is so many safe loops back to back is. But, you know, strong killer/ strong killer perks... well, the survivor got a busted map to compensate.

  • @Viamont said:

    https://forum.deadbydaylight.com/en/discussion/comment/2671062#Comment_2671062

    Sorry but no, most actual top kilers consider the best ones to be nurse, spirit, blight, the artist (potentially), all those being S tier. A tier most agree are huntress, pyramid head, nemesis, oni and the plague, from there bubba most of the time its set up in the middle of the road as a B tier killer, hes strong on certain situations, but hes far from being one of the best killers.

    https://forum.deadbydaylight.com/en/discussion/comment/2671063#Comment_2671063

    And again now you are being stubborn borderline being childish, you dont care to punish diferent situations just for a single one wich you hate, your only argument its "because its bad", you dont care if many other players are just patrolling around, ot just took notice of the save and are moving back to the hook, by uour logic ALL bubbas should be hard punished for being near a hook no mater the intention or circumstances, the only thing that matters is that you are near it, so screw bubbas, denny their powers...sorry but you are not making sense now, and its quite clear you tink this is the one and only solution and nothing else mater

    @TeabaggingGhostface said:

    https://forum.deadbydaylight.com/en/discussion/comment/2671093#Comment_2671093

    Any sort of radius that disables killer powers is gonna be abused, same for any hook timer delay, so no, this is not a good idea

    Guys, i'm just done. If you don't understand my point, neither the things i conceded... thats not my issue anymore.

    Have a good night/ nice day.

  • @Viamont said:

    https://forum.deadbydaylight.com/en/discussion/comment/2671038#Comment_2671038

    IT might not matter to you, but to all other bubba players it matters, you arent geting the point, you are punishing people who dont camp with this, you are quite lterally telling ALL bubba players that no mater the circumstance now they arent allowed to use their power near a hook and should be forced to allow saves, forced to play a specific way beucase others dont like it. Sorry but now you are just being stuborn and dont want to se that your idea at the core of its concept its opresing and unfair to the bubba players, for a few bad apples you are punishing all the rest.

    This again its like killers saying survivors be forced to give a free hook to kilers each time they finish a generator or they are punished by not being allowed to use active skills vault and drop pallets, its simply tiranicall to make something like this

    Your intention doesn't matter: your placement does.

  • @DBD78 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2671038#Comment_2671038

    Bubba is B or C tier that means he is not very strong and very fair. But it's clear now you want to nerf him only for survivor fun and 3-4 escapes.

    According to some good killer players, he's one of the best killer right now. He has good chase potential, even more with bamboozle.

  • @Viamont said:

    https://forum.deadbydaylight.com/en/discussion/comment/2671006#Comment_2671006

    Again, the fact your system cant se the diference betwen face camping, proxy camping and literally just be afar and notice the rescue doesnt make it fair. Your system punishes one "percieved" bad thing while punishing two that arent. Sorry but simply wanting hooks to have a power denying aura isnt fair, and just because 1 or 2 killers have special circumtances doesnt meen everyone else should be on the same boat. This is like those people asking for perks that dissable powers just because they dont like killers like pyramid head (who can bypass terrain in a small range), by trying to make one killer to play like everyone else, they are punishing all other killers in one way or another.

    It doesn't matter at this distance, it just don't.

    @DBD78 said:

    That would make Bubba even weaker. He is designed for camping it's what he should do protecting hooks.

    He should not prevent any possible save/ trade. Thats just unfair.

  • @Viamont said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670925#Comment_2670925

    I will agree both sides have their particular side of looking at things, that much whe can be on the same note. Back to the topic i cant agree thats a solution, its just an arbitrary lockdown, other killers are at best soft locked but not completly dennied, this would literally denny bubba from unsing his power, your system would have to be smart enought to dicern betwen face camping, proxy camping and literally just walking inside the radious of the hook. Your idea would punish players that literally are far but notice a survivor going for the rescue, clsoing distance and using his power to prevent that from happen, in my example the player isnt face camping, yet your system its punishing him just for being close to the hook, thats not fair in any way

    That system would be fair it the radius was very small. I think that 16 meters would be too much, 10 meters could be interesting since you facecamp at that point anyway (its 6 meters below kindred base range).

  • @Viamont said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670858#Comment_2670858

    The problem with dissabling powers near the hook is that in all honesty, its arbitrary. Its like my example of disabling survivors skills and abilites, its just plain out arbitrary and unfun both the part being dennied.

    I can completly understand the frustration of players by being face camped, camped and or tunnelled, but i have said it before many times, the problem itself isnt those particular tactics, its the core of the game that needs to change to prevent them.

    Killers camp/tunnel because generators are repaired to fast, preasuring the killers for more kills, wich in turn makes killers tunnel and camp, its a vicious cicle that wont stop until the core of the problem its adressed, the preasure on both sides. If generators where to be repaired in a slower pace, while at the same time invite more interactivity betwen killers and survivors, that would reduce the preasure and invite for more direct gameplay. Another problem is that survivors have mentioned a lot of times its not exactly "fun" to be in front of a generator doing nothing else but press skill checks, thats why i mentioned the game needs some changes on the basic core and mechanics.

    The game needs changes, thats a fact, but i dont belive that screaming nerf this nerf that denny everything its going to solve things, yes, some killer perks might need some tunning, but the same can be said about survivors (items and boon totems come to mind), both sides need things to be adressed and worked on for a more balanced gameplay

    The problem i have with dbd community is how survivor sided or killer sided the point of view are. if you play both side, you can clearly see whats problematic and what should be done. We diverged from the main topic, so i'll just say it again: bubba's face camping power is just too much (like iri heads were too much/ like brand new parts were too much/ like old insta-heals were too much)... and i don't think that a small disabling radius would make him unplayable since we already have killers with such mechanic. DBD doesn't need a fundamental rework: only small tweaks that are already implemented in the game.

  • @Viamont said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670780#Comment_2670780

    Im no expert with twins and the artist just came out, so im going to make a wild guess.

    Victor works as a secondary character for the twins, disabling him around a hook its meen so you cant swich betwen him and charlotte and completly and uterly prevent any kind of rescue, i could se the player leaving victor in front of the hook to soft lock it while charlotte makes the rounds, that way even if the survivor manages to getclose charlote can be in the proximity and prevent the rescue, its more of a prevent an actual no win situation. The crows im guessing its in a same vein, just to prevent her to leave one and get free injury states on people trying to rescue, but its not abut dissabling it just to be a norm, this are special cases, the same as traper traps, so they can prevent to soft lock a player on it with 0 chance of escape. I have the feeling you are the one not understanding this particular changes.

    Secondly you are not understanding the concept of "taking the game hostage". A hostage game its where theres 0 chance of finishing it.For the most part theres very few ways to do this, the most common one its survivors stealthing all the time and not repairing generators, wich meens the game doesnt progress and stays on a stalemate until someone DC. The same can be said about hackers preventing the killer from hooking people and or preventing the generators to be repaider, making everyone inside the game unable to do nothing, leaving them ONLY with the option of disconecting...THATS a hostage situation.

    But now ill bite the bullet and tell you, fine, lets dissable ALL killer power withing a certain radious near a hook. In exchange, ALL survivor active skills, ability to drop pallets, vault windows and repair gens its disabled until the hooked survivor its saved, meaning the ONLY thing they should do its make that rescue, does it sound fair to you? because for me, the fact im being prevented from using the killer powers its taking said power "hostage" so at the very least there should be some trade off, does it sound fair to you?

    Yeah, disabling all killers powers within 16 meters might be overkill i know. But, if i read right, artist have a 10 meters radius. Maybe, then, you could generalize it against facecamping issues without killing the killers.

    Also, charlotte can put victor right next to a hook... what she cannot is summon victor while she is 16 meters within a hook.

  • I'd rather buff killers base kit, and then look at loops density on all maps. I don't think the size of the map is the real problem: a small map with loops connecting into loops will always be worse than a large map with few loops into huge deadzones.

  • @Viamont said:

    Disabling powers isnt a solution, its giving survivors a tool to abuse and exploit the game, killer powers shouldnt under ANY circumstance be disabled as thats literally striping "power" away from them, it would be as if survivors where striped of using their active perks and skill checks for an arbritary reason.

    But camping and tunneling are bad and wrong and toxic and un fun...i could argue the exact same about extremely safe loops, jungle structures and gen rushing, yet i dont se that many topics about "punish survivors for gen rushing".

    People need to get in their heads that even if they dont like it, tunneling and camping are viable and aproved gameplay mechanics, and even altought face camping its "scummy" its still a way to play, and some people forget that a a camping bubba its shooting himself in the foot as hes giving the other 3 suvivors free reing to smash generators. Does it suck for the people traped in the hook? yea it does, but it also sucks to be a killer and se 3 generators pop in the first 5 minutes of game with no hooks. Both sides have a lot of problems that need fixing, but taking away from one side isnt a solution, its just creating more problems and hard feelings

    You don't understand. I don't mind camping/ tunneling... its a necessity for killers. But it isn't a good thing that one killer can prevent any saves. It just shouldn't be a thing to begin with. I'm talking about disabling his power within a certain radius of the hook: because it already is the case with twins/ artist. Why did they did it? Because they don't want the killer to take the game hostage. Which is strange since the only killer that you can really do nothing about doesn't have this mechanic; and i don't even think that if you remove that disabling radius for twins or artist they'd be as bad as bubba. This is why i made this topic: because the current situation is absurd.

  • @DemonDaddy said:

    Safe saves should not be guaranteed.

    Please don't reverse the problem: impossible saves shouldn't be a thing.

  • @slendermansmoom said:

    if you want to prevent bubba camping at the start if you find out it's bubba first locate the basement and avoid it if you can. second if the killer manages to get somebody down into the basement and hooked go to the stairs and try to see if you can see him through the cracks in the wall. then try to get into a locker if you can without getting spotted if it's possible (this works if they are in a spot where a locker is out of their view). then have somebody bait them out of the corner like running down and running back up the stairs. if he leaves then go for the unhook and quickly go to the two lockers next to each other if you have time. run past the first one and walk into the second one. if he checks the other one which he might because of the scratch marks then jump out and S P R I N T. the killer will assume you are the only one down their and chase you out giving the unhooked person who hopefully is hiding time to run out.

    This may not always work because it must go perfectly but i have gotten multiple people out of the basement that way.

    I appreciate the advice

  • @IHRTCHU said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670194#Comment_2670194

    Your definition is wrong. Deal with it. As for your idea of blocking abilities, it's a terrible and flawed idea. Stop crying about Leatherface and go do gens. It's a guaranteed escape for the other 3 survivors if they do gens.

    Your definition is too restrictive: "taking the game hostage means when someone only leaves you the dc option to end the trial". Mine is: when one role prevents the other to have any gameplay whatsoever. Your definition is irrelevant to balance changes... not mine. My idea has already been tested on other killers... this is why i made the thread to begin with: can you stop crying about it?

    @ThePolice said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670169#Comment_2670169

    No, they weren’t. I don’t think you know what taking the hostage and I don’t know why you brought up brand new parts


    Old brand new parts where taking the game hostage (meaning killers had no gameplay): since they could insta-complete a gen. This was busted, and so is bubba camping nowadays. It doesn't matter how good you are, if someone is camped by bubba he can't be saved; nothing can be done about it. It is a problem for survivor's experience... and cannot be neglected under the "be efficient on gens".

  • @IHRTCHU said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670169#Comment_2670169

    Correct. That also is not "taking the game hostage" which refers to a game that can't end and is mostly not a thing anymore because of EGC. Please change your wording.

    I will not: cause my definition is larger than yours, deal with it; and answer to my arguments instead of ignoring them if you want to be constructive.

  • @Starrseed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670177#Comment_2670177

    Ahh okay that's right I thought you meant it the other way

    And I get you I play surv from time to time with my wife and I hate camping to but as a mostly killer player I know more often then not in the past few month I felt like I simply can't get a single kill if I'm not assuring that one guy I downed dies and I can't tell why that is its either the overall balance or mmr or maybe both but I see myself playing less and less dbd cause I mostly enjoy killer and that isn't really enjoyable at the moment

    I absolutely understand you, i have no problem with camping/ tunneling in general (i'm a pig main). Its just that playing against a bubba who face camp leaves not much counterplay and should be dealt with. I don't understand why they disable artist or twin power within a radius of the hook, even though they wouldn't be able to counter a bt trade... while bubba prevent any saving possible (even with bt). Thats my main problem.

  • @Starrseed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670167#Comment_2670167

    Nah when bhvr is talking about taking the game hastage they mean for example you body block the last serv in a corner he can't get out the endgame didn't startet yet so you stay there till he wants you to get out or you DC if you get camped on hook you die sooner or later and get out without the need of camping

    I'm not talking about bannable things. I'm talking gameplay wise: like i said in the previous comment... old brand new parts weren't taking the game hostage but got nerfed because killers had no gameplay. With bubba, its the same problem on the survivor side: they have no gameplay if he chooses to play a specific way. That is not good for the player experience.

  • @ThePolice said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670138#Comment_2670138

    No it’s not? The game can end so it’s not taking it hostage

    Old brand new parts weren't taking the game hostage then "since the game can end".

  • @ThePolice said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670138#Comment_2670138

    No it’s not? The game can end so it’s not taking it hostage

    Yes it is since you don't play.

  • Yes it does. When you can't get saved or you can't save you don't play. That's what taking a game hostage is.

  • @ObscurityDragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670102#Comment_2670102

    Think about it that way:

    The guy "camped" is on the hook

    Another one loops Bubba nearby as an M1 killer in a safe Gym/pallet or what ever

    The guy got camaraderie

    2 sruvs will be enough then to do the gens as long as the other guy loops, or runs away heals and comes back you know?

    First: no one runs camaraderie/ kinship. Second: a lot of killers are m1 killer anyway.

    Think about it this way: they restrain killers that can't block an unhook anyway, but doesn't do it to the only one killer that can prevent any unhook even with BT.

  • @ObscurityDragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670086#Comment_2670086

    But it will be an invincibility

    If Buba hooks in a loop or jungle gym, suddently the survivor around will become à safe heaven to loop as he becomes an M1

    Beside it would mean à Borrowed time rescue would just make the escape sure everytime

    Or he would just stick near the survivor and wait to chainsaw him, making the gameplay even more boring for everyone

    Its not an invincibily since the teammate that loops within 16 meters is a moron that make 2 survivors not doing objectives. The gameplay is boring for survivors since they can't do #########. The main problem is now!

  • @ObscurityDragon said:

    Because disabling killer powers near hooks would just get abused by the player?

    Running toward à hook would make it safer fpr you to avoid the chainsaw

    Andbit would mean Bubba would just camp from affar

    Beside what would happen of he uses his chainsaw while going toward the hook ? He just get stopped out of nowhere?

    Nah bad idea tbh

    I don't think it would be game breaking, and its not supposed to be an invincibility against bubba either: just actually allowing a survivor to try and go for the save; what no one can do now.

  • @douggie123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670071#Comment_2670071

    That would be great if the devs would do that but they won't cos they don't care about us killers

    I partly share your feeling. But, you see, the artist seems strong and the pain resonance perk seems good to... so i have a little bit of hope from the devs.

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/297469/an-idea-to-prevent-bubba-camping

    It is necessary to make such a mechanic so that the killer cannot use abilities within a radius of 20 meters from the hook

    20 meters might be too much, 16 is fine in my opinion. I'm not sure about disabling every killers powers within 16 meters of a hook: because some can't take the game hostage (and it might hinder them too much); but i'd be fine with it.

  • After some thoughts, i'd rather have the boons be strong like they are now... so that the devs aren't scared of creating stronger perks for killers. In fact, the only real problem with boons is the uncapped self healing speed with the boon circle of healing.

  • It could definitely be interesting to see them experiment like they did with bloodlust "on a more regular basis". I like your idea.

  • In my opinion, the lightburn mechanic is just unfair to killers... since it is so easy to abuse. There's only the nurse that is hard to pull off, but the other ones really need to just go.

  • @str4wberryp said:

    Title. These sounds make these bad killers even worse. You can't mindgame as Clown because of the annoying grunt, and Pig's roar makes ambush even more useless.

    Having played much pig and clown, i think their main problem lies elsewhere:

    -clown doesn't have enough bottles in his base kit

    -pig's ambush has no reach, and the crouching speed is too slow

    I do'nt think they'll ever remove those sound cues... since they do the same for all killers.

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