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Gandor

Gandor

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  • @Steakdabait said:

    I dislike the infection building in chase but like other than that i think wesker is one of the best and fair killers they have released in awhile

    I don't even mind normal infection buildup. I absolutely hate how it makes it practically hard NOT to tunnel. It's so beneficial AND natural, that you need quite a lot of self discipline if you don't want to tunnel as wesker. That is personally my only complaint about the killer.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3255989#Comment_3255989

    I think if Blindness didn't negate basically all auras it would be too weak. At the very least I don't think anybody including me thinks Blindness is overpowered! So I can't imagine nerfing it.

    Agreed. But we are getting quite off topic to actual knock out.

    I have only one question - can we agree that it's a good thing, that this perk is bad? I mean in my opinion some perks should never become good, because they would make the game more unhealthy then is current state.

  • @Steakdabait said:

    i would rather them just remove the selfcare part of it and massively boost the heal speed.

    So you want the perk killed. Got it.

    Self-care part is the most important part about the perk. Boost to altruistic healing is nice bonus, but not really needed. It would need to give 1000% bonus heal speed and I still would most likely not take it (not until it's very close to pallet stun timing being enough to heal someone and keep that health state). Still it would be huge step down

  • @almofan1001 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3255848#Comment_3255848

    Sprint Burst, Lithe, Balanced, and other exhaustion perks are also "uncounterable" (as in, the killer has no counterplay beyond extending the chase once they're used).

    First of all, they have clear disadvantages to survivors themselves - so even if it was uncounterable, there are negatives which survivor has to endure. Starting with maps, and ending with conditions. The negatives are not comparable to DH as it can be used pretty much universally on most maps and requires a pallet.

    Second of all, there is more counterplay than you seem to acknowledge.

    Sprint Burst - you can drop chase immediately when they let go of gen and sprint burst and then come back again with minimal repercussions.

    Balanced Landing - you can zone people off high points/chase them in certain areas where they cannot proc it (you can't zone dead hard, there is no such thing)

    Lithe - same story with BL, except that you can also make them take bad pathing after their vault which means that they get little to no value of it (you can't zone dead hard, and most paths that they can take after pallet are still decent for them because there are more pallets than windows and usually pallets are placed in better positions than windows for further routing)

    Lastly, you also seem to ignore the fact that a lot of exhaustion perks are used before the first hit is delivered. Sprint burst, balanced landing and lithe are usually used before the first hit. Dropping a chase in such scenarios is much less expensive to the killer, than chasing + getting a hit + dead hard proc + dropping chase. It's not even comparable. The closest you can compare this is if you hold 99 Sprint Burst which is used very rarely. In that case, I agree that it's on equal footing with dead hard in terms of time waste.

    The old reliable "I'm a better player so I know more" when you have no real arguments left

    You haven't answered any other arguments, why should I provide new ones?

    We're done here, you're not interested in a conversation, you just want someone to confirm your beliefs and tell you that it's the evil Dead Hard that's causing you to lose chases/games. You have a severe negativity bias clouding your judgement and it's severely affecting how you think about the perk

    Why would I want you to confirm my beliefs when I don't even acknowledge you as someone who has experience at the top level? XD It literally does not matter if you agree with me or not, all I care about is a logical discussion. 10/10 projections though.

    And while DH is very strong and overly used, it doesn't lose me games most of the time - DS probably lost me more games % wise. It's simply an unfun perk with an unfun uncounterable mechanic attached to it that is picked excessively. A free 3rd health state is a disgusting mechanic that is still alive somehow after so-called "rework". Do other exhaustion perks also waste my time? Absolutely, but there are fair negatives attached to them and conditions in which they can be used thus I never complained about them in my 4 years of playing this game. Not only you have to constantly take the L with Dead Hard because of 0 counterplay, but you also have to always care for this perk "in case they have it" meaning you waste at least 2-4 seconds naturally on every down. It's a disgusting perk that needs to be either removed from the game or completely reworked.

    Dh is perk that I never use, because it's unfair. Unfair in a way, that it does NOT work as it should. Because it does not proc when you use it, but when the server decides you pressed it. Meaning if killer has unstable network, you can be super pro player with perfect timings and everything and it will still proc as hit and you'll go down. And as I play on EU - you can very easily get people from asia or bordering asia as well as people from same city - so you can't even predict it (because in same situation it can proc one time and not the other time).

    For a perk that is "guaranteed 3rd state without any counterplay" I don't like that it's "worst counterplay" is outside of gameplay intentions. Also DH has also quite a few conditions - same as any other exhaustion perk. You need to be not exhausted (so no fearmonger) and you need to be not bleeding AND you need to be already injured - so no legion, no original pain on pinhead, no BT hit, no OTR hit, no insta down killer or insta down effect .... the list is quite long for a thing that has no counterplay and 0 conditions.

    Admit it. You can't chase well and are searching for shortcuts and instead of admitting that you are just not good enough - you instead look at the forum so that devs do the work for you.

  • @bunnyfengenthusiast said:

    https://forum.deadbydaylight.com/en/discussion/comment/3255701#Comment_3255701

    Breaking a 3-gen should be very easy for any competent team of survivors, even if they're not on comms, as long as they understand to immediately get on a gen when killer loses aggro and to leave when he picks up aggro again. Even with COB, a killer's regression time is half as valuable as a single survivor's time on a gen. Either way, this isn't the thread to be discussing the balance of regression perks.

    Against any other killer I would agree. But wesker can bound hit you. Which means yo need to heal and in some time also cure (double slowdown). The more vials you used, the longer it takes - until you can't cure any more. And when you get fully infected, it's almost gg. Looping is almost impossible.

    For every other killer you can split to all 3 gens and even if most progressed gen regresses, the other 2 will progress more. But wesker with his bound provides extra slowdown that you can't just ignore. Until you cure those other gens will regress way more.

    So you need to break it immediatelly, or you must be better looper (never getting m2 hit in this case is huge) or you need to rush those gens somehow (like mentioned BNP). If it takes too long, you loose. This is the opposite to any other killer.

    And if you need to steal your teammates time (because this whole thread)... You can go offer yourself to killer to save 30+ mins of boring match you can't win anyway.

  • @Iron_Cutlass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3255667#Comment_3255667

    I mean yea but the issue with 3-Gens is entirely dependent upon your teammates. I rarely 3-Gen even in SoloQ. But that is more of an issue with generator spread, on some maps generators are too far and most killers cannot pressure some parts of the map, on some maps generators are too close an survivors are always pressured by the killer, I think BHVR needs to find the right balance when it comes to map generation.

    No longer true. Wesker with iri addon and 4 regressions can camp his 3gen from beginning (giving you 4 gens for free) and still win the game.

    This can be countered with prediction (take BNP on good toolbox, don't use it until 3gen is identified), being better chaser by very huge margin, or having cracked reflexes and using hyperfocus to full benefit.

    Overall usually vials will run out, self heals will run out, but ability and regressions will stay. It's going to be very long match, but wesker will win

  • @almofan1001 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3255647#Comment_3255647

    Since when is being in the top 2 most used survivor perks is "closer typical perk usage rate" lol?

    Why do you guys go so soft on Dead Hard? I don't get it. Sh*t like BT, DS, and Iron Will literally fell from the Top 5 to probably the Top 20 and it's fine, but DH can stay in the Top 2? Especially when it literally wasn't nerfed for 5 years.

    At a minimum, it needs to be in line with other exhaustion perks, which is still a long way to go.

    for you nothing is fair usage when it helps survivors.

    For others if the percentual usage is similar to all the other meta perks - it means there is good alternative to the perk and people use those alternatives.

  • @Marius1234456918 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3255221#Comment_3255221

    But thats bad game desing if you cant win as much as you want. Just because if you face good survivors then you cant win in high mmr with certain killers.

    Agreed. Survivors can't win their fair share. Survivors have 39% escape rate on average in high MMR. 35% against wesker. Those are official numbers from devs. It's time they step up and fix the game to balanced 50% state

  • @Iron_Cutlass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3255552#Comment_3255552

    Everyone is really sleeping on Inner Healing for self-healing. A 22 second self-heal + getting rid of a Dull Totem, like it is pretty good in that regard. Plus it is a Universal Perk so everyone can use it.

    Ive seen people say "but what about Pentimento" but honestly I rarely see anyone bring Pentimento as of recently. Ive mostly seen Deadlock, DMS, and Pain Res recently with the occasional aura reading perk here and there, also ya know, Call of Brine + Overcharge + Eruption, but albeit you always see those 3 perks together and never in a diverse setting.

    I kind of like Inner Healing, even if it is straight up a boring perk, it's one of the perks that I use to heavily rely on when I first started playing DBD (back when the Stranger Things DLC was a thing), it kind of has a special place in my heart right by Balanced Landing and Iron Will.

    It has same problems as medkit. Very limited number of heals (so 3gen camping hit & run killer with 3 regression perks WILL win), possible long search time for totem and really bad if somebody else needs boons or also takes inner healing. If I was to take limited heals, then BTL with good medkit is WAY better and otherwise pharmacy is a little bit better (if you can spare coin for 5 chests).

  • @Whoudini said:

    https://forum.deadbydaylight.com/en/discussion/comment/3254465#Comment_3254465

    Suggesting a nerf to overcharge and not call of brine which is better in every single way?

    Sorry. It was a typo on my side. In my point a, I ofcourse meanet 125% of CoB not CoH. Sure I thought about Call of brine. It's one of the strongest perks in the game. OC is (way) stronger only in elo where hitting skillcheck is still hard (that's why in my dummy nerf call I asked to make that size doubled)

  • @Iron_Cutlass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3254467#Comment_3254467

    I know I am late to responding, but it is just an idea, it can be modified further and changed to be better balanced.

    I just want more interesting and dynamic perks, Im getting tired of "if ____ does ____ then you get (insert buff/debuff) for ____", it's a boring formula we see over and over, and there are better ways of going about it.

    Maybe all those nerf COH would all disappear if they reverted SC nerf. I know myself, the I would not touch CoH with a long pole if SC came back to it's previous numbers (where community called it killer's perk). Or the other aspect that I don't care about - remove altruistic healing speedup altogether. I don't care about that one. I want to have CoH when my brown medkit runs up or when killer hits me with franklins

  • @GrimReaperJr1232 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3254465#Comment_3254465

    1. Absurdities of one side does not justify absurdities of the other.

    2. A single CoH heal + blessing equates to around 32 seconds, which is as efficient as a normal heal. Further heals + medkits cut into this significantly. Furthermore, the killer has to snuff it, the entire time they're walking to and snuffing, the entire team is going without pressure. This can be done infinitely because boons have no limit.

    3. Again, absurdities of one side doesn't justify absurdities of the other. If we say X can't happen, unless Y happens to, we'll get nowhere.

    Please measure it and don't go with theory on me. Average heal time with CoH is somewhere around minute (killer just left you or you just got unhooked but you are in soloQ and so the other guy already left). You could theoretically get healed in 21s. But usually you need to go around whole map. Injured. Or maybe the boon is not standing or killer is already there so you need to boon yourself (booning +14s for 35s heal). Finding totem can take you anything from 0s to 120s on average somewhere around 40-50s (sure enough it's map dependant and you could have previously found dull - but again that can be on the other side of map). And there is also chance for plaything/pentimento+1 hex or inner healers, overzelous, .... So there are 0 totems in game.

    If boons were really that OP, then everyone would use them and SH would be seen every other game. Instead we see "I don't want to take perk that might not give me value". Clearly boons are not that bad by this single thing alone. And no - killers have 61% kill rate. They can spare perk for something that might not bring any value. You play winning side already

  • @almofan1001 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3255178#Comment_3255178

    Killers have easy games. They 4k every single game.

    Factually incorrect.

    Survivors are already so fed up, that Q times are literally instant and it takes 40-60 minutes for single killer game and if that does not happen, then it's DC anyway.

    ? There are plenty of times when there is a killer BP incentive. And nothing wrong with bad survivors quitting the game, they either have to adapt and move on.

    Killers got so huge buff recently, that survivors are not able to get into next loop after hit.

    Yeah if you mess up your sprint burst and run into a wall, I'd assume you would not be able to make it to the next tile. Easily fixable though.

    DS is a joke of a perk now, because even clown can counter it with single bottle and redown 2s after stun duration.

    I've had a lot of games where I lost purely because of DS mostly because you'd not expect it. It's not a joke perk as it is balanced now. It doesn't always let you get to the next loop but that doesn't mean it's completely useless. Survivors expect a free "get away from jail" card and that's not what DS is. However, when used situationally it can win you games as it can get you to the next loop (especially if you position well). Off the record into DS into DH is very strong strat used in high MMR.

    DH is 100% useless, because it fully depends on killers ping and works in 1% of all uses.

    You should practice against your friends or a custom game to get better at it. Good luck buddy!

    Killers got their regressions buffed so much, that most games end at 5 gens and if not, then there is 0 chance to break 3-gen that killers can guard from start of the game.

    LOL! Most good regression perks were nerfed. All current regression perks are "okay" at best, and they are not even close to what old POP/Ruin did. And well 3 gen is easy to break, I can give you some tips if you want. 3 gen is super healthy thing in the game as it punished mindless genrushing.

    I have stats that support it and if you have stats telling otherwise, then your stats are wrong. Mine are fine though.

    I am glad you don't work for BHVR because you seem like you'd balance the game around only a one-dimensional variable (escape/kill rate).

    Do you have anything to say to this? If yes then you have 0 idea what you are talking about, because you must be low MMR

    Honey, I probably played against more comp survivor players in the last month than you met in your whole DBD playtime.

    You have just proven my point.

    Have a nice day

  • I am going to propose same treatment to this perk as to last survivor standing perks (like sole survivor) - the worse the petk is and the less the perk is actually used, the better game we will have.

    Basic idea behind this perk is to make slugging safe. This can work against solo, but not against SWF. Also it makes the game boring.

    Ideally I want this perk (together with insidious) gone or totally changed

  • @almofan1001 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3255165#Comment_3255165

    Stats from devs also suggest Nurse is weak, and needs a buff. And Sadako is top-tier killer. Dude. Stop.

    Ok. Let me be you.


    Killers have easy games. They 4k every single game.

    Survivors are already so fed up, that Q times are literally instant and it takes 40-60 minutes for single killer game and if that does not happen, then it's DC anyway.

    Killers got so huge buff recently, that survivors are not able to get into next loop after hit.

    DS is a joke of a perk now, because even clown can counter it with single bottle and redown 2s after stun duration.

    DH is 100% useless, because it fully depends on killers ping and works in 1% of all uses.

    Killers got their regressions buffed so much, that most games end at 5 gens and if not, then there is 0 chance to break 3-gen that killers can guard from start of the game.

    I have stats that support it and if you have stats telling otherwise, then your stats are wrong. Mine are fine though.

    Do you have anything to say to this? If yes then you have 0 idea what you are talking about, because you must be low MMR

  • I bet there would be too much salt from killers that never learned to loop for this to ever come to game. Even if it got implemented it would get immediatelly nerfed same way as reassurence

  • @almofan1001 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3255158#Comment_3255158

    Just cause a map doesn't have infinite pallets for you to work with doesn't mean that it's automatically killer sided. I'd suggest exploring other playstyles as pallets are not the only way to win the game.

    Midwich isn't killer sided because of how strong hold W is in that map. A lot of gens are conveniently placed in positions where you can see the killer approaching and can hold W for 10-20 seconds before even getting into a chase. Additionally, there are no good entrance points to the 2nd floor for a killer as you always have to run into a corner to go upstairs. Additionally, some loops are still good (double god windows, some relatively safe loops there and here, obligation to break breakable walls to have chance at loop etc.)

    It's even overrated for Nurses as the line of sight blocking in that map is extremely good. Ormond is literally a better Nurse map than Midwich against good survivors.

    What's your counterargument?

    The map had official stats with highest kill rate out of every single map in whole game. Yes dude. Stats from devs. That's how delusional you are. I don't need to come to all the other points. Because you called most killer sided map in whole game "not even killer sided". Dude. Stop

  • @almofan1001 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3255144#Comment_3255144

    1, reduced sprint after hit

    Hold W is nerfed and is irrelevant to looping. Additionally, most of the time you can still make it to the next tile.

    2, lower hit cooldown after hit

    See response #1

    3, removed pallets in existing maps (I noticed every 2 weeks a pallet goes missing from some map)

    Yeah, because most maps are still overwhelmingly survivor sided.

    4, map reworks are always more killer favoring then the original. Yet god forbid to touch midwitch or shelter woods

    Massively wrong. They reworked all farm maps and they're still as strong if not as stronger as before. Badham maps got reworked - the same story. The game was reworked into a much stronger survivor map. Lery's was reworked into a stronger survivor map. Midwich isn't even a killer-sided map, good survivors can utilize hold W and destroy most killers + there are really strong tiles in 2 places + 2 god pallets. Shelter Woods is a weak survivor map but it doesn't even come close to killer compared to all other survivor-sided maps. They added eyries and garden of joy arguably the two strongest survivors maps in the game.

    5, have you seen new tiles? Especially that new trash gym? They are now part of RNG for existing maps. But all new tiles are just awful.

    New tiles are not strong at all, but they still can be looped for a bit of time. You don't loop using those tiles, you loop once, mind game and then run to the next loop if you did well. With that being said, it's good that they're adding more skilful tiles instead of things like jungle gyms. They are still way too many safe loops in most of the maps.

    Do I have to continue?

    Apparently, yes, you do. Safe loops are getting nerfed (which they should) - it's very sad that survivors can't just drop most of the pallets anymore and get 3 gen chase. But they'll have to adapt and use their brains a bit more when choosing tiles and mind-gaming killers.

    Midwitch isn't killer sided. Ok mate. I am ending this discussion with you. Aparently you have never played DBD

  • @fake said:

    Frankly, we don't need bubbles.

    Of course, one reason is that it makes the aura harder to see.

    Another reason is that when under the influence of the Fearmonger, even though the aura of the fellow at the moment of being hooked is not visible, the bubble allows us to locate it.

    Third seal and soloQ exist. Getting rid of the bubble completly could create some serious unhooking problems.

    Otherwise I do agree. The bubble is very annoying

  • @almofan1001 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3255116#Comment_3255116

    They literally nerfed most good anti-loop killers (slinger, freddy, spirit, PH)

    Give evidence that looping and chases keep getting nerfed. Thanks, looking forward to it.

    1, reduced sprint after hit

    2, lower hit cooldown after hit

    3, removed pallets in existing maps (I noticed every 2 weeks a pallet goes missing from some map)

    4, map reworks are always more killer favoring then the original. Yet god forbid to touch midwitch or shelter woods

    5, have you seen new tiles? Especially that new trash gym? They are now part of RNG for existing maps. But all new tiles are just awful.

    Do I have to continue?

  • @DemonDaddy said:

    This is why I bring coh, everyone can heal and I don't have to be there.

    I bring COH with medkit because I refuse to heal for 42 seconds (and this is the better case - if sloppy is in game... And if you get interupted for a second to hemorrage). I mean. I had games where CoH healed me in 21 seconds. And I had games where it healed me after 5 minutes of active looking (only deadhook person, injured, vs huntress and all the remaining gens in the open) but on average I'd say its still almost minute if you have to heal (e.g. it's patrolled 3gen, gen is in open, ...). Yet it does not feel that bad, because most of the time you don't have to commit to heal (50% of my games I never actually ever boon) or decide to do so only when you happen to find a totem which is much more efficient.

    What I am trying to say - I would not touch boons if SC did not get nerf. I presume I am not the only one. But when they nerf boons and medkits and leave SC in current state, that will be the last straw for me to end with survivors. Too much camp & tunnel and chase/heal nerfs all to keep 61% killrate for killers even after MMR is catching up.

  • @almofan1001 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3255099#Comment_3255099

    "Looping and chases keep getting nerfed" - I stopped reading there...

    Because you are biased

  • Guys. This is not going away. Anything that helps survivors is a no go for devs. I am sorry to say so

  • @TurboTOne said:

    https://forum.deadbydaylight.com/en/discussion/comment/3254574#Comment_3254574

    i was not talking about the strongest Killers but the Killers available to play.

    There is Killers that even when using strong Perks and Addons will get destroyed by a halfway decent SWF.

    Now im not saying we should nerf SWF in any way. Just Buff SoloQ up to their Standards.

    Im all for buffing SoloQ first, but not if thats just going to be a huge buff to SWF. They don't need it. Cause if SWFs are getting buffed. Then we need Killers to be buffed again. And then SoloQ is just super weak again. And then the Circle continues.

    So: Buff SoloQ and raise them as close as possible to the Level of SWF without buffing SWF. And then we can talk again about Killer balance. Like finally Nerfing Nurse for Gods sake.

    Ok. I can agree with that. My idea was to buff solo in ways that are superfluous for SWF (mostly info, ping, hud action indicators), but that is off topic

  • @TurboTOne said:

    https://forum.deadbydaylight.com/en/discussion/comment/3254567#Comment_3254567

    i don't fully agree. All SoloQ Topics should have Priotity cause a SoloQ Survior is the weakest Role. I would still say that a 4 Man SWF with Strong Builds are able to defeat over 70% of the Killer Roaster.

    So if we are talking about Survivor Buffs, then only if they help out SoloQ and don't really affect SWF.

    Also just because there is a bigger Problem doesnt mean we need to ignore other Problems.

    4man SWF with strong build will 100% not get 70% escape rate against strong killer with strong addons. I would go as far as to say it's going to be way below 50% for nurse/blight/spirit with their OP addons and builds

  • @Mat_Sella said:

    In the main killer balance patch, basic attack time has been reduced.

    One of the main reasons you'd want to use to Nemesis' tentacle in the past was to have a reduced attack time so you can more easily catch up. Now that basic attack time is lower, if the survivor is close to you, is there even a benefit to using the tentacle over a basic attack if you're already Tier III?

    I don't know if they changed Nemesis' tentacle in response to this, but since he already gives survivors a third health state, his tentacle should be lower than the current Basic Attack Time.

    try to hit M1 when survivor is behind a window. Snipe someone in the shack, etc. His ability still makes sense and the 3rd state exists at most 2x per survivor. If you are T3, chances are everyone is already infected and there are no more injections in the map.

    I think the only reasonable buff that would make sense for nemesis is fixing the AI for zombies - so at least they won't get stuck

  • @TurboTOne said:

    i would suggest just giving it a Cooldown.

    After the Killer Snuffs your COH you get a 60 second Cooldown before you can set it up again.

    That way it doesnt lose any of its strenghts but you also dont have to deal with the frustration of having to Snuff a Boon just for it to light up somewhere else.

    Or make it snuff out once you down/Hook the Survivor

    There is many ways to address it without making it useless for the Survivor Side.

    (Also stopp comparing it to Killer Perks, we need to address one Problem at a Time and not point Fingers at each other)

    (all survivor topics should now get higher priority because I will not repeat myself. Survivors as a whole are now weaker role - especially soloQ - and this should take precedence over all the other topics. Otherwise you risk full alienation of survivors)

  • @bunnyfengenthusiast said:

    https://forum.deadbydaylight.com/en/discussion/comment/3254465#Comment_3254465

    1. That's fine, but killer can only bring 4 perks to a match, whereas survivors can bring 16. Killer needs to sacrifice 25% of his perk allocation to deal with boons, whereas survivors need to sacrifice as little as 6.25% of their perk allocation to bring COH.
    2. It definitely is, especially on maps with any semblance of verticality (The Game, Midwich, main buildings with multiple floors). Killer has no idea where the dulls will spawn, and survivors have access to perks that can give them an indication as to where dulls will spawn, as well as being able to bring maps that show the aura.

    And as for your "compromise", we're not playing tit for tat. If you have an issue with the perks you listed, you're free to suggest a nerf to them as well. I don't know how popular the suggestion will be, considering you're having problems with the skill check on Overcharge of all things, but it's your prerogative. We're not here to split hairs on what killers have to "give up" in order for COH to be made into something that's ever so slightly more balanced. Either the perk is busted and it needs a nerf, or it isn't, and thus for both killer and survivor perks.

    I am saying killers have multitude of busted perks. I named only a few. There are more (pain res, DMS, STBFL, dHope if you like to gamble, corrupted, .... all very very good perks). On the other hand survivors have what? DH that does not work if killer has lags, COH if you can find a totem (meaning if there is any totem left for you and you can find it in timely manner), reassurence only if killer camps and it's not basement and it's killer that can deny you going close to hook, OTR if killer does not hit you immediately after unhook, DS but only if you pair it with DH and OTR... You see the trend? Killers have just good perks. Survivors have good perks IF....

    And no. It is compromise. You want to nerf one of the meta perks. One that I think is inconsistent (it can heal you in 21s in best case and never in worst case) and would not touch it ever if they did not recently nerf SC again. You still want to nerf survivors despite 61% kill rate, incentives being on survivor all the time and queue times being almost always way longer on killer even after incentives. So if you really want to do that, then I demand a compensation. But a good one. So if I was to support your argument, I want 3 best gen regression perks (and yes 3 of them - because killers have that many regression perks and survivors don't have any good alternative for self healing after boons would be nerfed) to be substantially nerfed as a compensation. Because you HAVE TO compensate for such a bad nerf. The alternative is to return 50% efficiency onto self care (keep botany the way it is now) and then I don't care about COH and you can outright delete it from game for all I care.

    Also to your point - just bring XYZ to make COH efficient. You don't need to bring another perk to make eruption incapacitate survivors for 25s + instant regression + regression within those 25s.

  • @Marius1234456918 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3254499#Comment_3254499

    "how is trying to rescue your teammate a grief? Would you say downing a survivor is griefing them? Body blocking, sabotaging and chain blinding on it's own is only trying to win the game by taking the advantage when it's possible. And all of those provide very viable counters + pose quite a substantial risk to survivors doing it."

    You can say the exact same thing about camping. So if you are beeing serious about this. This only shows that you are a survivor main who is seeing the game only from the survivor perspective. The things that he mentioned are the exact equivalent of camping and tunneling.

    No not really.

    1, I don't really blame killer players for making easy camp and tunnel so rewarding. I blame developers

    2, flash blinds (outside pallet) and chain blinds in particular are not trivial and very easy to play around (just look up when you are blinded). Body blocking opens you for being killed yourself. 1 body block rarely does anything, so body blocks can actually be more beneficial for killers. Especially if the killer is able to down one of the rescuers. Sabotages take time, can be totally wasted effort (as killer can decide to go to different hook) and again can do nothing even if executed perfectly.

    So you have 3 survivor tactics that can help you a lot against a killer, but those can be at the same time reason why killer got 4K instead of 1K. I think this is fair. Now compare that to camping bubba with deadlock and NOED. How much effort does it take for him to get 2 or 3K? just 2 quick chases and 1 NOED chase? Wow. Such an effort. So fair! What a huge risk that bubba had to take. Or tunneling - with DS being nerfed and OTR being able to disable when survivor can't even move - you just get 1 injured (mending) survivor that is the most vulnerable of whole team and the worst one to be chased at the same time (because it quickly provides 3v1 situation). So you really want to compare those things?

    I mean - I am not complaining about wesker dashes - because they provide high benefit (great movement, slowdown to survivor, risk of being instadown-able, strong hindered if he did not spend time on slowdown) for quite a substantial risk (hitting a bound is not trivial, missing especially 2nd bound can create quite a distance between you and survivor). This is fair interaction. High risk, high reward. Camping and tunneling is problem, because it's low risk, low skill but high reward (in case of tunnel medium risk huge reward). So I hate the current state of these mechanics only because of disparity between how easy it is to do vs how much it provides. If flashlights were super easy (say timing would be like PTB and you didn't have the condition flash at the head of killer), then I would think flash saves are as stupid as camping or tunneling, because again it would be very easy to do with rather low risk but high reward.

  • @DashMonsta008XV said:

    https://forum.deadbydaylight.com/en/discussion/comment/3254495#Comment_3254495

    Not, sure why? this would retain his original kit and give the older fans of the character or even some new ones ? The character we wanted, there's a streamer who is a fan but want even pick up the character because he's not the original Pursuer

    Because skins are cosmetics and should adjust just visuals. If you want to change the behavior of the killer, then ask for a new addon. We sure know, that Nemesis could use some more interesting addons. Or ask for a new killer (but I doubt we will get 3rd RE killer at this point)

  • @Zeita said:

    https://forum.deadbydaylight.com/en/discussion/comment/3254429#Comment_3254429

    it could just be that back in the day when i didnt take as many breaks from burn out. i hardly ran into higher skilled players. 90% of all my matches back then were people around my skill level or just a little Above. i never realyl had all 3 people hook body blocking me and chain blinding me and running circles around me trying to get me to quit the Game. now i run into those griefers Alot Now. and it realyl forces me to Play Toxic which i dont like having to do cause it takes the fun out of the match for me. forcing me to camp hooks. just yesterday i had to leave a guy on the ground to bleed out cause they kept sabo hooks right in my face and body blocking me. so in the PTB i had to spam Guards as the Knight to patral that 1 downed surviver while his 2 other buddys werent even doing gens and were patralling him waiting for a moment to heal him back up. so once he died i got the 2nd guy Mori Him then i got the 3rd guy and the last one Escaped via Hatch. there was little to no chases and most of the game i was forced to Guard this one Guy and use him as bait for the 2 Griefers so they wouldnt focus on gens and instead focused on this one Guy so when he died i could then pick the rest off. they need to Turn off SBMM most of the gaming community in general Hates SBMM

    how is trying to rescue your teammate a grief? Would you say downing a survivor is griefing them? Body blocking, sabotaging and chain blinding on it's own is only trying to win the game by taking the advantage when it's possible. And all of those provide very viable counters + pose quite a substantial risk to survivors doing it.

    Griefing is when survivor tbags you. Or points at you. Or head nods at you when you miss. Or otherwise doing things that are done out of malice/bad manners instead of trying to take an advantage. And sure enough, bleeding someone is one of viable counters to sabotages (not the best one mind you). Also if you don't down a survivor in a corner or some obscure place, you are almost guaranteed to have 3+ hooks within your carry distance.

    Just 2 days ago a fellow survivor fell down right under a hook. Killer had scourges so he ignored that hook and went for another one. I was there prepared to sabo and did that perfectly - he even swung at me and missing me. After that I went away thinking there's no way he will be able to bring him to yet another hook. But he did. No agitation, no iron grasp. And it was on springwood so not even a small map (like I don't even try to sabo on saloon as that makes almost never any sense). What I am trying to say is, that it's not that hard to bring survivor on a hook if you only focus on it and watch for sabotages.

  • @Marius1234456918 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3254469#Comment_3254469

    Yes because sadako was new and he isn't in high mmr with her yet.

    how could he not be in high MMR? 1, there's a cap above which there is no "even higher MMR" and that cap is not really that high 2, you don't start from 0 when playing new killer. You take average of all your existing killers and lower it a bit 3, after a few wins he would get to that MMR ceiling anyway.

    @Zeita said:

    for Killers i Mostly Main [Freddy-Myers-Onryo-Dredge-Nemisis-ghost face-Wesker. with freddy sometimes i get 3k. Dredge its 3 to 4k. Onryo it can be 2 to 4k. Nemisis it can go either way. Myers Average is 1k and ghostface its all over the place and Wesker its 2 to 4k

    So if I don't count wesker - then all of them are not particularly strong. I mean Nemesis is OK. But Freddy, meyers (without OP addons), Onryo (without IRI), Dredge and ghostface all need a buff to be closer to other killers (on the other hand nurse, blight, artist, spirit and tunneling-part of wesker need nerf). It's understandable that you don't get 4K every game with these killers.

  • @Zeita said:

    https://forum.deadbydaylight.com/en/discussion/comment/3254453#Comment_3254453

    Survive with friends shouldnt be Nerfed. but to me as playing a surviver most killers dont feel threating and challenging to go agenst. they can just easily be ran. i guess maby the Developers should add a Surviver HardCore mode or something. also i miss the older Rankign system. last time i played consistently was when they still had the Rank 1 stuff. and i play both surviver and killer i main Both ina way.. and when you said its a skill issue. then maby its they added a "Skill Based MAtch Making System" thats putting me an Average player with High level pro Players. i play the game to have fun not chug 40 gallons of game fuel burning my ass off all day everyday. if there is such a system they need an Option to turn the thing OFF.

    There's a skill cap for MMR, because beyond certain level there are very few people that can be matched together. This would create too long wait times for those people. So to "fix" this, if you are beyond certain skill level, then you basically won't get fair matches any more.

    By what you are saying, your survivor skills are way too large compared to your killer matches. Because this ceiling works for both sides. That's also reason why supaalf can have 500 win streak. It does not mean that there isn't a single team in whole world that could get 2 out at least once. It means he is so good, that in standard random games - the chances for him to get team that would be capable of countering him + be prepared for him is so slim, that 500 win streak is very possible.

  • sure enough. And yet he is able to win quite a few games with sadako (arguably almost as bad killer) with just yellow addons.

  • @Iron_Cutlass said:

    I dont think it should be nerfed, I think it should instead be reworked.

    I had the idea where within it's radius, you passively heal yourself 1.5%/2.5%/3.5% healing progress per second until 50% total healing progression. Just something interesting but not insanely strong since it requires survivors to still find a teammate to heal. Also I feel like it would have some interesting synergy with perks like Reactive Healing, etc.

    So you basically want the perk to be as useless as reactive healing. Got it. No thank you. I would rather take even autodidact then your version of COH or reactive healing. At least autodidact counters anti-healing build. Those 2 would be (reactive healing is) beyond useless

  • @bunnyfengenthusiast said:

    COH is one of the most oppressive perks that a survivor can bring against a killer. A COH boon alone can allow a team to reset independently and alleviate a lot of the pressure that a killer can dish out by injuring people, not to mention it hard counters certain killers like Twins. As long as COH allows people to self-heal with no strings attached and at a very reasonable speed, it is far too strong. Not only this, but it is more time-efficient for the survivor to set up a boon over and over again than it is for a killer to kick it. The killer needs to go out of their way to 1) find the boon, 2) kick it, 3) do this for every time it gets set up. This is also a critical amount of time that a killer wastes where survivors are not actively being pressured. The only semi-counter to a boon is Shattered Hope, which will see no value if a team doesn't bring a boon, or brings one but resets it constantly throughout the match.

    Medkits also suffer from the same issue but to a lesser extent, since they're limited in charges, can be seen in pre-game, and can be countered more universally along with other items with Franklin's or certain killers' powers.

    COH specifically needs to have a much bigger downside to its use. Here are some ideas I came up with from least extreme to most extreme:

    • Totems that have COH active shatter when kicked by the killer.
    • Range for COH is reduced to 12m.
    • Speed of self-healing without a medkit is slowed to 30%.
    • Killer sees the aura of any active boon that has COH (either temporarily or permanently).
    • Remove ability to self-care without a medkit entirely (buff healing speed to others to make up for this).

    It's beyond demoralizing for a killer to start a game, and hear the sound effect for a boon 30 seconds into it. It's unacceptable for this perk to continue to exist under its current form.

    1, killers have insanely strong perks - and I would argue even stronger then survivors

    2, COH is by far not as efficient as you make it to be. Search time for killer is much shorter then for survivor, because dull/hex totems blend more (especially dull), dulls don't make any sound, booning takes time and if you are interupted for a split second it regresses to nothing, COH have many strings attached to it (e.g. hex build where everyone cleanses all the dulls).

    Going with your suggestion to nerf COH. I would only agree if:

    a, COH got it's speed reduced to 125%

    b, Eruption lost it's incapacitated part

    c, Overcharge started at 50% instead of 75% regression speed and skillcheck was at least 50% larger

    It's beyond demoralizing that killer can camp his 3gen and regress it to 0 in rather short amount of time even if 4 survivors are trying to break it - not to mention if 1 got tunneled out. It's unacceptable for these perks to continue to exist under its current form.

  • @Marius1234456918 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3254429#Comment_3254429

    Its clearly that you never been in high mmr with lets say clown or Trapper. There is a bottelneck where its almost impossible to win as much as you would win with a other killer. Its nothing about skill. I can play blight and do my 100 win streak. But i want to play other killers as well and thats just not possible with those swfs around. So either swf needs to be nerfed or low tier killer needs to be buffed.

    If we nerf SWF, then playing strong killer will be like literal free win EVERY. SINGLE. TIME. Even in high MMR stats clearly say 61% kill rate on average. Can you imagine what would happen if strong nurse came to a high MMR match against such 4-man SWF? I can tell you what. Boring 4K. Meaning the nurse player would not even need to be really strong to 4K consistently.

    Also for trapper - I have to repeat myself. If generalist Otz is able to make a winstreak without addons in high MMR, then it means it's skill issue and even if you are in disadvantage, you are still capable to take trapper with best perks and best addons and win more then your fair share of games if you are cracked good (true savant) with him. I am not saying trapper in high MMR is fair against same-experience 4-man SWF. Same as I am not saying 4 solos have a fair (or even good) chance against starstruck double range nurse. All I am saying is, that if you are way better, then you can still win.

  • @Marius1234456918 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3253918#Comment_3253918

    I only talk about survivors because you can only beat them in swf if you play one of the op things you mentioned. On survivors side its not like this you can play what you want as long as you r a 4 man swf. And you still able to win 90% of you r matches. Its just sad that you cant pick the killer you find cool because hes just too weak.

    I can almost guarantee you, that in your case it will be skill issue. There are like very few people that are truly limited and can't pick something because they would loose and they all are limited to custom matches/tournaments (and I don't even take into account which side you play). If you are not one of those people - then I can guarantee you it's skill issue (meaning no matter how good you are, there is always someone better - with the exception of some well known names, but I presume I am not talking to e.g. Ayrun :) ). As I already previously noted - there's a guy with 100 kill streak on sadako out of all killers. Meaning if you are super good and play public matches, you can bring anything and it's about skill if you win and you CAN win "every time".

    Heck even Otz - who does not specialize in 1 killer (so he can't ever be the best in any killer) but play them all - is able to get kill streak of at least 20 consecutive wins on every single killer without addons (ok recently he changed his rules to include addons up to yellow rarity). And he does not use offerings that would help him in any way (so no, he plays all maps against any survivors be it even 4-man SWF bringing BNP's, best medkits and all of that).

    And I am not saying it's fair - if he handicaps himself and the other side brings whatever they want, then it's clear those 4-man SWF should have huge advantage. And yet he is able to win. And if he - generalist is able to have so many consecutive wins while being handicapped, then your argument was just proven wrong and it in fact is about who has superior skill. This would not hold true if say Otz was low elo - but I am sure we can agree that's not the case :)

    But I have to agree with you on one thing - not all killers are created equal. If I have to compare say Freddy against nurse, or trapper against blight, then it's clear that devs have long way to go to equalize things.

  • @Zeita said:

    maps Obviously have dead Zones on Purpose. both survivers and killers have to have a strong balence. if you know as a surviver were a dead zone is either a natural one or one were all the pallets were used. then you obviously avoid that Area during a chase. its like survivers want cheap easy lazy Loops Handed to them cause they dont want to Work for anything anymore. we want both the Killer AND Surviver to Work Hard. not Give survivers an easy win or the Killer to easy of a Win. its a Game of Skill and Strat not joy riding hunky dorey get out jail free cards

    I only have to agree with this one.

    As a sidenote - there are structures that seem totally useless. But then I saw a few very skilled survivors that could loop killer at Z-wall for 15+ seconds. Meaning even "useless stuff" can be somewhat useful in capable hands.

  • @LastTourniquet said:

    https://forum.deadbydaylight.com/en/discussion/comment/3253379#Comment_3253379

    The main difference between the two different staircase vaults is that, for the metal stairs, its not difficult at all to intentionally approach the stairs from a good angle. Its very easy to approach from the helicopter and still vault it as if coming from the hallway due to the way the connection room between the helicopter and those stairs is constructed. Taking that vault immediately after coming up the stairs is still pretty bad but 2/3 of your options to entering that vault are still pretty good, and all 3 of your options for exiting the vault are just better. Also It may be placebo but it feels like I don't get staggered at those stairs nearly as long.

    I am pretty sure all of those are placebo and the outside stairs are only marginally better. You can fast vault both of the stairs even from a side. From side you need to go from the angle otherwise it's mid vault in both cases. Stagger effect AFAIK is the same for all the drops (after some height) in the game.

    As for exiting - even outside staircase has 1 bad pallet close-by (if you stay outside and go to main exit) 1 moderatelly far vault (east office) into good pallet semi-far (same way as the inside vault you talked about) and 1 god pallet pretty (the inside room to the very right after entering from outside has at the end god pallet AKA next to closest break room. Same way as for the inside staircase it's the way around into outside that has that almost god pallet).

    Overall as I already said - those 2 staircases are functionally very similar.

  • @Archael said:

    https://forum.deadbydaylight.com/en/discussion/comment/3253821#Comment_3253821

    Depending on changes that supposed to be made. But balance things aside.

    The point is, that survivors should have their common goal, not individual goals.

    If they have 1 goal, syrenght of killer is balance around their 4 cooperation

    If they have 4 individual goals, then balans is imposible. Balancing killer to be weaker than 4 survs to make them win sometimes, will turn killer to never winning. Balancing killer to be as strony as they 4 will make survivors win dramatically rarely. (Yes, group of survivors will win more-less even with killer, but individuals will loose even if they side won)

    I think you are the only person who would consider 1 out as survivors won. If you "fix" this, you would see the game is almost balanced. We just need to nerf killers a little so that we get fair 50% and it's done. As I already stated 1 out considered survivor win is a little bit (but not by much) more crazy then considering 3 out as survivor lost (as a group).

    Meaning it should be doable to balance the game around 2 out being a draw

  • @Cyber_Atlas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3253470#Comment_3253470

    It is useless go speak generically. Tunneling at 5 gens is a specific way to play. Differently from tunneling or defending hooks. If those 5 gens become 2 in 3 minutes, tunneling is a different thing. How many times does it occur to you to be tunneled at 5 gens?

    I don't know how accurate your claim of MMR is but I don't get tunneled more than once a day as a survivor (if a killer tries to, my team mates either gen rush him and I get saved last minute or come to body block) and I don't tunnel more than 1 section of the game, generally on 4 people. Depending on the maps and items.

    How often? About every other game

  • @Marius1234456918 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3253642#Comment_3253642

    Then tell me why we see every where in competitive that survivors are not allowed to use double perks. And tell me why certain maps are allways banned from the tournaments. If killer is in such a good spot and dont need any buffs. Why we dont see that in competitive. In competitive it allways was, and still is, very common that survivors are not allowed to have double perks. And certain maps are allways banned. So do you think the best players that dbd has to offer, play tournaments with rules like this without any reason? NO they do it because they are aware of the unbalancing if survivors would play 4 man swf without any restriction.

    Sure. Also MDR on spirit is forbidden, haunted with undying combo, C33 on blight, etc. Both sides have severe restrictions, because the game is otherwise imbalanced. But sure enough - you only talk about one side

  • even that is not precise. 4man swf can be indistinguishable from 4 solos. Only well coordinated great players that train together on comms can be problem for killers. You would barely notice majority of regular SWF

  • How else would you like to fix it? BT basekit is also not ideal, because against true camper, you immediately loose OTR which means it's wasted perk slot. And it sure was a problem that BT to very high degree fixed

  • @Marius1234456918 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3253254#Comment_3253254

    Nurse is something else and needs to be nerfed we all know that. But that has nothing to do with what i said. Very good survivors for example the team of Hens are just way too strong. And could only lose against certain killers. And even then only if the killer is one of the best. And i think such try hard teams should be nerfed but without nerfing solo q survivors. And that has nothing to do with the 61% kill rate. Since we only talking about that few swf groups. I dont think the game could ever be balanced if bhvr keeps the huge gap between solo q and swf.

    Survivors are mostly loosing. Even Hens's group don't have it easy/guaranteed. Like they are very good, but it's still not 4 out every time for them (not even against best sadako where 2 of his group died against best sadako player in one game- and we are talking sadako out of all killers - but to be fair, they handicapped themselves some. Still. Sadako). And there are more killers then just nurse that are fully viable in top of the top of MMR. As for everyone else... I already spoke about stats. Add into it (I can call it survivor) incentives and still much longer Q times and it should be pretty clear which side needs help.

    Also there is no such a thing as nerf only Hens's group without it affecting everyone else.

  • @Archael said:

    https://forum.deadbydaylight.com/en/discussion/comment/3253239#Comment_3253239

    Tell me, when, while being 1st sacrificed survivor, you concidered game won? Even if rest of survs escaped? According to your argument, yous hould feel pride, because killer lost the game, he didnt make to sacrifice 2 or more survivors.

    Even if we would make killer killrate to 50% instead of devs 60%, it still means its 2 kills per match, and to concider game won, survivor have to compete with 2 other survivors, to not be one of 2 sacrificed. In this case its (2v2)v1.

    And last thing is about example

    I dont want to give survivors a "weapon" like flashlight.

    I wish to change their goal from individual, which is escape, to common, which is to banish the killer. Conditions are the same - repair gens, turn the switches. Gameplay is the same. Only* difference is outcome, and all survivors will reach is at the same time.

    *- there is one more difference, or two more:

    1. Victory conditions are clear, and everyone understand what "win" means.
    2. Balance is easier, because goal is common.

    You know why it's fair from survivor's perspective? Because if survivor is same skill level as killer (and no luck takes place - so same strength of items/addons, neutral map, his team is as strong as he is, etc), he gets 50% chance to survive. If he is weaker or is in weaker team or is weaker within his team (so killer will take interest in him), he will probably loose.

    On the other hand - reverse is also true. And I can shrug it off as a unlucky death when I was just unlucky (this is fine and next time I will get away because of same conditions). If I am weaker, I am not really angry. Because someone better beat me which is DUH, expected.

    But if I consistently loose against bad killer (the one that just holds W behind me and does not see anything around him) and he wins the game by this.... Makes you want to stop playing the game. 39% escape rate goes a bit to this direction. I mean at least it's not that extreme. But still

  • @LastTourniquet said:

    https://forum.deadbydaylight.com/en/discussion/comment/3253221#Comment_3253221

    I would honestly go so far as to say that using that vault from main is a death sentence. Using it from Library is the only 'consistent' way of using it considering that using it from Bathrooms isn't always available (50% of the time you play on that map those bathrooms aren't available). The problem is that you should never naturally be running from library to that hallway unless you are on the West side variant of that map due to the layout of East side variant. Because of that, if you are on the East side variant there are no good realistic options of using that vault, since if you are found in the library odds are its because you are doing the generator in that drop off room and the killer is in the doorway between that drop off room and the library leaving you only the option to drop off or take a hit and run through the killer.

    I am not saying its impossible to find yourself in a position where you are running from the library to that vault, but the chances of that are so unlikely that you basically have to force it for the sake of forcing it. Its just extremely out of place as far as vaults go. I can't think of any other high vault locations (that don't have quick drops) off the top of my head where the killer can start behind me and hit me before I recover from the stagger.

    I think you have almost exactly the same situation when comming from the second staircase (on the very east side that is outside - the one connected with main gate via the new outside street). If you vault it from bottom, you die. If you vault it from side (helicopter), you gain very little. If you vault it from art room/waiting room, then you gain a little distance and can chain it with other obstacles. I think this is one of the more fair interactions within this map

  • @Bran said:

    https://forum.deadbydaylight.com/en/discussion/comment/3253180#Comment_3253180

    It is in fact many of times it is the survivors fault a killer camps.

    BT basekit is one of the worst changes they've made. Now I won't say it isn't useful for the current state of the game, but I won't say I like it.

    The Infinite sabo was an actual legitimate problem, so trying to equate those 2 things is hardly a fair example.

    HOW IS THAT NOT FAIR? Killer being able to kill you without ANY counterplay? Just by killer deciding to camp? It's EXACTLY the same as survivors deciding to sabo all the hooks and then never going near basement. 0 counterplay against 0 counterplay. How is that different?

  • @BrightWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/3253216#Comment_3253216

    Makes me kind of wish there is only one survivor per lobby like you can't double up. I.e there can only be one Dwight/Bill/Nea/Meg/Feng. Like you can't be a four-man Nea or twin Dwight.

    Like I get that it would ruin the fun of bein gable to choose your player survivor, but it would make situations, like the one I was in less likely and then killers can accidentally tunnel especially if they're going out of their way to avoid doing so.

    There's no need to limit survivors to 1 per lobby. All you need to do is require them to have different clothing. I mean charms are not enough because they are not that visible. But trousers/shirt/head is usually enough (except some very specific things like that feng cosplay for jill outfit).

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