Green_Sliche
Green_Sliche
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He needs a red addon that rearms his traps basekit.
Couple this with a purple addon that damages healthy survivors who disarm traps and he is fine. There's already plenty of clueless people who don't look down while being chased, yet many people do disarm his traps the moment they see them while walking, which results into trapper being an M1 killer with poor ''anti-loop'' mechanic, no mobility or map control.
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@GeneralV said:
I think this killer needs more nerfs, tbh. He is extremely oppressive.
Yes. Let's nerf a killer who can't down people with power even more.
They did this to Chucky, Knight and Unknown. Now nobody plays those killers and sit on a solid F tier. A job well done.
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Leave the boy alone.
He already requires a decent map, good perk combo and line of sight to be effective. There's no need to nerf him to the point where he becomes another M1 killer with a dash power. Practice more against him or give him a try if you think he is that easy to play as.
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After landing few trick shots here and there people realized how weak he is and moved to a more reliable killers.
He is now at the bar, with Skull Merchant and Knight, drinking a cup of tea and waiting for a ''rework'' in distant future.
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@Xord said:
This change is horrible and this is a worrying approach of balance, we need to tell the devs this is the wrong direction.
Yes, there was a problem: "Haste perks can create a situation where the survivor is faster than the killer". And this change makes it a non problem. But it creates SO MANY more problems.- First, this is infantilizing. I don't want the dev's to just forbid me to play some perks together. In essence this is what's happening.
- This ruins the very concept of build diversity. I should have a haste build if I want. That's a while genre of build just gone.
- It nerfs haste perks. All haste perks are now trash no matter how much they boost speed. IT'd have to be absurd amounts to have any kind of value. And from the changes we see, it's not. (how is Dark theory a 3%? It should be at least 8-10 to be any useful with those changes)
- It attacks the concept of synergy, which is worrying. If they stop at haste okay, but I'm very worried they won't. Then we won't be allowed more than 1 regression perk, more than 1 gen repair perk, more than one exhaustion perk, more than one aura reading perk…
And it's an overcomplicated solution when all you could've done is have a hard cap. Let me stack those perks. Just not beyond a certain point.
Oh and killers stacking Haste was not even a problem since you already get less benefit from more haste as killer.So let us get it straight.
Killers stacking haste was not a problem. At the same time. This change is horrible and this is a worrying approach of balance.
Am I right to assume that there was a problem on survivor side then and this change is meant to address it?
The way I see it - there will be no more steroid or hedgehog running around, neither for survivors and nor for killer. I'd say both sides will have to adapt here, as well as some perks will require changes but overall this looks like a fair improvement.
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@Callahan9116 said:
C tier killer.
Sadly C is too generous for him right now. He is D- or E+ killer which is a beginner only pub stomper.
The entire ''idea'' of applying pressure on two survivors does nothing as Guards almost never catch survivor and Knight on his own is an M1 killer. He needs a proper change to be somewhat viable again.
Old Knight had the ''pincer'' type of playstyle which was also bad but somewhat usable. New Knight has an ability to ''shuffle'' guards but most of the time his power is only good for breaking pallets or keeping someone ''occupied'' for a short amount of time. He isn't really mobile and the ''haste'' effect that he gets while channeling the guard path doesn't compensate the time and distance lost while doing so.
It's sad sight since aesthetically he is great killer but gameplay wise he is a bad M1 with M2 juggle power which is also quite bad.
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Classic ''I lost against a killer so it deserves to be nerfed'' thread with some people bandwagonning it.
Play more and learn more about this killer.
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Regarding the ''fake'' hits, this is more of the hit mechanic issue, rather than aim assist. The killer power is coded in extremely wonky way, hence why all those ''crazy'' hits do happen. If anything, it should be addressed by devs but I'm not sure how that will be done given that ''similar'' killer, Wesker, still has this issue were hits randomly do or don't register, as well as how pallets can stun him mid-dash or do nothing and act as an obstacle, which he does use to land the hit because survivor gets ''teleported'' in front of it instead of staying behind.
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@CLHL said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909090#Comment_3909090
Good luck finding sympathy for console gamers. You're not going to find it here even if you're absolutely right. They tried to revert the autoaim for The Singularity and luckily for you they didn't succeed.
Once the autoaim is removed it will actually be a buff for mouse players. There are countless times you unintentionally hit a wounded survivor in chase, with strict aiming the mouse players will become even better. What nobody seems to understand is that it's a hitscan attack but The Ghoul has to move in order to perform the bite anyway. You may have been “shot” in a corner but you get the hit once you are already behind a wall. Add some ping to the formula and you have these fake hits.
It's fine, I'm already used to how biased are people on this forum. The addition of downvotes displays that pretty well too.
In ideal game that allows precision aiming for everyone regardless of platform such thing as aim assist would not exist. Sadly DBD isn't such game. There are plenty of people who struggle playing and things like that actually allow them to play and have fun.
However it appears that only people on PC may have fun and everyone else has to get good or stop playing. That's just a sad sight to see here.
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910136#Comment_3910136
Nobody NEEDS aim assist. Aim assist isn't water or food or shelter. I still strongly suggest that you take a look at your joystick sensitivity and practice with it once you find a setting that is comfortable for you. You'll find your need for aim assist goes away very quickly.
Do you speak for other people? I suggest you don't because that usually is wrong and doesn't end well.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910123#Comment_3910123
Actually that can be said about almost every OTHER map. Gideon provides very little skill to play. You run from pallet to pallet, throw it and go on. Killer has to break big portion of them because they are almost god pallets. There are "no" mindgameable loops, there are "no" windows (yeah, freezer and 1 LT are usable, even big drop works and then there are a few unusable). There's nothing really to work with in regards to skill.
That map belongs to category of one of the least skillful maps in the game IMO. But that's fine. The only thing is… Nerfing that small of a map with no reusable resources means, that the map is basically new Haddonfield
If maps were grouped together based on how ''difficult'' they are, that would make sense. Something like with killer description.
Without that, it's number of pallets and overall size. These two values dictate ''which'' side realm does ''favor'', hence why some people use map offerings for specific realms more often.
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Any map that limits mobility or has long corridors is bad for Ghoul. Maps with lots of corners are also bad.
From my experience, I felt RPD being rather bad for him because there are some areas where he can't really slide a lot. Open areas that have fields aren't great too since there's way too much space where survivors can juke from ghoul while he is sliding.
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909982#Comment_3909982
Just because you can physically pick up an Xbox and move it does not make it portable. By that logic, my PC is portable.
There are many games that do not feature aim assist for console players, and console players do just fine in them.
Doesn't change the fact that some people need aim assist on console and developers provide that. Whenever you like it's existence or refuse to use it is up to you. It can be your own personal preference.
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@Gandor said:
If the killer knows what he's doing, Gideon is killer sided. If killer plays Nurse, Bubba, Legion w certain addons even huntress the game is free win (and there are many killers that like the map).
If the killer is M1 and he knows to create deadzone and guard his 3-4 gens (that are guaranteed to be very close together - size again), the map is killer sided.
If those things are not true, then yeah - map is survivor sided
Same could be said about survivors.
Those who know what they do can turn a chain of pallets and vaults into a huge time sinker for many killers.
This goes both ways, but one factor remains and that killer is alone and has to ''plan'' everything out where survivors are 4 and have to repair gens and make killer waste as much time as possible.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909983#Comment_3909983
Sure, but I didnt ask you where the balance comes from? I asked you how big you think a problem it is.
I told you the margin of error was on the unofficial stats, what do you want the Killrate to be on these maps and what margin of error are you willing to accept. The answer is going to be two numbers in %.As I said, it greatly depends on which killer the person plays. For High Mobility Killer players, the % would be high. For M1 or Classic Killer Players - low. For people who play Every Killer - somewhere between 40 - 60%. The kill rates are also impacted by survivor performance and ''desire'' to play the match.
There are way too many things that can influence numbers but the general idea is the faster you can travel with a killer from one point to another, the less impact does the map and it's rng have upon you which in turn means you are more likely to catch survivor and so on.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909091#Comment_3909091
Pretty sure, BHVR can see if there are low or high MMR diffrence to who wins on a map and that is why changes sometimes happen.
Though I gotta ask you, How big do you really think the unbalance problems with maps are? cause by my eyes I see like +/- 10% on the Unofficial Stats which is very low difference, and then you have how low chance I have to be sent to a map.
I could be wildly ignorant here, but if I have like 1/100 chance to be screwed over 1/10 of the times by the map then its a very small problem to me. But I dont live in the MMR places where I see Map offerings going ballistics, what's your take?
The balance problems rise from many factors. The most common ones are the mobility of killers compared to map sizes. Some maps were made with little consideration to old M1 killers, making play on those rather difficult in some cases. Perks work both ways because both survivors and killers don't know reliably which map they are sent to. For example getting Bumboozle for map that almost has no windows or vault areas is a loss of slot. Map with no areas to jump from make Balanced Landing almost useless. Some killers also have a power set that requires indoor or outdoor map to be effective. Some survivor perks also depend on the location of vaults or pallets for effectiveness.
DBD has a random factor that can greatly impact the outcome of the match. I'd say if the games could be equalized a bit better in some way for both sides, for example if both survivors or killers knew which map they would be sent to, they could prepare better and the overall feeling of a balanced match would become more sensible.
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909090#Comment_3909090
On handheld? No no no, you have your hand held PLAYING the ghoul.
In all seriousness, there's no handheld version of this game anymore. I assume you're talking about switch, but you use controllers to play that game. My friend who plays this game exclusively on controller has no problems with the ghoul's power. I think this might be a controller sensitivity issue.
PS4, PS5, XBox Consoles, Switch, Steam Deck and other Portable Consoles. Plenty of variations here, not to mention the screen size.
There's the reason why consoles have aim assist and other things that make gameplay of certain games more manageable. Ghoul is the killer that requires lots of dashing so combining that with aiming might be a little too much in some cases.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909088#Comment_3909088
That's true, at least since 8.5.0 they now have to burn 4 Offerings to ensure going to a Realm they can abuse a alot.
And Eyrie of Crows Realm has got a new map Deadass Sands or what's its called, meaning the Eyrie of Crows offering is worth less now than last patch by at least 2 ways.Honestly BHVR deserves an applause for getting those changes through, its nice.
Usually 1 is enough since often killers don't bring Ward so odds of getting sent to desired map gets rather high. SWF's commonly bring 1 offering for the map and 3 offerings for hook spreading. You see those, know it's 4 man party on you.
New Eyrie felt a little bit better now with shack being in the middle so it wasn't that exploitable. Previously survivors could exploit the middle building and then progress to shack, winning insanely large amount of distance.
With pallet towns, the issue is in number of pallets and how they are placed. Maps can have like 20+ pallets in narrow corridors, mind-gaming those will take too much time so it's best to brute force them. However when they are that close together, killer has to spend the first 2 minutes or so eating pallets over and over. That feels way too unfair.
Dunno how much time it will take for BHVR to ''balance'' those maps. I hope they do keep a track on which maps people do use offerings for so they have at least some insight on why some maps are picked more than others.
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For people who complain that his grab is so generous - try playing him with controller or on handheld. You'll stop using his M2 entirely because dashing, then turning a screen and landing an aim feels almost impossible. Add a fatigue that Ghoul has when canceling ability and you'll have an unbearably painful experience on anything but PC.
It's that case where ''crutch'' is pretty much needed due to how things work in the game. The only adjustment that could be added is better heigh detection. Anything else will render this killer horrible to play on non KBM.
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@Emeal said:
I find that if I just find one Survivor and chase them fully and dont check whats happening I will lose, you are supposed to play the Game in a diffrent way. You chase Survivors to remove pallets in Areas and then you chase other Survivors into those areas.
Sure the Map isn't easy with all the Pallets, but the Map also gives advantages to the Killer as well,
What was the result of the match you had on Gideon Meat Plant?BONUS:
I checked the Unofficial Stats on Meat Plant on Nightlighthttps://us.v-cdn.net/6030815/uploads/XP78WCW66V75/image.png
Might just be all the LOW MMR people who die to push Killrate up, BHVR will know.
Do you see how Gideon Meat Plant is played alot more between 6.7.0 and 8.2.0 but the Killrate barely moves? Aint that cool?
Also just on flat (unofficial) numbers the following Maps are 5% worse for you:
Blood Lodge, Gas Heaven, Eyrie of Crows, Garden of Joy, Torment Creek and Grim Pantry.What do you think of the numbers?
And meanwhile survivors will let you eat pallets and do nothing, right? Keep switching targets and you will end up with 0 hooks for lots of reasons. Apparently killer players have to follow some sort of ''internal clock'' so they don't overextend a chase while survivors just need to be near any loop. Talk about easy role.
Maps should be fairly balanced for both sides but as long as we have pallet towns like Gideon and Hawkings, as well as the giant Cornfield Map and Garden of Joy, survivors, especially the pre-group will abuse the hell out of those every time.
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@Man_of_triangles said:
The biggest issues are:
Just how free the free injury is. They won't be getting rid of that, but it should be nerfed.
The speed with which he can vault pallets.
How easy it is to break a pallet and catch up for a free hit before the survivor can reach another pallet or window. This one is map dependent and the hardest to solve.
His free injury is a gimmik.
One you figure out that he has nothing reliable to get you down in loops you'll see how weak he is. He is also extremely map dependent killer.
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He is an M1 Legion with Dash. What nerfs do you need for such killer?
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Nobody cares what you do in your game mate. Don't worry.
Unless it's cheats or other illegal tools - do whatever you want. Let survivor blind you 4 times in a row, sabotage a hook while you are holding someone or other tricky quests, you won't get punished for that. Can't say your end game score will be high and BP rewards might be low but who cares about those at that point.
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It's a dead perk.
Knockout's sole purpose was to enable slugging as a tactic. Devs could simply make it so it would have a timed effect on dying survivor, like for the first 30 seconds, neither downed survivor nor other survivors can't see each other's aura unless they are away at 16m, afterwards downed survivor can see other survivors and in 30 seconds knockout effect is gone completely, giving this perk a solid value.
Instead it's a perk almost no-one will use because there are plenty of alternatives. Devs decided to ''counter'' the slugging by making it impossible. If all survivors are slugged, they can now surrender and slugging one or two won't have that much impact anymore because now the downed survivor is visible to everyone.
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He also needs to get T3 even faster. Additionally his whip attack could benefit from a longer hinder too.
Right now he is mostly a 3 hit killer unless he does M1 a lot and use M2 only during survivor vaulting. With how many herbs there are in 2v8, it's very unlikely to have people infected for a long duration, hence spamming M2 will only make game harder for Nemesis instead.
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I had Myers and Bubba do like that. I was lucky enough to not be targeted first so while camera was spinning I could hear someone getting hooked multiple times in a row and then sacrificed.
With how ''advanced'' these paid cheats are and number of ''free accounts'' those people have, it's a battle that probably can't be won. You can only do your part and report post game. Consider yourself simply unlucky here, not much could had been done about it.
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The problem lies in people trying to build up infection on survivors in wrong moment. He is easily a 3 hit killer if player tries to ''infect'' everyone every time.
Best time to use M2 is when survivor is vaulting or against pallets. For everything else, it's better to whack a solid M1 punch instead.
Those 2 zombies are more useful now as they almost always have a target in their sight. Both killers can benefit from them in the match.
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You do realize that legion is a ''support'' killer in this mode? Also your medic class team mates should be capable of healing wounded team mates without much trouble.
Legion can have everyone wounded but that do much if another killer isn't good at getting downs. If you see legion doing 8 hit frenzy then it's clearly on survivors than on killer.
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Considering the average survivor player in 2v8 performance - nope, bots are doing fine.
People probably complain that bots are too overprotective in 2v8 in cases where they could commit to gen repairing process instead. I don't see any other reason why going 2v6+2 bots would be met with such negativity. Also, better incentive to play as survivor, but that is not related to bot performance.
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Give out iridescent shards as rewards or increase XP gain when someone plays as survivor.
It's the easiest and fastest solution that can drastically change queue times by making survivor role in 2v8 more attractive.
Everything else is trying to duck-tape the hole which as we have already confirmed does not work.
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Sadly the wait time is still 10+ mins, even with bots filling up the vacant slots.
Better rewards for survivor players should be introduced so more people will be interested in playing as survivors. It's really tiresome to spend 10 - 20 mins waiting for the match.
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He is a B tier killer. Another glorified pubstomper.
If anyone says he is too strong then it's clearly lack of experience playing against him or as him. He is a mediocre M1 killer who can be decent at slugging snowball play but lacks in every other department. He is also map dependent because his fake pallets may not always be placed in good spots from start and his snare barely does anything and has a very long cooldown.
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Prop hunt is the mode this game could use and support multiple players on killer side.
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It's a standard that at least one team mate of yours in solo Q will be a genius with negative IQ value who will try to end the game as quickly as possible, but not in the way the survivor team would want to.
At this point, I'd say let them leave and let Bot play and at least win the rest of the time few extra seconds so at least 1 generator gets repaired before team wipe takes place.
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They remade Freddy into glorious M1 pub stomper with 2 gimmick powers. Everything else has only a value if you intend to slug and pressure. If you try to play him in more standard way, you'll be losing more than winning.
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@Bookern said:
The fact they nerfed his snares and not the actual problems like Tping to slugs is insane. Dream pallets are still useless since they grow bright red
Freddy is pretty much a slug king now.
His pallets are useless and snare doesn't do much. He is decent pub stomper with slugging and tunneling but other than that, there isn't much for him to do.
I'd increase the number of pallets to 10 and make them work like old ones. At least this way you can create a fake safety zones for survivors and pressure them there.
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Pallets could use some love. I heard they can stun Freddy when used for some reason?
As for rework itself, clearly this is better than what last Freddy was. When it comes to killer reworks, they usually are introduced when killer is properly placed in F tier, so anything new feels like a massive buff. I'm sure the same will be with Skull Merchant, her new ( how many times she was changed? ) rework will make her feel massively buffed when in reality she will get her spot at B or B+ tier at best.
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From what I've red, devs just combined his two weak abilities, added some flavor to it and reworked the awake / sleep timings.
The way I see it, the survivor who will be chased may suffer if Freddy can get them ''asleep'' but while they are awake, his powers won't do much on their own. The remaining survivors will likely be fine so long as they manage their awake ''circle'' properly.
It remains to be tested but the major concern here is how generous is the awake timer. Apparently Freddy can to lots of damage, but he needs to get his victim into the Dream World and while they are outside it, all his power will do is ''reduce'' their awake timer. Simply speaking survivors have a separate ''shield'' against his powers, making him an M1 killer with teleport unless they run out time and get into Dream World where Freddy's powers start to work.
I mean the concept itself is nice, but I'm not sure how it will work in current meta. Will Freddy have enough time to put a target to Dream World, chase it, down it, bring to hook without losing 2 or more generators in the process?
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@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3864456#Comment_3864456
Sadly the gesture was extremely rarely appreciated in any other form than tbags at every opportunity, dodging the last hit at the exit or "GG ez" after the game.
I think it’s nice that you play this way regardless of praise. It shows that you really care even if you don’t get any appreciation.
Unfortunately that also reinforces bad behavior in survivors who then start taking this kind of playstyle for granted. Hence why ''survivor rulebook'' mindset exists in some players.
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@GonnaBlameTheMovies said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3863027#Comment_3863027
Asking for EVERY Killer to be nerfed until Survivors find them super easy to handle is certainly… a take, friend. Tell me, do you believe Trapper is too much?
Of course!
Trapper should have all his addons revised and recent buffs reverted.
His traps should also emit a bright glow so survivors have easier time distinguishing them in the grass. Can you imagine how much effort it takes to look at the ground and run at the same time? It's unbelievably difficult!
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@Oputeeva said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859435#Comment_3859435
imagine forcing survivors to learn every little counterplay for 30+ killers, predict their addons, stop turning this game into super comp game!
Indeed.
Devs, why the heck you even add new killers into the game? Can't you see people still haven't learn how to play against more than half of existing killer roster? Go back and keep nerfing every killer until survivors feel confident enough to play against them and only then do introduce something new!
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There's no need for sudden ''escapes''. If you got all downed and nobody can't stand up, accept the loss. If anything, I'd suggest letting people disconnect for free without penalty if game detects that nobody is still standing ( such system existed during base-kit mori / base kit ub testing ) and let them move to the next game if they want to.
As for survivors hiding - I'd suggest crows spawning upon all remaining survivors after 10 minutes, regardless of their actions until someone gets downed. When someone gets downed, crows would disappear unless the downed person gets rescued by someone else or leaves the terror radius of the killer. Crows would re-appear over the downed person if it is away from the killer or is dead by any means. At that point it would be clear that they don't intend to repair gens and escape so there's no point in dragging the game any longer.
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Devs did offer the fair 4 man anti-slug mechanic - auto - end game mori. Survivor players didn't like that. Yet there still are complaints about being slugged and forced to bleed out. What can I say - sometimes you get what you've asked for, even if you don't like that.
Basekit unbreakable should never exist in the game. Unbreakable is already the one of the most broken features that was ever introduced into the game.
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Suggestions like this is why we have SM and few other killers in the state they currently are.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855660#Comment_3855660
I’m getting to that point. Tricksters rework was trash. Skull mommy’s garbage, Freddy’s trash, hillbilly’s trash so they tried again a few years later, Sadakos - so bad they had completely redo her and she still sucks, twins…well….. 2 years for nothing. So awful they had to can what they did on ptb.
It’s my biggest frustration with this company. Their reworks for perks, maps and especially killers are god awful. They go overkill. Most killers don’t even need a rework, just adjustments or buffs made to the original design which most will agree on.I don’t know why they make it so complicated.
Most of these things did happen because developers wanted to continue handholding and sugar-coating the content for the people who didn't want to adapt at all.
There's a good saying where if you try to please everyone you end up pleasing no one. BHVR decided it's best to focus on profit and move on and between killswitching the content or putting it into the box somewhere else the later was the most obvious choice. As many can see people don't complain about SM that much and this rope addon is just the beginning. I expect more content getting reduced to the counter-effective state if it becomes too bothersome to handle.
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Everything can be broken when you have clown opponents who are not organized and run with 0 perk loadout.
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@iloveandhatethisgame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849034#Comment_3849034
“Get over it and move to the next game.”
Hmmm ok. So every complaint you have (and in particular you have a lot of them) take your own advice
Not every.
When killer decides to mori me when I play as survivor I don't cry and write -rep on their profile afterwards. I just follow my own advice.
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Indeed. All those glorious finishers were so rare because people were busy using hands to dodge realms or protect their iridescent addons. Now they happen more often, just as should be.
Some people are simply too upset that killers are now more inclined to killing them instead of letting them go. What can I say? Get over it and move to the next game.
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The killer is a walking M1 clown with a pet. The comment is quite relevant given what that killer is truly capable of so long as pet doesn't get bugged out somewhere.
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@Autharia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3841162#Comment_3841162
And this isn't really a playable strat. Players much better then most try this over several matches to have it mostly fail. when you complete the 2 or 3, 4 player gens on a map you lose 1/4th the power of it cause the guide has to be touching the gen to get stacks.
It is very playable strat actually. Thing is some people get 8 potatoes on survivors instead of 8 decent players which often results into 6-8k at 5-6 gens. I and my buddy did that few times and let me tell you we aren't the ''best'' players in the world but survivors we matched against really slacked way too much and ran around without trying to do gens or help each other despite having roles fairly distributed.