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Hunter_Main_322

Hunter_Main_322

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  • @Voodoo101 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2626752#Comment_2626752

    Well said.

    The problem is that there are too many killers that cannot play the game. They pick killer thinking that is the best roll, load up with all the best perks to slow down gens and things, then think it's a way of getting easy kills. Then they meet players who play survivor all the time and have probably played against better killers who can loop, and survive.

    Then the excuses come out because they spent so much time chasing one survivor that the team must have gen rushed, or it's perks because a survivor managed to lose them.

    Lets take a look at just a couple of perks that are really OP against a survivor - "No One Escapes", the ability to one shot a survivor when they finally manage to do all five gens, this alone can be a game changer. Any killer that can't at least get one kill just with this perk is either against a very good team or is having a really bad day. "No Way Out", the ability to stop survivors opening gates for a time, add that with NoEd and it even gives you more time for those one shot kills. Then there is "Blood Warden", The ability to stop survivors even more by blocking the exit even when the gates are open. I have know killers use two of these and get a 4K letting all five gens to be done.

    Maybe if killers stop crying about how one sided the game is for killers, stopped looking for excuses and actually learned how to loop, how to play mind games, they would start winning without these tactics.

    If I can play a low level Pig in RPD, not tunnel, not camp, even allow them to keep picking each other up when they are slugged, and get a 4K, then it's not survivor sided.

    Unfortunately, the killers can only cry

  • @Voodoo101 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2630468#Comment_2630468

    Gen rushing is a cop out. It is an excuse for killers to justify camping and tunnelling. I am more a killer main then a survivor main. I have no reason to camp and tunnel most of the time. Yes there are a few times when you are down to three gens and really need to lose a player, but by that time most players have been hooked once or twice, unless they are a hider.

    If you are being gen rushed it's because you are spending too much time in a chase with a person who is better then you.

    You have options, play a killer with quick movement speed to get from one gen to another, this way you can pressure gens, especially with ruin and another perk that slows gen progress. If not make sure you kick gens. Go a bit more stealth and work on getting the first hit early and make sure you force them to drop pallets and break every one. Try to make them three gen themselves, then patrol these three gens, especially good with hag because you can set traps around them. Get these out early on and the later gain is harder because of less loops. If you fail add Noed and No way out. It gives you time for one hits while they try to get the gate open. Another option is to go for pig, put traps on, this slows the gens for fear of heads exploding.

    There are teams that will get gens done quickly and escape, but remember that you get more bloodpoints. XP and emblems if you hook more then they escape, then if you hook one and tunnel one. I am not saying that if the injured survivor that has just been rescued is like a deer in headlights, don't get the hook, just run away, although I have slugged them and gone off, leaving them to heal if the team is bad, just don't make it a priority.

    you need to make sure that the killer cannot use the ability within a radius of 20 meters from the hook

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2615899#Comment_2615899

    So you want to make it so killers can never use their powers? Because hooks spawns within 20m of each other.

    Where the survivor hangs

    facepalm

  • You need to make a hook mechanic that prohibits the use of an assassin's ability within a radius of 20 meters

  • @Voodoo101 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2624096#Comment_2624096

    I have to agree with your reply. I do see that there has to context and from what was described, I would not call that face-camping, more proxy camping. If you can stop the unhook then all the better, although I rather think that the second survivor was not trying to greed the gen, rather then trying to stop it regressing while the killer hooked the first survivor, maybe he had bad timing.

    I played three killer games tonight. One was on an indoor map, I hated the map, so I just had fun, did a bit of chasing, kicked some gens, did some of my pallet breaking challenge. At the end of the game, they escaped, I got some hooks, and loads of BP. Second game was very easy, in Hawkins map with Pig. Second time playing pig but got a 4K, no camping or tunnelling. Third game I met a 4 man swf, all with Borrowed Time, one with Circle of Healing, all protecting each other. I must admit I think I have played against them a couple of times before. They have a couple of players that are not great and I was on Pig so I was still learning. I knew I had no chance so I left the weak ones and had fun chasing the best one. I had real fun, it was a shame that I got the clicky clicky and the tea-bagging at the end as usual with them. I'm on PC, they are on console, so I am assuming they are just kids that think it's big.

    Today I played a few games as survivor. Every one, if we can we say gg's. We have an agreement that unless it's a face-camper, we never act in anyway that we would not want to be treated. We had a game against a very bad ghostface, he got one kill and then tried to face-camp the next. End of game chat and we all said ggs, then all we got was toxic abuse from the killer, calling us every name he could think of.

    We played another game where you could see the killer was having trouble. five gens and an exit gate for all four of us and not a tunnel or face-camp all game, we stood at the exit gate allowing us to hit us, and kept healing so he got extra BP, we even went to be hooked and killed so he would get a win, but he was having none of it. He was over the moon at the end because he got BP, finished a challenge and asked for advice, which we tried to help.

    You don't always have to win to have fun.

    Good man shake your hand about the last game

    But the issue with the kempeng and the tunnel has not yet been resolved and this is annoying

  • @Eredestra said:

    https://forum.deadbydaylight.com/en/discussion/comment/2622118#Comment_2622118

    That sounds way too much!

    Not even the Perk Guardian gives the saved Survivor that long of a invisibility.

    https://us.v-cdn.net/6030815/uploads/YJN7S61V2Y6A/capture-png.png

    Time can be changed, I only gave an idea

    And this perk that you are showing me can be thrown into the trash can, it is the most useless

  • @MrCalac123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2624449#Comment_2624449

    Does it matter? Making Survivors have unique effects would ruin diversity even further. It's just a bad idea, accept it.

    Look at other games like Dota 2

    Is there only one hero?

    Or a choice of only 5 10 20 30?

  • @tesla said:

    Just wait 60 seconds without healing, doing gens or totems and you will be fine. Why would want to heal yourself so fast anyway if you are still invencible for some time? You can even ask for a team mate to heal you.

    If the killer starts tunneling you, then even 44 shards will not help you

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/287426/penalize-camping-killers

    Its a big problem and it needs to be addressed along with tunneling. Killers can mori us, camp us, tunnel us and slug us. Its past time something be done about the constant toxic behavior from a lot of killer players. Theres so much tension and bad attitudes between killers and survivors in this game because of toxic play styles that frustrate each other. It doesn't lead to fun when they do these things. It leads to people getting mad at each other and arguing in the post game chat. There needs to be more fun and less ways for there to be bad attitudes at the end of matches.

    Therefore, it is necessary to rework the hook mechanics so that the killer cannot use the ability near 20 meters from the hook

  • @Kiikii said:

    https://forum.deadbydaylight.com/en/discussion/comment/2621833#Comment_2621833

    Not quite what I meant but yeah it's definitely interesting for the idea alone.

    the main thing is not the idea but the actions on the part of B.Kh.V.R. I hope they at least start doing something

  • @Bwsted said:

    It's a forum. It's meant for discussion. If people want to complain, this is the place.

    For the rest, it's true that the mechanics must be revamped. But 'promoting' means jack in the grand scheme of things. Ask that to Hunters in Deathgarden. Oh wait... there aren't any left because they could care less about promoting a different playstyle, when they had a foolproof path to victory.

    Camping is done to secure kills when pressuring gens is impossible. HOWEVER, the more slowdown you add, the more camping is rewarded. Not the other way around. Counterintuitive maybe, but that was exactly the Deathgarden experience. If the opposing team can't complete the objective when you make sure one of them is eliminated, then you have even less of a reason to deviate from the original plan.

    Adding more slowdown will backfire if, concurrently, something isn't done to penalize camping. Penalize something directly, not promoting something else indirectly. Incentives that rely on a supposed 'player's kindness' are DoA. Nobody would leave the hook if they know gens can't be completed by the time they force a 3v1 and they can easily snowball off that. Did I mention Deathgarden by any chance? Oh, yes, I did. Because that's exactly how that game worked. Bhvr showed a lot of resistance on the topic by saying they didn't want to change anything, because they simply discouraged Hunters from forcing early kills since they would get fewer points. Look up the current player count to see if they had the right idea.

    You should give nothing to murderers at all for such a game.

  • @Voodoo101 said:

    My friend and I have just been talking about the amount of face-camping and how to combat it. We also got onto killer who tunnel on every game for that easy kill.

    We thought about Borrowed Time, which helps the person getting unhooked, by many time's it just ends up with the rescuer getting hooked, especially with Bubba and others with Noed.

    It has become a plague in the game, and not even done much by plague, however we have come up with a simple solution. This is not going to make face-campers happy, but any killer main who chooses not to tunnel and camp should not mind.

    Make a new perk, call it something like Saviour and make like Borrowed Time for the rescuer. Then either keep Borrowed Time, which will unfortunately take an extra perk space, or make Borrowed Time include a time for the rescuer.

    They could even make nerf Micaela boon totems and give her this instead.

    Like I said, this was just a simple way, just a way to stop the epidemic of face-campers.

    To face-campers, as survivor I feel your pain, when you don't get a kill because the team is looping all game, but have fun, see how many pallets they drop, see if you can find shortcuts., just remember, it's a game, if you lose it's no big thing.

    I agree that the watch should be superimposed on the person taking off the hook.

  • Recycle the hatch so that it appears when there are only two survivors

  • Dear B.H.V.R., you can delete this item as it is now useless

    Do something useful with him and add some kind of buff

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/2621840#Comment_2621840

    At no point did I claim to be good at the video game. What's your point?

    Then you should agree that if the killer is setting up camp then the maximum you want to do is turn off this game.

  • @Viktor1853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2622088#Comment_2622088

    but how is it that you will make that work? love to know

    It's not a complicated mechanic

    Plus there are perks that give time - to rework them in an infinite time if the killer decided to set up camp

  • @MrCalac123 said:

    This would just make players only play certain Survivors, which is boring as all hell. So no.

    How much diversity do you see among the survivors at the moment?

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2621183#Comment_2621183

    Well, I rarely had to tunnel, or camp. I use slugging a lot tho and yeah that is fun. Slugging builds are actually more fun than normal game.

    As before when someone tries to annoy me with BT protective hit, I am gonna wait. Now because he wanted to do annoying #########, I am supposed to be the one that is ruining "fun" of survivors? If I hook him again, it's tunneling, if I leave it's slugging...

    When I see someone do 3-gen in 80 seconds I am gonna get serious. If they try, I will too, that's fair. Why should survivors be only side having "fun". Losing game with 3 hooks total is really not fun. Tunneling 1 survivor and than playing against 3 is quite a lot of fun. I am not saying it's fun for survivors, but you don't care about killers having fun, why should we care about survivors?

    Well, I lately have a break from dbd, because it was just never fun to play as a killer... SBMM, boons, nerfs kinda ######### it. Let's see if new killer will be good enough for me to come back.

    According to your mood, it is clear why you tunnel and camp

    Play normally then and you will be in the mood

  • @Mandy said:

    It wouldn't really make much sense if the effect of the perk lasted after they had left the match or died, same as perks that give advantages to other survivors such as Prove Thyself for example.

    Then break the totem after the death of the survivor

  • @Taingaran said:

    Facecamping is normal. But you can try using the solution with the Executioner's cage. When a survivor is on a hook, he will teleport to the farthest hook except the basement. But if the survivor is on the hook in the basement, then he will not teleport anywhere.

    This is a smart decision

  • There is an idea that the DS countdown would start working only from the moment the killer finds the survivor with his terror

  • What if the survivor who was rescued did not leave traces and blood for 60 seconds (without the presence of some kind of perk)

    Just sew this into the hook mechanic

  • You need to make this perk look like an aura

    Took the perk one person but works on all

  • @Nos37 said:

    I get that the killer can 360 no-scope spin on a dime... but also while they are carrying a survivor??

    Reduce the camera turn rate while carrying.

    Reduce the noise or fuse length of the Flashbang perk item.

    In theory, this is a good idea, since it is logical that the killer carries the survivor and it is hard for him

  • @AnObserver said:

    https://forum.deadbydaylight.com/en/discussion/comment/2621809#Comment_2621809

    You're approaching this with the mentality of Change for the sake of Change.

    Really the only positive about reorienting DBD Survivors into a class system is the improvement of non-verbal communication of likely builds Survivors are bringing for SoloQ and Killers.

    I want to have a choice for survivors, not just boring dolls

  • Need to freeze the time of death on the hook if the killer set up camp

  • Need to freeze the time of death on the hook if the killer set up camp

  • I also promoted the idea of breaking the door Also creating pallets

    And mending a broken door with a toolbox

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/2617642#Comment_2617642

    Are you running boons? Recently if I can identify what players are running boons I'll try and focus on them so they don't have time to bless/are dead. The game just gets much much more tolerable when they're gone.

    I see you with your skill only with the help of such critical bugs and win?

  • @Kiikii said:

    https://forum.deadbydaylight.com/en/discussion/292596/what-if-survivors-slightly-buffed-their-native-teachable-perks-slightly

    Yeah let's make the game easier for survivors. Great idea. Let us add killer bots in too!

    I play as assassins as well, and it would be interesting for me to play against unique survivors

  • @Jaxton2000 said:

    My only problem with face campers is that usually they don't even have enough respect to at-LEAST allow the last person alive to escape out of decency.

    They know for a fact how annoying it can be for survivors.

    A fun perk could be made that creates a salt circle around the hook when the survivor is hooked. If the killer is in this radius then the blood loss/timer on the hook is frozen. If the killer is outside the circle then it would still drain their health/time.

    This would still be a problem for the ones that can charge up and stuff, but maybe they can just completely disable charged attacks within this salt circle, and if outside of it and the killer revs up their chainsaw when they go in it, it'll still disable/cancel their held attack and only be able to single hit. (Probably wouldn't really be the best with Michael Myers as he's fast and he can still stalk you.)

    Also it kind of ties in with the fact that salt circles protect you from demons etc. (supposedly, who knows) It would be fitting for this game.

    It could be nice, and most likely not over powered as it already sounds like it could be pretty conditional.

    Great idea with a freeze timer

    Then the killers did not make sense to sit there, since they themselves give time and the survivor does not die while they are standing there.

  • @AnObserver said:

    https://forum.deadbydaylight.com/en/discussion/comment/2619738#Comment_2619738

    Go play Back 4 Blood and tell me what character is most likely the "Melee" character, which one is the "Doctor", and the likelyhood of a lobby-dodge if someone isn't playing the "meta" character build.

    Really the only useful thing that could come out of this is the creation of "trade-offs", (strong bonuses in one area with negatives on another), which could still easily be incorporated into unbound Perks anyway...

    First you need to try and it will dilute the boredom.

  • @Eeni said:

    https://forum.deadbydaylight.com/en/discussion/comment/2611254#Comment_2611254

    But, if you’re not on a team, you’ve wasted time scouting the hook & running across the map to help before you realize the killer is a camper.

    even on a team is is HARD to get gens done with campers. If you’ve got an inexperienced killer, sure you could escape. But it’s near impossible to escape when you got a decent killer camping.

    Therefore, B.H.V.R needs to do something about it

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2621296#Comment_2621296

    DS is actually really good, it stops the Killer from tunneling which is very strong

    do you use this trash perk yourself?

  • But the totem remained

  • Building pallets and doors is also a good option.

    But you also need to break doors

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2615602#Comment_2615602

    Think of it this way, basically every other survivor perk that gives nearby other survivors a boost disappears when the survivor who grants it dies. The only difference is that in those cases the effect is centered on the survivor being centered on a stationary location. But it’s the survivor that is ultimately the base source of the benefit, not the location it’s centered around.

    So it’s not a flaw that a boon that is being powered by a survivor with a perk ends when that survivor dies or escapes. The effect is directly tied to them, so when they’re gone so is the Boon.

    It's one thing the aura that the survivor gives

    Another totem that was consecrated

  • @TheDuhJ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2615663#Comment_2615663

    The only problem with your logic is believing that only high mmr killers will tunnel. I honestly got tunneled way more when I was in lower rank because the lower rank killers are not that confident in tracking, so they follow the same survivor and pray there is no borrowed/DS or just don't know they exist. I wouldn't say that MMR is a subtle cure for Tunneling. I would just say Tunneling is part of the game pal. If you don't like it then play a different game cuz its here and not going anywhere anytime soon.

    That's why you need to do something with tunneling.

    So that it would not be profitable for the killer to run after an already suffering person

    Do not give experience for this

    Take rank

    Do not add blood points

    And then the killers will have a different and correct motivation.

  • @BeanLag said:

    The people asking of removing the cooldown on ds to avoid slugging, do you understand that without the timer you would be slugged until you die from bleedout?

    I'd rather die of bleeding than give the hook to this tunnel

    SO WHAT DO DS ON EACH HOOK

  • DS is currently a trash perk

    And NOED must be set on a timer or let it disappear when the gates are open

    Or make at least immediately a notification that he is and not after a blow

  • @Seraphar said:

    Every rank they are there. Penalize someone who hooks survivors and stands there or attempts to be nonchalant by moving in a 3 foot area around the hooked survivor. Heres an idea:

    if a killer wants to play that way: Give the other survivors working generators a speed increase to repairing the generators the longer a killer hangs out at/around a hooked survivor.

    It is necessary to impose a debuff on the killer where for every second of standing near the hook it prohibits the use of force or a blow for the same seconds

  • @Seraphor said:

    Everyone keeps saying it would force meta survivors, but I think its entirely possible to create a system that doesn't.

    If it's a few 'stats' with minor increases, where each survivor has a slightly different stat allocation, it could be just enough to be effective without being so much to create a meta.

    For example each survivor has the following stats:

    Healing speed

    Unhooking speed

    Vault speed

    Exhaustion decrease speed

    Gate/Chest unlocking speed

    Each survivor has up to 3 points in each category, which translates to 1% per point, but with a maximum of 6 points.

    Claudette:

    Healing +3%

    Unhooking +2%

    Gate/Chest unlocking +1%

    Meg:

    Vault +3%

    Exhaustion +2%

    Gate/chest +1%

    Dwight:

    Gate/chest +3%

    Vault +2%

    Healing +1%

    Jake:

    Unhooking +3%

    Exhaustion +2%

    Vault +1%

    +1% is fairly inconsequential, but +3% could make a difference, and +3% on healing would synergise with Claudette perks. Meanwhile you wouldn't be forced to play Claudette for a healing build, because there will be other survivors who have +3% or +2% healing.

    This is already an excellent revision of the idea.

    But for starters, you can simply add 1% of uniqueness to each survivor and make statistics analysis

  • Unfortunately, there are still killers of campground tunnels waiting for you and (B.H.V, R.) They don't do anything

  • @Eredestra said:

    https://forum.deadbydaylight.com/en/discussion/comment/2617375#Comment_2617375

    Yet the game literally forces you to resort to toxic playstyles because how unfair it is.

    Have you seen the state of the game at red ranks? Killers getting looped for 2 minutes and already 2-3 Gens are done!

    You get your first hook and there is only 1 gen left...

    Like how is that fair for a Killer? I'm all down to playing respectfully and not tunnel/camp anyone and infact I hate that myself because I know how annoying it can be.

    And it's even more annoying when you play a Killer and get Survivor Friends that literally wanna make you uninstall the game completely.

    I'm not saying I tunnel, because at higher ranks everyone in their mother runs DS or Borrowed Time or Insta med-kits, so again the game favors Survivors more and helps Survivors find ways to avoid getting tunneled to some degree.

    I got called out by one survivor after I 4k'd them that me running Thanatophobia was the most scummy and un-fun thing, but as soon as I don't run it. 3 Gens get done after I get one lousy hook.

    B.h.V.R. need to do the mechanics of punishing the killer for tunneling and camping

    If he decides to attack the same player in a row, then for each blow, 1 generator is automatically repaired

    For camping, the repair speed is doubled

    After 5 seconds at the hook, deduct 1,000 blood points per second

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2619412#Comment_2619412

    Kilers have 2 objectives: hooks and gen defence.

    Survivors have 2 objectives: gens and rescuing teammates.

    See how they complement each other?

    Both BBQ and WGLF deal with primary objectives. The hook related ones.

    BBQ discourages camping, it's a healthy perk.

    The alternative you suggest would target the gen related objectives.

    A killer perk that gives you a stack every time you kick a gen.

    A survivor perk that gives you a stack every time you repair a gen.

    It doesn't take a genius to realise those actions are significantly easier and less risky than the hook related objectives.

    there are 2 teams of killer and survivor

    Why does the villain get double blood points?

    And the survivors are only individually

    Then let this perk act like an aura !!! Who was within a radius of 40 meters will receive a token

    Otherwise, the race begins who will save

  • flexibility is much better than this perk

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2618306#Comment_2618306

    It gives you the opportunity to escape the killers grasp and stun the killer for 5 seconds in the 60 second window after being unhooked. How is that useless?

    You tell me theory, but in practice this is a weak perk and which for some reason works 1 time

  • @Nos37 said:

    I would recommend Kinship, but in solo matches, it sucks, really bad.

    The survivors don't know the killer's camping until they get off their gens and get close to the hook, where they crouch and wait for the killer to leave. Since the killer's terror radius is usually bigger than Kinship's 16m radius, the perk never gets activated. Meanwhile, you have 2 or 3 survivors crouching behind rocks instead of doing gens.

    Kindred could help, but instead causes 1 of 2 outcomes, both wasting the Kinship perk. Either they see the killer face camping and never bother to come within 16m of the hook to activate Kinship (but at least they're doing gens. Maybe.), or they try to hook bomb with Borrowed Time and hope for a Decisive Strike play, which means that Kinship pauses the Struggle phase for a whopping 2 (out of the 34) seconds. 🤦‍♂️

    ----

    Kinship needs to benefit other survivors while hooked! That way it can have a shared perk icon and get more value when other survivors know to trigger it and buy the team time.

    Making other survivors' repair speeds faster seems like the first obvious choice, but I would rather it show all survivors the auras of all remaining dull totems while hooked (not just while Kinship is actively pausing the timer; not just while in the Struggle phase; but simply while hooked, so that survivors have time to cleanse the totems).

    This should help survivors prevent NOED, so that the killer can't simply face camp one sacrifice and get a free sacrifice from NOED after.

    This perk is trash it must be built into the very mechanics of the hook.

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