IceCreamPrincess
IceCreamPrincess
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@ccactus623 said:
https://forum.deadbydaylight.com/en/discussion/comment/1406814#Comment_1406814
PH nerf was needed as it just made tunneling easier and like you say gearhead was useless pre nerf. The last few big changes have been in killers favour. Weakened strong loops, smaller maps. Tool box nerf. A few minor killer buffs , if you keep going back Freddy and doctor buffs whatever MOM was. Intaheals. The only meaningful killer nerf I can think of is ruin?
Oh i know The Executioner "nerf" was needed, i barely even see it as a nerf tbh since you shouldn't camp cages to begin with, and i believe the devs fully intended the cage mechanic to just be a different flavour of slugging
The last major nerf was of course as you say ruin, but that was more for the health of the game. Then there was of course the loop changes which was a nerf to survivors but also necessary. But it would be disingenuous to not mention the freddy add on nerfs, the spirit "nerf" where she collide mid phase, the nerf of Hangmand Trick from the PTB, which killed all chance of that perk seeing play and of course, them gutting nurse. And on the survivor side they had a minor gen speed nerf for co-op fixing, the sabotage change which could be argued as a buff or nerf, and of course as you mentioned, the changing of the instaheals.
Buff and nerf wise, the devs are pretty central on it, not heavily favouring one side or enougher with the changes they make. Although people argue the bias is more on the changes they dont make, but screw getting into "that" discussion
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From what i read from the post, the issue you have is with the gen speed, RNG of spawns, and "braindead" perks. RNG is RNG, they could of spawned together on a gen you patrol first, or seperate, far away, close by etc. Thats just bad luck, but losing one gen is far from a game loss, especially when you are then close to 3 survivors
Gen speeds are also being looked at. It takes 3 survivors roughly 30s without toolboxes/perks aiding them, which as wraith i know for a fact is more than enough time for you to get to any generator if you beeline straight for it, so i believe you might be being a bit dramatic with your words
And as for that hook trading fiasco. Yes it was perks that enabled them to get away, but it was also you who turned that into a "losing" situation. From what you wrote you downed and hooked a guy, they get unhooked whilst you down the savior, and then immediately put the savior onto the hook. Say you waited just a few seconds, you could have hooked the guy and the first survivors borrowed time would have expired, meaning you can then down them and create shedloads of pressure
2 gens popping early into a match isn't an issue either. Gens happen, if they're not going to happen thats the matchmaking really fouling up and giving you a team to crush. In the Devs idea of a perfect world, if you go against teams your level and skill, all 5 gens will be done and 2 people escaping. Only reason i would say that is bad currently is the way the emblem system works but thats an entirely different story
There are "braindead" "uncounterable" perks on either side, but you being out played by them is your own fault. They are as much a part of the game as anything, and you yourself admit you where playing around BT in the first place so it wasn't ignorance that got you into your situation. Infact, you could have turned there hubris over there perks into a hook and a slug, which depending on your playstyle is a GG
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@ccactus623 said:
https://forum.deadbydaylight.com/en/discussion/comment/1404344#Comment_1404344
When was the last killer nerf? Survivors have had more nerfs lately.
Last killer nerf was actually legit a few days ago, if you count The Executioner not being able to see or go near cages a nerf. If yous dont see that as a nerf then i believe it was Gearhead being nerfed before its release, but that was a perk nk one was going to use anyways.
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Its a simple way of forcing participation. The devs want players to still play the game, and if they made it where you merely had to grab a crown and thats it then you would have swathes of players loading into a match, sprinting around for the crown, and then just chasing the killer to die on first hook so they can unlock the crown on the next survivor
With 15 survivors able to get crowns (i think) thats 15 matches alone that get ruined by the above strategy. The reason they dont force the participation on killers is because there is no arbitrary way of doing it. If they made it kill based, then that would make its own issues of killers playing in less than ideal ways. In the end though its not a negative that its wasier for killers to get the crowns, it would be easier amyways by virtue of safely being able to travel the map at speed.
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So, you got to aim for their face. The beam narrows when you know you have the right spot and it'll flicker and expand once its fully blinded them
As for blinding someone whilst they're picking someone up. Its a matter of timing. From the sounds of it you do it too early, where the killer is still animation locked and so can't drop the survivor. Instead you need to time it so ghe blind hits the moment the killer can move. Best way to do that is to start blinding once the killer has hefted the survivor onto their shoulder, and is bending back up
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@podkall said:
https://forum.deadbydaylight.com/en/discussion/comment/1391863#Comment_1391863
It was literally doable before until something changed.
They was always kinda buggy, but always and still is fine if both killer and survivor have good connection to the server. But back before dedicated when it was peer to peer it was always a lottery
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Its merely another issue with lag and connectivity. The times when you deadhard at the last second and just lie on the floor exhausted, odds are on the killers screen he just hit you and never even saw the deadhard.
The best use of deadhard is merely to make distance to a loop/window/pallet, instead of waiting for that perfect dodge
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Any non-licensed character. Killer just has to finish a match, and as survivor you only need to escape. DCs should count as an escape though, as in if the killer DCs
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If it is anything like the gruesome gateau fromast year, yeah you can
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I wouldn't say its camping in every scenario. There been tonnes of times ive chased a survivor and they run to the hook trying to unhook, despite me being there. Its merely there to dissuade people from unhooking right in a killers face
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So alot of text there, but you are not wrong. As a chapter its lacking in content. However, its not a chapter. Behaviour themselves released it and rather to it as a "paragraph", which there are only 3 paragraphs in the game, as opposed to the 16 or so chapters.
The paragraphs are Bill, who is a licensed character much like Ash, who was released without a map or killer, and then the Cannibal, who is another licensed character and was added without a map or survivor. Ash is the same, released with no map or killer.
Does that excuse the typos and errors? Nah but they aint the end of the world. And as for cosmetics, its the same issue every licensed character has, they gotta hey the license holder to agree to any cosmetics they add, which is a ######### to do.
Ash is still groovy tho, and i still try to make mettle of man work
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To be fair, there was also a key addon called the wedding ring (or band, can't fully remember) which gave constant aura reading of the obsession for the survivor carrying it, so its not a brand new concept.
It is however the first perk that makes you benefit from another survivor being the obsession (i think at least)
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If its activated, and you go through the trigger threshold yourself, then it'll pop. If it aint active, or the pig carries you across the invisible line in the gate that is the trigger threshold, you can escape
Sounds like you got the latter
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Whilst people say that you can just do the totems are all stack on gens, that's assuming you know the killers afk off the bat. You can spawn in and do a gen, not even thinking the killers afk just merely in a chase far off, and only realise afterwards
As for totems, theres only five to split out amongst 4 people, so one each is not nearly enough to help your emblems at all. The depipping is because of the no altruism and whatever the boldness one is, so unless you coordinate perfectly with your team you aint getting that safety pip easily
Plus, people saying "find the wraith and burn them put of cloak", how the hell do you find someone completely invisible, with the no indication being collision. Myself if the killers afk, i just accept the depip and leave as quick as possible, its not worth the hassle to dig through chests for a flashlight to then hunt through the map for them
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Its just the luck of the draw, sometimes it spawns next to you, or next to them, or behind some tree in the corner of the map away from everyone. There isn't anything that influences where hexes spawn besides standard totem placement
If you want ruin to stay up more, perhaps couple it Hex: Thrill of the hunt, so you know when a survivor is working on the totem, and it takes longer to cleanse
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@KingFrost said:
Yeah, I'd like more female killers.
https://forum.deadbydaylight.com/en/discussion/comment/1382978#Comment_1382978
Didn't realize a perfectly even split was 'a lot more'
Like i said previously, i was mistaken. It just felt like there was more female survivors since 4 of the last 5 survivors added where female, and i forgot about Ash since he was added without a killer
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Calm addons for doctor with monitor and abuse, i find it hilarious going from a tiny terror radius to a gigantic one. Pop the my power at the start and now i have a myers level terror radius. Then mid chase, when my power comes back its suddenly its 50+ meters.
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@GodDamn_Angela said:
https://forum.deadbydaylight.com/en/discussion/comment/1382978#Comment_1382978
"A lot more female survivors than male ones".
Completely, factually and undeniably wrong. There are 22 Survivors. 11 female and 11 male.
Ah, it must have just felt like that due to the recent releases, with 4 of the last 5 survivors being female. I forgot about bill and Ash who where added independent of a killer. My apologies
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Deep wounds isn't supposed to be a lethal thing, but merely a delay tactic. The devs never anticipated survivors getting downed from it, nor wanted them too
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@DragonMasterDarren said:
not going to lie I have mindgamed myself at killer shack more then I care to admit, I feel like a moron everytime XD
We've all been there, running around the shack not realising the survivor has long since left
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Well, of the 18/19 whatever many killers we got, we got "7" female ones. Nurse, huntress, hag, plague, pig, spirit and then "legion". I dont think they should add more female killers just for the sake of them being female, a good fun killer is good regardless of their gender
Plus, not to detract from the "issue", there is alot more female survivors than male ones
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I reckon they'll be exclusive, since the only cosmetics they gave away where ones that a large part of the community lost due to bugs (and thus they gave them to everyone to compensate, since they couldn't determine who had "earned" them or not), or ones that people would buy from traders and scalpers for real world money
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@xTalon32 said:
https://forum.deadbydaylight.com/en/discussion/comment/1220215#Comment_1220215
Honestly there isn't as much diversity for killers as you might think. Simply because 95% of perks for both killers and survivors are VERY niche. So people are just using the most efficient perks due to poor game design.
I don't mean to say the "niche perks" are bad, but BHVR wants variety and they're making perks that don't serve that purpose. Since there's no point using these niche perks outside of you have nothing better to do.
This goes for both killers and survivors. If you want people to use more of the perks available they need to have an impact on the game or how it's played, not just a select few that apply every match and others that may be useful 20-30% of the time.
The diversity for killers mostly comes from the fact killer powers are so wildly different, so each killer uses many different perks. Like for example, on wraith i use nurses calling, sloppy butcher and save the best for last, which are all good perks. However there is almost no point running those perks on plague or hillbilly, simply because their powers are so different
I do agree though, killers do have universally good perk that crop up alot, such as BBQ, PGTW, hex: NOED, spirit fury/enduring etc. but alot of the time you see builds more suited to the killers using them. Survivors dont have that forced diversity, since ultimately they're just skins. The perks that are good on Jake are just as good on Meg or Tapp, Cheryl, Yui or whoever
Finally, its also dangerous for Behaviour to add perks that are just super good im every match, making them meta off the bat. Best example for that was Mettle of Man, as everyone can agree that was the single most busted perk they added and had to rightly nerf. In the past few releases, there hasn't actually been any diabolically bad perks (besides one Cruel Limits and Mindbreaker, they are worse than just bad), which i think is a good thing. Perks like Dead mans switch, Soul guard and Off the Record are niche, but no useless and very good when they're pulled off correctly. They just suffer from not being Borrowed Time or NOED
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So to do quick actions, like quickly jumping through windows and leaving/entering lockers quickly, you have to perform the action whilst holding down the sprint button (by default on shift)
Windows have 3 speeds of vaulting, slow vaults which is merely pressing the action button (the one you bound to E), medium vaults which is pressing the action key and the sprint key, and then fast vault, which is pressing sprint and action key whilst already mid sprint
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1370597#Comment_1370597
Ah mk does it account for overcharge surge or pgtw? Guessing not
Well, you can't use overcharge or PGTW whilst ruin is active, and Overcharge only takes effect when you yourself damage the gen directly. Surge works with ruin though, but only if a survivor is repairing the gen when you down someone nearby
However overcharge does work with PGTW, and also works with the dresses, applying the dresses effect if the survivor fails the overcharge skill check
The dresses only apply bonus regression when a skill check is failed, thats it
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Well Ruin only applies regression whilst the gen isnt being worked on, so the dresses don't have any impact on how it performs. As for the dresses themselves, only the strongest would be taking effect, so just use the blue dress, as its the stronger of the 2
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1370552#Comment_1370552
Indeed, this is a simplified model, but it's also for M1 killers, so no hatchets or chainsaws or anything like that. I created a more complex model (wrote the code for it and everything) that does take into account Bloodlust, but not the lunge. However, the model still presumes survivors run in a straight line. I could create a far more complex model with enough time and some assistance, even taking into account map design.
I would love to see the results of that. It would be interesting as hell to see how the simple mathematics compares to how it is in actuality.
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What isn't included in this equation is that no one merely runs in a straight line, no bloodlust (which kicks in after 15s), lunging (which covers a few meters) and power usage.
Who cares if it takes you 30 seconds to cover 18m if they step in a bear trap, or you fling a hatchet at them, or you slow them with a bottle of gas, or teleport to where they're going, or sprint at double speed with a chainsaw etc. Theres a reason that the powers exist
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@ClappingCheeks said:
https://forum.deadbydaylight.com/en/discussion/comment/1370463#Comment_1370463
But locking dead hard for a week will change the gameplay alot or maybe locking DS or BBQ or any of these meta perks
It would be interesting be interesting, but in order to really shake up the meta, it would take more than locking one or two perks. Locking only Dead Hard would just increase use of Sprint Burst or Lithe.
There will always be a meta, even if its just a weekly one. And then that begs the question, will it only be "meta" perks that get locked or will it be random? Who picks? how long? Can they be repeatedly locked? As well as ramifications from which perks get locked. DS locked? Killers will have no reason not to just down and pick up freshly unhooked survivors
A change like this would be impossible to implement without massive backlash from both survivor mains, killer mains, and everyone else.
And finally, no one forced people to use "meta" perks. They're merely meta perks because they're powerful, and popular. No one is making you run Dead Hard, or BBQ, or PGTW
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@Purgatorian said:
I am fine with whatever gender the survivors are but how about more black (sorry don't know the current pc term since it's always changing) survivors. We have a small number of them but most are caucasian or near enough. I have been quietly thinking this to myself for a while.
Well, discounting the licenced characters (since they its not up to them what race the characters are) the survivors theyve added are very diverse. Working backwards, Zarina is Lebanese/American, Yui is Japanese, Jane is Latin American, Jeff is Norwegian/Canadian, Adam is Jamaican, Kate is American, Tapp is African American, David is English, Feng is Chinese and Ace is Argentinian.
Looking at it, there was only 3 original "Caucasian" survivors added to the game, so when Behaviour have full creative control, they are very inclusive
EDIT: forgot that Tapp is licensed, so you got me there
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I think that this would be a terrible idea, for both new players and old players. Besides a few, most killers and survivors are paid for, either through shard or cells. Imagine paying 5$ for a killer and just not being allowed to play them
Then the other issue is, survivors are fundamentally the same, so alot of the community pick one or two and pour there bloodpoints into them, and merely leveled the others for teachables, if at all. Locking people out of the character they play won't promote build diversity, just incentivise them to not play whilst they're locked.
Another point, at base and platform dependant, there are only a handful of free killers and survivors. Imagine being a new player and having 2 of the 5 or so killers you have access to being locked out for you, really limiting your options
And my final point, locking out the players teachables would also be a terrible idea. Most survivors have 1 or 2 good teachable perks, and the majority of them can be replaced with one similar, so builds would barely change. For example, if Tapp and David where locked out, dead hard would be the only "meta" perk lost, and can be replaced with other exhaustion perks
Other games can get away with locking certain chatacters, because they have massive rosters, and typically rotating free characters (if not all of them for free). It just wouldn't work for DbD
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Devour is a fun one for Freddy, so I'll leave that with you, and whilst brutal would technically see alot of use, since freddy is just a standard 4.6ms killer, brutal doesn't help in getting downs. Myself i would swap it for surge, and then swap devour for Surveillance. But ultimately you can keep Devour and leave off Surveillance
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Well, ive never been a fan of corrupt in general, but i do actually think it is a good perk for him. Oni has a notoriously weak early game, so anything that makes getting those first hits in is good
If you are looking to replace it though, either Monitor and abuse or Discordance. Monitor gets you 2 seconds closer for that first hit, and also greatly improves the area for the infectious fright, which you are already running. Discordance just really helps you to know which gen to first walk over to, meaning less time just wandering around.
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Not toxic at all, however i do think its a waste of information perks. Unless youre bringing nurse or freddy, this build really lacks alot, with no slow down and no chase perks
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First off, you're safe from getting reported, since they check reports to see if they're genuine or not and if what you say is true, its evident you aint done #########
Some people in this game are just massive barrels of ass though. If you ever meet people like them again, be sure to report them, the ingame reporter does actually work for things like abusive language, but stuff like game sabotage is a lot harder to prove and likely requires video evidence
And as for why you depipped, its purely because at red ranks the minimum to safety pip is insanely high, and all you likely accrued was silver (at best) devout, iridescent gatekeeper, and likely bronze in the others as you barely managed to hit, down or even find the other survivors. Thats just life at red ranks, a DC is just alot of lost opportunity to get chaser
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I find the opposite actually, yeah torment means the Executioner can mori someone off of 2nd hook, they have to be in the area to tunnel them, meaning the unhooks would be unsafe regardless. All the torment is doing is bypassing decisive strike
As far as ive noticed though, torment actually promotes the opposite of tunneling, as sending a survivor to a cage makes them all the way across the map, meaning the Executioner can't camp them nearly as effectively, and is more likely to meet a new target if they do decide to head in that direction
If a killer was going to camp you, they would still do it regardless of the killer, and there are other killers who are effective and certain "toxic" behaviours
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He played in a lame way yes, but technically not against the rules. Bodyblocking for BT is perfectly fine, as well as slugging you to avoid DS
What would be considered keeping the game hostage is where the killer bodyblocks a survivor inside a room/corner, and there is no means of escape available, and no means for EGC to start (i.e 1 survivor left but hatch was not close). If the only way for the survivor leave the match is to disconnect, that's hostage taking
Also, nit picking your story, you say you where slugged until you almost bled out, and also claim to have almost reached struggle phase on the first hook, that alone is just shy of 60s for the hook, and 4 minutes on the floor. So your estimate of 4:30 match length is quite a bit off, unless there was exaggerations
As for what he did specifically, there is merit on killing a survivor quickly to push a match heavily in a killers favour, but it is really damm lame, and really damn counterproductive as whilst your attention is on one survivor, the other 3 can complete all the other gens within 3 minutes
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I believe its fair as it is. Even if you're playing great, there is no acceptable reason to DC outside of game errors or legitimate game hostages. If youre playing amazingly, why would you even DC in the first place
As for your second point of making the game lockout always 15m, why bother. For the one or two times the DC isnt your fault, or just a poorly times internet issue, your penalty will be short enough where it won't matter, and if you're getting enough disconnects either through crashing or internet issues, then maybe its more a problem for you, and that you shouldn't play DbD since youre likely to disconnect and ruin a match for others
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To be honest, rites of judgement isn't more than just a deterrent, and barely even has a benefit when a survivor does go throught it, so don't treat it as anything other than the gravy of his main power
And as for punishment of the damned, it acts just like doctor/huntress/deathslinger, where the survivors have to act as though you can use it anytjme, so they need to respect it at loops. In fact ive had alot of success so far barely using it as survivors will mindgame themselves and let me get an m1.
It however is very good in tight loops, like near the cars on wreckers maps, as a long straight line means they're getting hit regardless of dropping a pallet or not
Finally, there is value you pushing survivors away and around loops, getting them away from a safe loop like a jungle gym or other strong pallets is a good thing in my book
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A few things i noted playing as him on the PTB, first off, torment is worth very little. Unless you have someone trying to save a downed survivor, usually its better to pick up and hook them manually. Its harder for them to be saved than in a cage on the other side of the map, since that's probably where other survivors are already
Also, don't spend too long worrying about tormenting survivors (interesting to say that in a mechanical way lol), its begger to get a quick down than risk wasting time tormenting them mid chase, and laying down torment randomly aroind the map will do little, as it can be easily avoided outside of chase, and even provides very little information even if they just run through it
And finally, get into the survivors head. Ol triangle noggin has that huntress/deathslinger threat, so survivors will always be weary of a ranged attack. Tap the charge to barely slow down to make them fear you'll use it near a pallet, and then they have to make a read whether you will or if you wont pull the trigger. If they dont throw the pallet, you can just slap em with yeh slapping stick
Build wise, hes got good antiloop, so go for slowdown perks and information perks. Dont listen to people who say BBQ/TT/PGTW is useless on him, you'll still be hooking people, and you really should be hooking people early game, so they will see use.
Sending survivors to the time out box is better later in the match, where the size of play area is smaller and survivors have to travel further to free them, and his free mori is just gravy. Powerwise, just use it like a bad ranged huntress but its easier to cast and you'll be golden, and heaven help survivors if you decide you fancy camping a boxed survivor. If you make it there first, you're guarenteed someone is getting downed and hooked
Tldr torment smells, aoe good, hooking good, *mindgames*
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/1352485#Comment_1352485
As you said yourself, by the time survivors have the gate open they've already won most of the time. So why not finally have a change that helps counter snowballing? How the EGC was originally designed is irreverent. Left Behind is a perk that was originally designed, but that doesn't change the fact that the actual design is terrible.
I'll admit that comparing Left Behind and the EGC isn't a 1:1 comparison, but my point still stands that originally designed or not the EGC could be better implemented to give players a more engaging game. As a survivor, I don't feel engaged when I know there's a 99% chance that once my team has the gates open I've already escaped. And as killer I don't feel engaged staring at someone for 2 minutes.
Oh for sure, i would love mechanics in this game to be more fleshed out for both sides. I was merely explaining why the current interaction of EGC is how it is.
Personally i would love there to be more pressure on both sides, where the early game is alot less weaker for killers and the late game to be more stressful for each side of the game. Something as simple as having exit gates tick down overtime would be cool, despite the arguement that "survivors will just have someone stand neat the gate" there is still merit to it, as a survivor at the gate can't go save the one on a hook
And yeah, times change, perks change and even EGC might change, but i do know the game is alot better off having it in its current form, but i dont believe we will get grand sweeping changes to the game, if breakable walls are anything to go by
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@Flatskull said:
https://forum.deadbydaylight.com/en/discussion/comment/1352431#Comment_1352431
Then the devs failed and basically made a t-bag at the gate timer. It might as well be 30 seconds or something if thats' the case. But clearly it isn't since it's meant to allow survivors to still act and do things. Including saving other survivors and there's more than enough time to run out. Loot or whatever then come back.
Great idea but this requires the killer to break pressure at key end game point..walk up to a gate that generally on the far side of map...open the gate...then somehow apply pressure while the gate is open. So unless you got NOED or every survivor is injured you ain't doing nothing as killer and we all know it. keep in mind while all this is happening the survivors are also opening-or have opened- the other gate. This type of stuff is what made blood warden a dead perk thanks to survivors having control of a timer that should pressure them, for some reason.
There is no way to apply pressure in this scenario without noed and possibly warden combo and even then...YOU are at the gate...so you got to run back and hope the survivors havent scattered to the other gate and left. This dosen't apply pressure...it just makes you conede the game. The only way I've seen this trick work is if you downed someone near the gate and you have blood warden.
Timers by design apply pressure.
No survivor die to EGC because they control when it happens thanks to the mistake of playing it on gate activation, which is the home free point of the game for survivors. This is more a flaw in the game, wiether a flaw by design or not.
EGC should just activate at the last gen. There's enough time to open either gate, time extenstions to save people and people control when gens are done-so they stll have some control of when it activates- at least with the gate still closed and then having to get to it the timer will run down a bit. Making people actually leave when they finally open it because some anxiety/pressure is up or they will muck around and die to it.
You are right, the way EGC works currently with the main way it activating being in the hands of the survivors does favour survivors, but i believe that's the point. Its not a tool for killers in there arsenal, its not something you should regularly expect to use, nor should you expect it to be a good method of securing kills.
The devs intentionally made it 2mins long, and extended when someone is downed/hooked. They made a decision to have such a lenient timer and have it activate when the match is all but over. Its design, as far as i believe, is purely to make the game end. Once its activated, the match will 100% end. The killer can chase the survivors out, try to recoup losses and hold a grip on any survivors theyve caught already, or even simply wait it out and the survivors will leave within 2 minutes.
Theres 3 ways EGC activates. 1; survivor/s open a gate, so the match is already pretty much over. 2: killer opens the gate, which is more or less a concession, or could also be used tactically (but imo is very niche and counterproductive) or 3: the hatch is closed, which is very heavily killer sided
As far as im concerned, its merely to stop matches being held fully hostage. If a killers trapped a survivor in a corner, the EGC from his teamates will still end the match. If the last survivor is hiding forever, closing the hatch will force them to move. Only hostage situation it doesn't stop is the final survivor getting trapped by the killer, or 2+ survivors in positions the killer can't reach
Tldr: its designed to end matches, not be a tool for killers to kill with
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As far as i know, i believe the intention of EGC wasn't to put pressure on the survivors, but instead force the survivors to leave. Before it, once the gates were open the survivors could sit at the gates forever, or even run back in and hide in a nook and/or cranny and delay the game for ages
EGC isnt supposed to kill survivors, and 9/10 times it doesn't. Its just a tool to expedite triumphant survivors, and quicken a match in the case of the hatch closing. And as killer, if you ever want the pressure of the EGC, just open a gate yourself
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If i do the last gen, i usually just head to a gate, open it, and leave. If im finishing a gen, im not in a chase so im safe to open it. Theres no reason to mill around, when usually the killer is chasing someone so im in the clear. But if i know there's no direct chase happening then i might wait before beelining a gate, so im not the one getting chased.
Special mention with someone getting downed. If midway through the gate getting opened someone gets downed, if i got the time to do it I'll crack the gate open and sprint out before they get hooked, as not to get the penalty to altruism
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As a killer, i dont farm at all. Only time i would change is if there was multiple BPS in the match, and then i would just play a bit more lenient so long as the survivors aint pounding out gens as if there lives depended on it, but otherwise i just play like normal, since i usually get 25k+ a match from just normal playstyles
And if im a survivor, and the killer is trying to farm, i just gens and leave. Can't be arsed to do all the hook trading, healing and hit swapping over and over, I'd rather just move onto the next match that is actually a proper match.
Queue times are annoying enough, so going into a match that aint a match is kind of a buzzkill. I dont play the game to get bloodpoints, i play to play the game, and farming aint really playing.
Plus the arguement of "its a nice change of pace" is kind of silly. I dont queue into a match hoping i dont get the usual match experience, and i wouldn't force a style of match onto people who don't want to farm, and if people try that on me i just refuse. A survivor thats hoping to farm with me as a killer will quickly realise thats not what im going to do, and a killer trying to farm with me will be disappointed
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Yeah its annoying to get robbed of a deserved 4th kill and lose out on pips because of it, but without the hatch the game would be unbearable.
Imagine without hatch, one survivor left, having to complete x many gens completely stealthily, since the moment they're in chase odds are they're screwed. Its hard enough doing an exit gate without being seen, and thats only 20 seconds.
The hatch is a necessity for a healthy game, gives that last survivor a possible escape and lets the killer expedite the end of the match. Otherwise nothing is stopping that last survivor permanently hiding, like was the case early in this games launch
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Its simply because perks that entirely invalidate a killers power would be a big no no. Like as you say, calm spirit counters doc but not entirely, you can still zap then mid chase, you can still aoe shock for the madness increase and you'll still know someone got static blasted due to the bloodpoint gain and the UI
Plus, the reason you still drop bloodorbs is because the bleeding has nothing to do with it. With Oni they released Yui and one of her perks stops bleeding when injured (for a time at least). That perks has alot less of a drawback as no mither so imagine a full team using it. The oni would never use his power besides from the passive gain and the 2 orbs per hook, and that is with the passive gain taking 7 minutes to "fill" the bar
It also means bleed rate has no bearing on the blood orb gain, so sloppy butcher and blood echos dont mean more drop, and thats fine since it means his power is consistent. Is it annoying to enter a match against oni as a no mither? Yeah of course, but thats the lottery you play when picking no mither
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You kind of have to have the hatch tbh. Say if it was so that there was 1 survivor left, and there wasn't a hatch, that survivor would have to do all the gens and open a gate alone, undetected the entire time. Back in the say this was kinda the case since the hatch only spawned when 3 gens was left, meaning if there was 4 or 5 then that last survivor had to complete gens. Most of the time, they would instead just skulk around, and as many people would agree, if a survivor wants to be hidden and has no interest in gens, theyre pretty damn hard to find
Hatch purely just means a match ends, and gives the last survivor a reason to actually try. Only issue with it is keys, but i can't be arsed to get into that can of worms
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Issue i have with it, its just a waste of time queueing into a match. I dont get any more bloodpoints than a usual match but i get none of the fun, just 5 gens and out. Its only marginally better than the afk wraiths since they chest guards might actually do something eventually but i would just rather have not done the match to begin with
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Technically, it does work as a counter, but kinda does not. So the aura reading of BBQ is 40m or more meters away, whilst sole survivor protects you at 20m or so per survivor who is dead.
So say the killer hooks a guy and everyones alive, soul survivor isnt protecting you at all
With 1 survivor dead, it would protect you if you was 20m away, but since BBQ only works 40m away, it won't stop it
With 2 dead, same as before, soul survivor still wont protect you from BBQ because the range in which it protects you is the range is too close for BBQ to proc
And at 3 survivors dead, you have 60m of protection, but then BBQ can't trigger at all, since for BBQ to kick in with 3 survivors dead, the killer would be hooking you
In summary, no soul survivor does not counter BBQ in any way, but only due to distances, not any other fancy kind of aura reading