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IhateFeng

IhateFeng

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IhateFeng
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  • @Rudjohns said:

    The only real changes that we need are:

    -Collision loss when at least 1 crow is on a survivor

    -Picking up items doesn't do anything to avoid AFK crows

    -Remove the AFK crows completely if 2 survivors are left in the game and 1 is slugged

    yes it would be perfect change if they really do it. No more toxic survivor working with killer in endgame. This new crow changes is horrible

  • @PuddleOfBludd said:

    Here is what I’ve noticed from the games I’ve played so far:

    1. You seem to get AFK crows even while in CHASE which is absolutely ridiculous. Who tf is stopping to do a gen mid chase?! How do I know this? See #2
    2. You also get crows on hook. I had 3 of them within 20-30 seconds on hook which means I was accumulating the “ points” while in chase.

    Overall this addition is bad. The game isn’t just touching gens. If getting chased accumulates these points then the message is that only ONE part of the game matters.

    As other people have stated, sometimes doing generators is not the optimal thing to do. Perfect example: mid game you that the killer has Hex: Devour Hope. Your main objective at this point is to find that totem. Now with having to search for it while still avoiding the killer, this can take some time. Now the game is basically saying no don’t go look for that totem or we’ll give you crows. Just stay on generators and effectively screw yourself.

    As with everything that gets done to this game, there is like zero thought put into it as to how it will overall affect the health of the game.

    There was literally nothing wrong with the way AFK crows worked before. What we have now is just completely ridiculous.

    how about we just uninstall this crap buggy garbage and move on?

  • @kit_mason said:

    Oh, perfect! I can run Agitation to be ~109% and then chase the last guy with zero risk of an unbreakable denying my fourth kill! I have to respect pallets, sure, but worst case they have a god pallet and I can just keep them there until they inevitably make a mistake.

    And sure, you could disable Agitation for this carry, but then I can just follow them at 92% instead. They have to try a gate or a gen eventually, after all.

    At least the fourth guy wont have to worry about the scum betraying him and has a chance for hatch and u killers must have to find him before he finds the hatch

  • Basically wake up is a low budget version of sole survivor lol

  • @A_T_E said:

    https://forums.bhvr.com/dead-by-daylight/discussion/428527/a-solution-for-2-last-survivors-left-in-the-match

    Had to rewrite my reply to be less mocking of this idea, because this is just ridiculous.

    No, absolutely not a good idea or solution for anything.

    Victims are not supposed to help the Killer find other Victims, that's why the report option to report players for "Helping Killer" is available. Literally just report them.

    Except the report button did absolutely nothing and the helper got away with that. The only thing that worked is when u report a real hacker then they inform u the hacker has been taken care off

  • @k3ijus said:

    Essentially this would just prolong the games, survivors would just hop in and out of lockers every 2 minutes until the killer dc’ed.

    What we need is a way for both survivors to have a realistic chance of escaping, such as

    -reducing number of generators repaired

    -reducing number of charges required for actions

    -reducing exit gates time

    Currently, even if one of the two survivors manages to loop for the entirety of 1-5 generators, the killer would inevitably get the down, whether it be from endgame collapse or camping, Inevitably it will be a 3k whether they fight to survive or stall to survive

    There is absolutely no way for that. Even with 5 gens survivors still pop it like it has no time. Reduce exit gate time? Really? Get good dude

  • @Lost_Boy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/427766/is-there-anyone-here-experiences-strange-auto-unhook-from-survivors-even-without-deliverance-perk

    When I was testing out a slugging build for about 7-10 days on all killers there was a huge increase in the number of people unhooking themselves without perks or offerings. No hook camping. I would often either slug for 4 downs or 3 downs before hooking and at least one person would unhook every 2 games. It actually happened so much that I would expect at least one person to be getting off the hook in almost every match. It was very consistent throughout the 7-10 days and I even managed it myself playing survivor in the same situation. I could put it down to RNG if it wasn't playing as much but that was over probably around 30 hours of game time so maybe like 90 games.

    In theory the average chance of that happening if you're only hooking 4:times per match should be 1 in 25 games per survivor.

    I honestly believe there is a hidden increase in luck if all survivors are hooked and its the first time they've been hooked. Maybe the chance increases per survivor or something but it's definitely a thing and I'm not entirely sure if it's bugged or intentional.

    That was exactly what I have experienced. Maybe the developers shadow increased luck on survivors

  • @Xernoton said:

    There is an anti face camping mechanic in the game that could explain some of these. If the killer stays close to the hook for too long, then the hooked survivor can unhook themself.

    I haven't really noticed anything out of the ordinary. What do you mean by auto unhook? Does that mean you were automatically unhooked without any input? That would be rather strange indeed.

    without any perks yes. I didnt even camp either. I have played many match as killer and always survivors got hook then i move away from them just a few sec and bam they unhook themselves. Maybe hack tool?