ImperatorHaze
ImperatorHaze
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@crogers271 said:
1: This isn't enough. Quieter is really irrelevant, have to go all the way to fully silent. 10 seconds is very little, but you also weaken that by requiring immediate reengagement. Does nothing about tunneling off hook.
2: Too difficult to implement for the minimal change it would achieve. Lots of killers could play around it relatively easily.
3: I'll quote a part here:
Killers should be encouraged to play strategically and spread pressure, not punished for being aggressive.Making certain things harder isn't punishment. Having pros and cons to to various options increases strategic depth, but people didn't seem to want that.
But this is kind of like the overbrine days. Give us the tools to slow down gens and we won't tunnel, led to slowing down gens and tunneling.
Getting a survivor out is really strong. If you don't change that element (either by making the elimination extremely difficult or giving the survivors a boost after it happens), then you have tunneling plus as existed with overbrine.
Also a three second aura read without any limiting factor really takes out any chance of survivors being nearby.
Personally I hate BP boosts as a mechanism of solving problems but some would be behind that.
4: PTB is not big enough nor long enough to get that. Piecemeal would be okay in concept, but sometimes you need to see things work together to get an idea and its a moot point anyway as BHVR hasn't given themselves enough time in their schedule for gradual PTBs.
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Basically, the changes are too minor with the 3 second aura read for the killer probably being the most significant change.
Thanks for taking the time to write such a detailed response — you bring up some solid concerns, but I think the proposed system actually covers more of these issues than it might seem at first glance. Let me break it down point by point:
“This isn’t enough. Quieter is irrelevant… 10 seconds is very little… does nothing about tunneling off hook.”
I get where you’re coming from — if the protection window is too short or weak, it doesn’t meaningfully help against tunneling. But full silence or longer invulnerability-type effects can easily swing things too far in the other direction and make fair chases impossible for Killers who aren’t tunneling.
The goal isn’t to eliminate tunneling entirely — it’s to make it less efficient. The 5-second Haste and reduced scratch marks/grunts of pain give the unhooked Survivor a small but meaningful chance to reposition. Killers can still commit if they want, but they’re spending more time and losing map pressure if they do.
This version keeps the gameplay interactive — the Killer chooses whether to continue the chase knowing it’s less efficient, or to spread pressure for better long-term results.
Also, tunneling off hook is indirectly discouraged through the Killer Incentive system, since the bonuses disable if the Killer tunnels (i.e., hooks a Survivor twice before everyone’s been hooked once). This gives an ongoing reason for Killers to rotate targets rather than chase the same person immediately after unhook.
“Too difficult to implement for the minimal change… Killers could play around it easily.”
Anti-Slug system is designed to be simple under the hood. It’s not a complex behavior tracker — it’s based on a timer + radius mechanic, both of which already exist in DBD’s codebase (think of mechanics like Terror Radius or Boon ranges).
A Killer would only receive the Hindered debuff if they choose to remain near a downed Survivor for 45 seconds or longer. That’s not punishing tactical slugging; it’s punishing intentional bait camping.
If a Killer slugs strategically and moves on, they never get the debuff. Survivors who try to bait the slug lose that advantage since the Killer can simply leave the radius — they’re stuck waiting or recovering. This keeps it fair, functional, and consistent with DBD’s design philosophy: reward active gameplay, discourage stagnation.
“Killers should be encouraged to play strategically and spread pressure, not punished for being aggressive… making things harder isn’t punishment…”
Completely agree — and that’s actually the foundation of my concept. The Killer Incentive system doesn’t punish aggression, it rewards smart aggression.
Killers still have freedom to tunnel if they want — but the optimal play becomes spreading hooks to earn bonus Bloodpoints and temporary aura reads on first hooks only. The moment a Killer tunnels (hooking someone twice before everyone has been hooked once), those incentives shut off.
This means the system doesn’t force Killers to play “nice”; it just makes smart, spread pressure more rewarding. Aggression still exists, but it’s refocused — Killers now benefit from making impactful plays across the map rather than locking onto one Survivor early.
As for the 3-second aura reveal: it’s intentionally limited to prevent abuse. It’s a small nudge toward awareness, not an overpowered wallhack. It lets Killers quickly decide where to go next after a hook without giving them excessive information.
“PTB isn’t big enough or long enough for proper testing…”
That’s a valid criticism of BHVR’s testing structure in general — but this concept accounts for that. Each of these features can be tested piecemeal or in combined sets without major reworks to existing systems:
- Momentum Protection can be tested as a standalone modifier to post-unhook states.
- Anti-Slug Radius can be applied to a single Killer or in a limited map rotation to measure behavior change.
- Killer Incentives can be toggled on or off server-side for specific matchmaking brackets.
This modularity makes it easier to test than large reworks. Even in short PTBs, you’d get measurable telemetry (time spent slugging, hook distribution, post-unhook survival time, etc.).
In Summary:
- Momentum Protection reduces early tunneling efficiency without removing Killer agency.
- Anti-Slug discourages bait-camping but rewards active play and decision-making.
- Killer Incentives reinforce strategic, map-wide pressure instead of repetitive tunneling.
- The system remains modular and testable even within BHVR’s current PTB constraints.
In other words, it doesn’t punish Killers for being aggressive — it rewards Killers for being efficient, strategic, and dynamic. Survivors gain tools to recover, Killers gain reasons to diversify targets, and overall match flow becomes more balanced and engaging.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020445#Comment_4020445
So if there is only one hook in range, and it’s currently broken because of the Breakdown perk, how does the killer hook the survivor?
Where is the guaranteed way to hook that survivor?
If the hook is broken, then you carry a survivor to another hook. The radius of the downed survivor stays with the survivor, not the spot where you downed them. The guaranteed hook comes from the Killers immediate decision to hook the survivor within the 45 second window of downing the survivor. If the Killer, for whatever reason, cannot hook within 45 seconds, then they get the hindered effect. So again, this is to deter Killers away from slugging survivors by pushing them to hook, otherwise they get the debuff.
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@Coffeecrashing said:
Killers shouldn’t be punished for slugging if the survivors forced the killer to slug.
If the killer is going to be punished for slugging a survivor, then they should get a guaranteed way to hook survivors. That would ensure that survivors are only slugged for long periods of time, because the killer chose to do this.
Killers are only penalized after 45 seconds if they remain within the radius of a downed Survivor. This encourages Killers to either hook the Survivor or rotate to chase someone else.
If a Survivor is intentionally trying to bait a slug, the Killer can slug them, then simply leave the radius to avoid the debuff — then the Survivor must either wait for help or recover on their own. Which really doesn't help their team because now someone has to heal them or they are down a man on gens until they can self-recover.
The ‘punishment’ only applies when the Killer chooses not to hook within the set duration, and Killers already have a guaranteed way to hook: hook the Survivor they just downed within 45 seconds. This still leaves enough time to break generators, destroy pallets, or chase another Survivor in the area.
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Feel free to downvote if you disagree with this concept, but I’d greatly appreciate any feedback explaining your perspective. If there are elements you like but don’t agree with entirely, please share what works for you. Every opinion is welcome, and there are no wrong answers here.
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While I agree with several of your points, I do believe BHVR bears responsibility for how many Killers choose to play. In any game—whether it’s DBD, Call of Duty, Fortnite, or something else—if there’s a mechanic that can be exploited, players will inevitably take advantage of it. You could argue that Killers “invented” tunneling and slugging, but if those behaviors weren’t properly accounted for during development, it’s only natural they’d become common strategies. BHVR provided the tools, and players are simply using them as they see fit.
That said, you’re absolutely right about toxic players who go out of their way to ruin the experience for others. Many of us just want to enjoy the game. Still, unless BHVR addresses these underlying design issues, players will continue to exploit whatever systems are available to them.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4018876#Comment_4018876
You’ve probably experienced it, but didn’t know aim dressing was literally stealing hits from the killer.
If you ever try to lunge attack a survivor, and instead your camera gets yanked and you immediately hit an object instead, even though you were lunge attacking and therefore weren’t supposed to have collision with objects, then you were wrongfully affected by aim dressing.
Are killers supposed to be immune to the environment when performing a lunge attack? I've never tried to lunge to slid across a wall/surface, I usually hit something. The camera pulling I haven't experienced. If I did it was very minimal. Not saying this isn't an issue, just something I've never noticed.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4018867#Comment_4018867
It’s officially called Aim Dressing, and it can steal hits from the killer.
The game can forcibly yank the killer’s camera, and forcibly forbid a killer from making a lunge attack, based on proximity checks. The problem is these proximity checks are completely separate from the hit validation checks, so the game can forcibly cause the killer to miss an attack, because it changed the killer’s attack before confirming a hit occurred.
Interesting. I've never heard of this or experienced it, but it sounds like a pain
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I would say the Unknown. Requires two shots with his ability to count as a hit. Hallucinations can be easily dispelled by survivors disabling his mobility but also allows their aura to be revealed and causes weakness if they mess up. To be considered as balanced, I believe all killers need to have a give and take that allows for fair counterplay for survivors.
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I haven't noticed any aim assistance…can you provide more context?
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As someone who plays both sides, I honestly feel the game is fairly balanced right now. I know, I know — hear me out.
I’m primarily a survivor main, but I also play killer from time to time (Unknown, Hag, and Singularity mostly). From my experience, I win about half my matches on either side. I think survivor mains would benefit from trying a few killers, or at least playing killer once, just to understand how challenging it can be from that perspective. It really gives you a sense of the balance on both sides.
As killer, I’ve faced survivor teams that chain flashlight saves, blast mines, hook sabotages — basically everything designed to throw you off your rhythm. You can usually tell when it’s a SWF group versus randoms, but even solo teams pull off coordinated plays sometimes. On the other hand, I also get matches where the survivors are completely uncoordinated, which ends up being an easier win.
Regarding matchmaking, I believe SBMM is calculated using a combined rating of all four survivors, which is then paired with a killer at a similar rating. From my experience, I’ve been in lobbies with full P100 teams (not my level) and also with people who are new, at my skill level, or have a general understanding of the game. It really shows that the system tries to balance matches across experience levels, even if it doesn’t always feel perfect.
From the survivor side, I think the focus should be on balancing certain killers, not necessarily buffing survivors as a whole. Some killers just have very little counterplay once the chase starts. Take Michael, for example — once he’s built up his stalk, you’re all exposed for the rest of the match, and with haste perks, he becomes incredibly hard to deal with. Every killer should have some level of give-and-take that allows for fair survivor counterplay.
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I was working and missed it :(
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I submitted a ticket for his mori bug this morning but didn't realize the Unsolved cosmetic was also glitched out.
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@cogsturning said:
I'd try it but I probably wouldn't stick with it. I feel you'd see a lot less variety, as survivors would be chosen for, most likely, exhaustion perks, and killers with strong perks would be favored. None of my mains would be super appealing to me.
What could make it more interesting is combining it with the Chaos Shuffle concept, but it's the characters who are shuffled. Choose survivor, and you'll get a random survivor with their three perks. Same for killlers.
I can definitely see how certain characters with strong base kits (like Meg or Wesker) would end up being favored, while others might feel less viable or appealing — especially for people who main niche characters. That’s one of the trade-offs of limiting builds to inherited perks: you get more “thematic” and lore-driven gameplay, but possibly at the cost of variety and meta flexibility.
I really like your idea of combining it with Chaos Shuffle, but with a twist — instead of picking a Survivor and randomizing perks, what if it worked the other way around? You could pick one random perk, and then the mode assigns you a random Survivor whose inherited perks get added to that one. It’d keep things unpredictable while still giving you a small sense of choice, and it might push people to try builds or characters they usually avoid.
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@Raptorrotas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4017676#Comment_4017676
Why would it be problematic to deploy at 5 gens? Survivors focus down gens at 0kills, 0 hooks, 0 chases. They dont swap targets (ive seen someone claim swapping gens or moving between them, is the same timewaste as being afk). Why should the killer not start doing their chosen strategy as soon they can/want? Survivors are already doing so.
As for justifying slugging? I understand the problem with letting [all remaining survivors] be slugged at the same time for the whole 4 minutes, that's the only problematic case. It may be solved by the ptb proposed unbreakable solution (another meta perk free wohoo) or by simply sacrificing all survivors who are irreversibly hooked and slugged. All other instances of slugging is just betting on trading time spent hooking for disabled unhook perks and the missed hookstate. Picking up a slug isnt that different from unhooking, right?
In the end, I dont think there are any deep reasons behind these strategies. They work, people use them.
Thanks for the reply — I don’t disagree that efficiency is a major factor, and I get that Survivors are doing gens from second 1, so why shouldn’t Killers use the best tools at their disposal from the start? That’s a fair point.
My curiosity wasn’t really about whether these strategies work — obviously they do, or people wouldn’t use them. What I’m more interested in is how players justify or interpret them, and what kind of impact they believe it has on the game experience — for themselves and for others.
When you say there aren't really "deep reasons" behind tunneling or slugging — that it's just what works — that’s a valid take. But that also supports my original point: definitions and intent vary, and while some people see those tactics as just strategy, others see them as intentional fun-killers. That gap in perception is what leads to all the drama, DCs, and post-game salt.
Also, I agree with you that full 4-man slugs with no hooks are where things really get messy — and I’m curious to see if the proposed PTB changes (like basekit Unbreakable) will shift the balance a bit there.
At the end of the day, I don’t think using these tactics is bad. I’m just trying to understand the philosophy behind them and see where players feel the line is — if they feel there’s a line at all.
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@Anniehere said:
It doesn't sound bad. But if the mode is based on lore, I think it would only work if the maps were also tied to the Survivors or Killer. The realm could be generated based on the majority of the characters in the trial.
I've always wanted to play in RPD with the whole RE group, so you can count me in if that ever happens. 😅
That would be a cool idea! I mean you could gather your team and use an offering to achieve the same goal but if it was implemented to use the map associated with a particular killer or group of survivors then that would definitely make it more lore oriented.
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@Raptorrotas said:
Does it really matter what you define as tunneling when youre still vilifying the people doing this perfectly normal strategy also used by the other side?
Anyways tunneling is getting one survivor out asap, one survivor 2 hooks in a row.
Slugging is, surprise surprise, not picking up a slug.
I'm killer biased, so take this with a block of salt, but imo some survivors do have some hardcore scrub-mentality when it comes to killers using certain strategies.
I'd say it does matter, because people on both sides define tunneling and slugging differently — and those definitions often shape how each side views whether it's fair or not.
As you said, people sometimes "vilify" others, but maybe if we actually look at both sides of the coin, some of those perceptions could change.
Sure, tunneling is generally understood as focusing on getting one Survivor out. But the context is what I’m curious about. When is it considered okay? Is it strategic at 5 gens? During a 3-gen? When someone's looping forever or is the weakest link? Or is it just something people do casually for fun?
Same with slugging — yes, it's not picking someone up. But why do it? If you’re Killer-biased, I’m genuinely curious: when do you think it's a justified tactic?
My post was meant to go beyond just defining the terms — I’m more interested in understanding the reasoning behind them.
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To me, the Unknown seems to be a cross between the Rachni Queen(or just the Rachni) from Mass Effect and the monster from the game Carrion. It is like the Rachni Queen in terms of possessing or taking the form of a host and using their voice, but it has the same amorphous, tentacled body as the monster in Carrion. I believe the teeth on the back is from how the Unknown enters the body based on its own form, not the form of its victim. Eyes in the front, teeth in the back, and then filling and contorting the rest of the body with its sinewy tendrils. Even though it is unknown(HA), I believe this is the first alien/insect like creature in DBD…aside from the literal alien xenomorph.
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@Roco45 said:
I'm not going to get philosophical about made up terms lmao When there's 1-2 gens left, it's just about whatever wins the game for either side, so any sort tunneling or slugging or camping from Killer is to be expected and is strategic as Survs just have to finish a couple more gens. I believe that's standard play.
However, tunneling and slugging at 5-4 gens is just egregious and what people are complaining about as it's happening in most matches. That, I do not believe, is standard play and is what should be heavily punished in this game to prevent Killers from doing it. Whether it's that ultra sweaty Blight that from the jump is slugging and tunneling before anyone has even touched a gen or even a wraith who's tunneling at 4 gens after their first hook to turn the game into a 3v1 as quickly as possible, both are instances of tunneling or slugging that should be deterred.
However, I do believe that any sort of anti-tunnel or anti-slug is impractical until SWF's are nerfed as any changes will benefit SWF's the most and SoloQ the least, which is the complete opposite of what should happen as this is a SoloQ predominant issue since SWF's can already counter most of it.
Fair take — I get where you're coming from. I agree that tunneling and slugging in the late-game (1–2 gens left) often comes down to survival and strategy, and at that point, both sides are just trying to secure the win. I don’t think most players mind that as much.
Where it gets frustrating is exactly what you said — early-game tunneling and slugging, when no real pressure has been established yet. Turning a match into a 3v1 before gens are even touched really cuts down on counterplay and makes it hard to come back, especially in SoloQ.
You also raise a solid point about SWF vs. SoloQ. Any anti-tunnel/slug system would definitely need to account for that imbalance — otherwise, it risks helping coordinated teams more than the ones who actually need it.
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@UnicornMedal said:
I think it's as simple as you've stated. The issues come into play given the state of the game itself and how BHVR chooses to interpret the term "asymmetrical".
When tunneling is as prominent and powerful as it is, it starts to get a little nuanced. At the heart, tunneling is simply chasing the unhooked Survivor off the hook and ignoring anyone and anything else. But being found too soon before the Survivor has time to reset and start a new objective feels like tunneling, which is where a lot of the confusion comes from. That's the point where you start to plateau with BP/XP and you stop playing the game in any meaningful way. I believe it's tangential to tunneling and that it does count to a degree, regardless of intention, because the end result is ultimately the same.
That goes for slugging too. There are lots of ways slugging can go down, but there isn't much nuance there since it's literally being in the dying state while not on hook. The main issue is what happens while you're slugged. The Killer downing you and ignoring you so other Survivors can pick you up and heal you is very different from the Killer downing you and standing on top of you all trial. While not as powerful as tunneling, it still does more than I think it should. I don't believe that Killer should be able to down one Survivor, go off and down others, then have enough time to come back and hook that initial Survivor with ease. It's part of why Abandon is getting so much use in trials since being implemented.
Personally I think they should be as closely aligned to catchup mechanics as possible, which should also be the goal of any "anti" system. That is where they become fair and healthier for gameplay. Gutting them would fall into unfair territory, but so is leaving them unchecked.
I appreciate how you tied it back to the overall design philosophy and how BHVR interprets "asymmetrical." You're absolutely right that the intent vs. impact of tunneling and slugging is where a lot of the confusion and frustration comes from. Even if it's not deliberate, if a Survivor doesn’t get time to reset, it still feels like tunneling because the outcome is the same.
Same goes for slugging — the act itself is simple, but what happens during that time (like being left on the ground for extended periods) really shapes the experience. I hadn’t thought about the catch-up mechanic angle, but that’s a great point. If tunneling and slugging were better integrated into fair catch-up systems, I think we’d see less tension around them.
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@Rock_KBob said:
Ok so you asked a lot of questions here and since I play both roles equally I am going to do my best to answer them all. Of course, this is just one person's opinion. As your original post says, you want to better understand where the line is drawn from both perspectives. Since this is opinion based, I fear you may not have any more clarity from the community at the end of this than you did at the start, but I love good discourse.
So to combine several questions you asked around tunneling, I personally draw the line at what is considered hard tunnelling. This usually includes proxy camping someone on their first hook and upon being unhooked, solely focusing on the person that was just unhooked. This particular strat is used to get someone out of the game quickly and put increased pressure on the remaining 3. Lots of killers going for win streaks use this (Momo comes to mind especially) because it's one of the best ways to secure a win. For me personally, I do not do this when I play killer UNLESS there are 2 gens or less left in the game and at that point all is fair game. As far as your question about accidentally running into the same person again, I don't consider that tunnelling as it's not purposeful, though I doubt the survivor will see it the same. And lastly keeping with the strongest looper is actually a bit opposite of what most people that tunnel are trying to go for. It would be better to tunnel out the weakest player because they won't waste as much of your time vs the strong one.
So far as the slugging questions go, it's not really slugging if the killer takes a moment to break a pallet or gen. However, it is when someone is left on the ground and the killer is chasing someone nearby, BUT it shouldn't be considered toxic. The killer is not being toxic when not picking up the downed survivor to avoid the slugging allegations when teammates are nearby waiting for save or otherwise progressing the game. I personally try not to slug as best I can, but there are scenarios when it is valid as mentioned, teammates nearby for save, few gens left trying to force a snowball situation, last gen is nearly done and the survivor is downed by said gen, etc. I think reasons like this make it justified, however, I would consider it poor sportsmanship to slug just for the sake of slugging. I've only ever had this happen with Blight players for some reason, but had a dozen or so matches where they are only wanting to slug everyone from the start and then bleed everyone out. At that point, I would consider it poor sportsmanship, though this is an extreme form of it.
I agree that hard tunneling, like proxy camping and immediately re-focusing a freshly unhooked Survivor, is where it starts to feel more deliberate and less strategic. I also find it interesting that you mentioned going after weaker loopers being more efficient than chasing stronger ones — that’s a solid point I hadn’t considered in that way.
Same with slugging — I like how you made the distinction between tactical decisions (like leaving someone down while teammates are nearby or breaking a pallet) versus intentionally bleeding everyone out. That kind of excessive slugging does feel like poor sportsmanship, especially when it’s clearly not being used to gain pressure or tempo.
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@Rickprado said:
I think both of these should considered in a scale rather than a "yes or no" stuff.
Tunneling: going after the same survivor to take them out of the game. Can be done as strategy to create pressure, to control the game or just for "fun".
Tunneling, IMO, should be divided into two types: Hard tunneling - when you actively go for the same survivor until he/she is out of the game
Strategic tunneling: alternating targets but focusing into one survivor to take he/she out of the game.
To me, the strategic tunneling is not problematic at all.
Slugging: leaving a survivor on the ground, because you can't hook them or you want to create pressure.
As tunneling, Slugging can be divided into 2 types:
Strategic Slugging - leave someone on the ground to creature some form of pressure in the survivors
Full Slugging - Slugging as your primary objective, hooking only when strictly necessary.
Since we got the abandon feature, i think both are fine, although the first one is much healthier than the second one.
Thanks for the well-thought-out reply — I really like your idea of treating tunneling and slugging as a spectrum rather than a simple yes/no judgment.
Breaking it down into hard vs. strategic tunneling and strategic vs. full slugging adds a lot of clarity. I agree that strategic tunneling and slugging often serve a valid purpose in terms of pressure and control, and they don’t usually feel unfair when used sparingly or tactically.
It’s really the extremes — hard tunneling or full slugging without any real need — that tend to create a frustrating experience for Survivors. And like you said, with the abandon feature, slugging isn't as punishing as it once was, though I still feel strategic use is healthier overall.
Appreciate your perspective — it helped frame the conversation in a much more balanced way.
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I listen to Tiptoe Through the Tulips when I play the Unknown.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4015325#Comment_4015325
I've never noticed that audio cue difference before. I wonder if it's more pronounced using some headset? 🤔
It could be more pronounced on headset. It's essentially the same cue just missing a note, but it is a noticeable difference. Kyto touches on it in his Unknown tutorial: https://www.youtube.com/watch?v=nkcz6N19r3o&pp=ygUOaG93IHRvIHVua25vd24%3D
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I see where you’re coming from, but I don’t think the event is as one-sided as you’re making it out to be. Survivors still have tools to counter the ghosts if they play smart — Dead Hard, pallets, and windows aren’t completely useless just because the killers have Void powers. The challenge is supposed to be heightened during this event; it’s designed to push survivors to make careful decisions rather than just sprinting blindly. Saying there’s “no incentive” ignores the fact that survivors still earn event rewards and can influence the outcome by staying coordinated. I get that it can be frustrating to get intercepted right at a pallet, but that’s part of the risk-reward dynamic this event is trying to create. Calling it “stupid” or “lopsided” kind of dismisses the strategy and skill survivors still need to use to succeed.
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@xshatteredmindx said:
Hello, I was just wondering how MMR works for survivor? I am getting extremely difficult killers to play against and barely ever make it out. Maybe once every 10 matches. I can't last very long in a chase. I've watched so many video and people in the videos seem so much faster than my movement. When I loop I hug tight and use my camera. I use check spots when I can, but the killer is literally never far behind me at all. It feels like they're always right on top of me. I don't like exhaustion perks anymore because I use Iron Will. I get very over stimulated/anxious hearing grunts of pain, Iron Will helps me focus better. I've tried Dead Hard, but killers wait it out or I do it too soon. I love this game but it's really difficult for me. I used to play it really well, but I took a long break and so much has changed. I have played for hours and hours trying to get better but it feels like I'm just being paired with some extremely seasoned killers and I never stand a chance. Plus I'm solo. I have good game sense, but chases not so much. Why am I getting into such difficult lobbies?
I am in the exact same situation as you. I keep getting paired with insanely difficult, P100 killers, and my teammates are typically the ones that either heal and save from hook the whole match or they just run everywhere and don't do anything.
I too love using Iron Will and it has saved my butt multiple times. I will recommend Distraction, an Elodie perk, because it has gotten me out of chases more times than I can count. Gain some distance on a killer, feint a locker, scratch marks disappear, and you're free. Works 8/10 times. Killers typically tend to focus on your scratch marks so if you can't get distance then whip around some corners and feint a locker. Unless the killer sees you feint a locker, they will check it almost every time since that's where your scratch marks end.
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@[Deleted User] said:
It would be neat if weakening survivors actually, you know, WEAKENED them in some way. Hindered, blindness, can't fast vault, tougher skill checks, slower heal speeds, ANYTHING. Just make it an actual problem to be weakened.
Hello! Unknown main here :)
When you shoot your UVX through a survivor, before hitting the ground and exploding, it applies the hindered status effect to survivors but it's minimal and the duration is very short. Only when the UVX explodes after a second bounce or hitting the ground does it apply weakened to the survivors. There is a difference in audio cues between shooting through a survivor, applying hindered, and weakening them. Weakened does force survivors to seek you out or dispel hallucinations to remove weakened which can be very advantageous with the right add-ons/perks.
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@Rock_KBob said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014627#Comment_4014627
I personally like the idea of him crawling around. I really hoped they would incorporate that aspect of him in game when he was first released.
I was wishing the same thing! I think he's a great killer but man, he cannot close any distances. Granted, he has his UVX and hallucinations, but the UVX requires two hits, and his hallucinations are dispelled the second they go up which leaves him as primarily a chase killer. That's why I thought a rework to where his abilities give haste and aura readings would be ideal for him. I understand where AGM is coming from, about being tired of killers with vaulting abilities, but compared to the ridiculousness of other killers, it isn't a bad trade off. Not to mention the recent pallet density update which gives the Unknown less of a chance to succeed at chases. Aside from all that, I honestly think it would be more fun(and scary) which is what it should be about anyways.
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Sheesh, people are really aggressive with this. I was just brainstorming lol