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  • @Atrushan88 said:

    @Peanits I wouldn't mind skill checks as long as it wasn't "every 5 seconds" as that gives away too much time if you want to just sacrifice yourself. I'd suggest constant skillchecks back to back if skillchecks are what become the change.

    @Atrushan88 what about a dedicated button to suicide instantly? That way the punishment of missing two skill checks is death for those who want to stay alive. Those who want to suicide they can opt in? Then the skill checks don't interrupt suicides.

  • @My_Farewell said:

    Your fault for deciding to check that empty corner.

    Yeah, it really is. There is no reason you should have left that 3-gen.

  • @PolarBear said:

    @Kilmeran Yeah I do remember that as well.

    @Jdsgames Sorry for being so hostile. Whenever this does happen to me, it always does a swing for me. I've never had it just completely cancel all actions so I can't confirm or deny anything :/

    @PolarBear we cool. The dog part just seemed rude. Hence me using the word LOL

  • @MrSunbro said:

    If the last player is skilled enough they could hold the game hostage FROM the hook forever...

    @MrSunbro no they can't, Time still decreases if you gain 1.25 seconds for every great on a 5 second skill check you are still slowly dying 3.75 seconds loss each skill check. You would only be extending your life in increments until there is no more increments to give.

  • @KillermainBTWm8 said:

    She doesn't get many I'll agree guess they are trying to encourage you to use the dash??

    Lol the dash is incredibly weak in most locations. Plus OBO ruins the pig entirely.

  • Although, I can agree Nurse is busted. You can't skill a straight line. So a 'good nurse' really doesn't exist. It is muscle memory for distance. There are good killers that play nurse that can predict well. However, that isn't nurse mind-game potential that is for every killer. Nurse simply avoids mechanics and doesn't play by the rules. This is what makes her viable. There is a wall? How about no... There is a pallet? Try again... There is LOS blockers blink to one side use second blink for the attack. At worse case for a nurse you lose a set of blinks. Do gens? Wait till you get to a 3 gen situation even at a distance with nurse. Play stealthy? Eh, best viable solution, however, when all else fails SLUG TIME.


    However, this change would make it garbage to play. She really is only weak when you face tiles that say "How about no blink ability?" Which is only in a few zones on specific maps.

  • @[Deleted User] said:

    I like this idea, Can someone make like a visual representation of this?

    @Emeal I would but unless you would be happy with stick figures... I don't think my visual would be valid.

  • @blankensnappeas said:

    Would Stake Out still work? I presume yes, if so more people might consider using it.

    I see no reason why it wouldn't It would make the killer want to leave the hook knowing they are possibly adding tokens to a player's stake out. @blankensnappeas

  • @PolarBear said:

    https://forum.deadbydaylight.com/en/discussion/comment/584536#Comment_584536

    Dog, you can't say something isn't true when a community manager says it is. It is exactly latency. If the grab fails you instead hit and it may or may not hit the survivor. For the grab to be successful the survivor still has to be on the gen on their client when the grab occurs.

    @PolarBear dog do you know how many bugs have occurred in this game were it would seem natural to find out it was defective later? Or for any programming for that matter. I simply gave a case it doesn't work as intended and I am saying it definitely seems off from what they described. He says it would change to a hit, however, I rarely see this occur. I generally get the stuck hand at a grab and everything will just cancel. Therefore dog just because it sounds legit doesn't mean it isn't defective. By the logic instead of the grab it should have just quick swung or at least guaranteed damage. The fact that it freezes and doesn't perform the hit or do damage is just invalid.

  • @drimmalor said:

    https://forum.deadbydaylight.com/en/discussion/comment/584627#Comment_584627

    I wear just the lettuce head on Hag! I still need to save up for the blue body and an arm that doesn't match.

    I think the elephant Clown is just unsettling enough for it to work!

    @drimmalor you would like the dwight cosmetics then. The cheap recolors are really good at being vastly different. Red, Green, and Blue dwight pieces.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/584639#Comment_584639

    Bunny Feng is unfortunately still not an option due to the way cosmetics work. If the hood is considered part of the torso, it would need to work with all the different head cosmetics without clipping (imagine how it would look with the one that won the contest alone). If it's considered a head cosmetic, you would be able to have a mysteriously floating hood whenever you're not using the matching torso.

    It might be possible one day, but it's more complicated that just making the model. There would need to be something that locks both the head and torso together when they're selected in order for it to work.

    @Peanits could the head not just have the bunny ears? maybe like a headband? It would extend through the torso hood since Cosmetics can clip through objects. However, when you are wearing the head without the torso hood it looks like a normal headband with ears? Kind of like a pair of cat or bunny ears. I kinda look at this similar to ghostface or in cases where like a necklace or tie of a survivor somehow makes it to the back side of the survivor. Clipping through the player model.

  • @drimmalor said:

    I can't wait to only wear the elephant head. I love cosmetic mismatch.

    @drimmalor Ooh you are one of those people 0_0. I bet your socks aren't even matched right now :p. I mean depending how good of the cosmetic job the in-house art team takes the concept. It could be a neat design. Although, I would really feel being chased by an elephant in dead by daylight is a rather odd situation.

  • @xChrisx I mean all the lucky dragon, masks, and lettering I would have to assume...

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/584572#Comment_584572

    Production on these outfits has not started yet. I wouldn't expect them any time soon, there's a lot of work that goes into making cosmetics. We'll try to get them out as soon as possible though.

    @Peanits I know with model rendering and sitting designing the skeleton mesh. The feng one is just worth buying. I am not too much of a fan of the clown. It doesn't have the detail that santa-claus or the wooden Pinocchio type had.

  • Yes, this should really be a thing. Being a huntress main and all totally not biased towards this implementation.

  • Now, I don't want to rush things... @Peanits when do you expect the feng cosmetic to drop?

  • @LordGlint said:

    calm spirit affects unnerving presence?

    No, but it would lessen the occurrences of the skill checks in this mechanic from happening. Although, it should also affect unnerving presence and slightly lessen the effects of the perk. Again you are naturally calm. @LordGlint also feel free to comment on the struggle phrase suggestion you do seem to like to make input.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/584123#Comment_584123

    That is the case. You grab them because they're still in the interaction on your screen, but they already let go on their end. The game can't grab them because they weren't on the generator on their end so it switches to a swing instead.

    @Peanits that isn't exactly true. I have had times were it would do the grab and just not do anything. If the grab was on the killer's side but not on the survivor's end it should at least determine that if the swing had occurred not the pull it would be an instant hit. I have had it where they just walk away from it uninjured. However, if you are pulled on the killer's side with latency the survivor didn't get off in time.

  • @LordGlint said:

    That with unnerving presence

    @LordGlint you should bring calm spirit more often <3 See changing perks that are useless and making them more useful. The more perks you have in the meta the more diverse builds will be.

  • @LordGlint said:

    Good luck hitting that DS skillcheck now, lol.

    @LordGlint I wouldn't have it affect DS. That would honestly be garbage to do XD.

  • @GodDamn_Angela said:

    https://forum.deadbydaylight.com/en/discussion/comment/584492#Comment_584492

    @Jdsgames

    I actually run Calm Spirit at all times just in case I encounter a Doctor. Lmao

    @GodDamn_Angela

    https://forum.deadbydaylight.com/en/discussion/75666/struggle-phase-revamped#latest This feature above would also be a neat addition changing the boring 'make it a macro' struggle phase into a better designed mechanic around skill checks.


  • @GodDamn_Angela I mean calm-spirit helps? Ooh look at that a buff that reduces the speed of the screwed up motion skill checks!

  • Actually I suggested this on a post awhile back. However, I had other ideas for it.

    Generally speaking not only would the skillcheck go counter-clockwise it would also spin in the opposite direction. You would have to time a moving object. However, to make this a bit more balanced we would not have the quick '3-oclock' skill checks when this occurred. These skill checks would happen when you are within the killer's terror radius. As you should feel the pressure of the killer being nearby. don't slip up.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/583007#Comment_583007

    It does actually serve a purpose; it emulates what's happening to your character. You're fighting off the Entity, not just kicking back and enjoying some tea while you wait for a rescue. Now that doesn't mean you need to be mashing a button, it could definitely be changed to something else, but you should still be doing something- whether that's skill checks or something else.

    More importantly, from a gameplay perspective, you need to have a way to either hold out or let yourself be sacrificed. Having no option at all would not be ideal.

    @Peanits I can agree you have to do something. However, currently it is just a macro for most people. Do you have any personal suggestions from the original thread post I have updated it a few times to expand on suggestions from others.

  • @KillermainBTWm8 said:

    Because everyone knows DCing is the third escape option you obviously just simply got outplayed by their skillful play.

    @KillermainBTWm8 that hit really hard XD. Yeah, it really sucks @punkadill0 some players in this community enjoy screwing others over.

  • @ceridwen309 said:

    I like the idea overall and it is well thought. I personally would prefer for the mechanic to be unaffected by perks in general though.

    @ceridwen309 see I have the opposite preference. I notice a lot of mechanics of the game that are not really fleshed out. (Struggle)(Gens)(Healing/Being Injured) and the more not really complex but well thought kinda like EGC it just seems better. Would there any changes/additions/suggestions you would have? The more fleshed out and the more support it has gives it a higher chance to replace press space.

  • @VCDiamondFinder said:

    https://forum.deadbydaylight.com/en/discussion/comment/583680#Comment_583680

    https://forum.deadbydaylight.com/en/discussion/comment/583680#Comment_583680

    That would be really cool, and it would give the hooks a little more animation to make the hooks more lively, but maybe a new save animation would be cool, like with a flashlight the survivor could use it to scare the entity away and the hooked guy jumps off or something like that

    @Peanits would you happen to know what the engine limitations with the sacrifices currently are? If you read like 2/3 comments up you would see extra suggestions.

  • @[Deleted User] said:

    It's your choice to stream, you deal with the consequences.

    Let me demonstrate your logic:

    Oh you chose to go to the club? Deal with the consequences of being drugged and kidnapped. You are blaming the victim. That is clearly not a solution to the problem. @EntityDispleased

  • @VCDiamondFinder said:

    https://forum.deadbydaylight.com/en/discussion/comment/583629#Comment_583629

    In that case would it also have a different look? To really add that effect to make of feel like you're fighting for your life? Like a light comes on your screen or something when you hit a great skill check?

    @VCDiamondFinder man this one I don't know <3

    Although, i hate bright lights in games. I saw a suggestion of the entity trying to stab you but you dodge it. Could be similar where if you hit good it is a struggle if it is a great it attempts to kill you and misses. It would appear as if you and the entity are struggling on goods. If you miss the skill check it can just dig a bit closer to you. Then if you hit a great it is like a ninja dodge. As if you are fighting back against the entity earning yourself more time.

  • @VCDiamondFinder said:

    I for one think the struggle mechanic is okay where it's at since I've never had an issue with it, but the skill check change would be really nice, so I can look around me to feed my team info without having to spam a button, my only question would be if it would have the same sound or a different sound then the skill checks on a gen?

    @VCDiamondFinder I am up for different sounds. It allows for more depth.

  • @NuclearBurrito anyway I replied to you earlier do you have anymore changes or suggestions?

  • Because of the increased number of swf and the following op addons from the Killer.Seriously 90% of my matches are like this.

    I mean what do you expect when Survivor was made easier to pip. Then you have the deranker squads. Simply put as solo you should be placed with users with similar achievements. Ie Rank 1, Rank 5, Rank 10, etc.

  • @Angelino244 said:

    https://forum.deadbydaylight.com/en/discussion/comment/583062#Comment_583062

    Sure, but does this seem like a solution? So can't swf play until they balance the game? But are we really sure that the killers, if one day the developers will fix the game, the killers would no longer dodge the lobbies? or do it regardless why they want a free win? (in my opinion these do not win even with people who are not swf)

    Playing Killer against a swf feels like being a clown in your underwear on public display. @Angelino244 it isn't fun. Why play something you know has the potential to be completely unbalanced towards you? Even without communication swf is really strong. You know the playstyles of everyone you are with. Joe takes saves Jane likes chases, Bob and Tim do gens mostly. Your team then knows how to play quite well. It comes down to Reliable teammates vs Randos.

  • @Erak said:

    Use a macro and everything is fine!

    Why not just sponsor EpicBot to make bots for Dead by Daylight? What is the point in playing? If the mechanic is simply either boring or ignored fix it. Check out my suggestion above: Struggle Phase Change.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/582993#Comment_582993

    This isn't necessarily true. To give an example:

    You tunnel:

    • One survivor is in chase
    • Three survivors have nothing to do but generators

    You slug the guy that was unhooked and chase the other:

    • One survivor is in chase
    • One is down
    • One needs to save
    • Only one survivor can be doing generators

    Killing someone early will definitely help once they're dead, but until then, you're applying no pressure to generators and they're going to be popping off left and right.

    @Peanits in many cases you can get both the unhooker and unhooked down. Again you are still tunneling the person that is injured. Slugging the unhooker is more common. Then you are stuck having 1 slugged 1 almost dead 1 having to heal 1 on gen. This is a far better situation than leaving to find someone not injured. You have the issue of instant saves and back on gens with the no heal meta. Keeping people on hooks longer gives more time for that counter chase. Once they get off the hook and back on a gen healed or not you lost even more pressure. I generally play Huntress/Wraith and can keep decent gen pressure. I am just saying for most situations this game heavily makes tunneling viable. While not making leaving the hook and trying to go for the 12 hooks viable.


    I frequently still hear the balancing around 2 kills. Now I can get two kills by tunneling one and camping another. According to the design that is a good game. In reality it is not. The game should be balanced around 6 hooks. Which is far different from tunnel and camping. The killer should be in the power role when they mobilize and play fair. IE: Spirit/Nurse/Billy their mechanics are built around simply getting someone else. Bloodpoint gains don't matter much in a situation when wanting to get in more chases and doing multiple things causes you to lose as a killer. The game should be making tunneling/camping not viable. At this point I rarely find camping other than EGC. However, tunneling is a more viable choice. Go after someone with 2 hits to be downed or 1? Even if you come down to a 3 gen and two/three people left by doing so. Pressuring 3 gens is a lot better when you can slug at this point. Again game rewarding everything but multiple hooks. (Disregard Pipping)

  • @Angelino244 said:

    https://forum.deadbydaylight.com/en/discussion/comment/582992#Comment_582992

    Not being able to play with friends is a problem. For me, simply the killers want to find people who don't have the hands to win easy. If they make the game more balanced, I will be the first to be happy, but as long as that day arrives, if you can't play swf, part of the game dies for me. Then you talk about toxic survivors, but do you know that toxic people are present in any other game, and especially in real life? So I don't think that only dbd Survival are toxic, so this excuse for not playing against swf for isn't right. I talked the other day with a Swede or Norwegian I don't remember, who had the same problem as me, I don't think it's just a problem in my region. However it is obvious that I cannot force killer swf players to play, so if you can't play with friends you are limited, because you can't find games to play, if you play alone you will be twice as long to find a game and play with people who cannot play regardless of rank. (you must also be lucky to find mixed people like you, if you find a swf of 3 the killer leaves the game). tell me how to do it, wait 4 minutes in the lobby to play alone and play with people who can't play, wait 4 minutes in swf to get ######### during the lobby.

    Maybe if the game was balanced around swf and not scattered rank 20's we wouldn't see as much lobby dodging. Idk seems like the easy wins and coms that swf gives you is unfun for the killer to play against game after game. Idk what are your thoughts?

  • @Kaelum said:

    https://forum.deadbydaylight.com/en/discussion/comment/582738#Comment_582738

    There is fault in your logic. Struggling serves absolutely no purpose, other than to annoy the player. If you think an option to die is needed, then make it an active decision, and not a passive one like it currently is. Do you want me to include all of the medical journals that condemn button mashing in video games? They also include the physical damage that the player endures due to the repetitive stress on the bones, joints, and muscles. You can’t say that you don’t know about these either, as there have been several over the past 40 years, and every video game producer is aware of them.

    Do you know medically that too much water intake can kill you? @Kaelum everything slowly kills you. Too much sun, too much exercise, too much food. This game shouldn't even be on the market as it is a killing game because we know those are bad too. He simply read it wrong and said he doesn't think removing struggle entirely is a fair play either. You don't need to insult him you could easily just put your discontent with the struggling as it stands. What are your thoughts about the actual suggestion of the thread?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/582886#Comment_582886

    I have an idea then, Perhaps Brutality points for Killer Hits could be changed.

    We give more points than now for hits that take out of Fresh Health.

    We give less points than now for his that down survivors out of wounded.

    also, Pls give even more points for EXPOSED DOWNS.

    Making sure ofc that Brutality point gain is equal to normal as it is right now.

    Without changing overall point gain, We can guide a profitseeking Killer like so?

    @Emeal this wouldn't do much. Just like the penalty for disconnects do nothing. The killer gains the points if they tunnel or not. You know what they don't get when they choose not to tunnel? Pressure: It is easy to remove a leg of the survivor team than play nice and go hook and hook.

  • No, just no. This would only allow the nurses/billies to get even more free kills for PGTW. You really wouldn't want this in practice. This would also be a horrible AI since players play like idiots. You would need machine learning which would be costly and processing intensive on the host.

  • @Boss said:

    Gotta succeed Skill Checks to stay alive.

    Then change the animation from "holding an Entity leg back" to "barely dodging Entity leg stabs" each successful Skill Check.

    Failing one means death.

    @Boss I have been looking at trying to see what people thought of this mechanic:

    Many people have taken to asking for this to be an automatic phase. This kinda takes the 'struggle' out of struggle.


  • @Dehitay said:

    Theoretically, you can play selfishly. You can also saw off one of your legs and go through life. The thing is it's not a smart choice, and if you do it, people will judge you for that choice.

    @Dehitay I think bond's comment is quite nice for this situation.

    "We have to work as a team, I need you to survive so that I can survive!" — Dwight Fairfield

    The idea of working as a team is for your own survival. You are not doing it because it is a team game. You are doing it so you better your own chances at survival. Either way the game has the ability to be cut-throat and is a fine play style. There is a reason you are 'Sacrificed' Your loss might have allowed someone else to live.

  • @Entità said:

    @Jdsgames I play Myers at rank 5: solos or small teams often don't gen rush, full teams almost always do it. My proposal is not a punishment for those who want to tunnel: it's a reward for those who don't like tunneling. It's up to the killer.

    Ah instant down stalky boy makes sense. @Entità Try wraith for awhile let me know how it goes.

  • @Entità said:

    @Jdsgames You are assuming that:

    1) all people spawn in front of a gen;

    2) all people immediately start repairing that gen.

    That's not real. Some people look for totems or chests; some people follow their mates with the flashlight to try a save; some people want to do gens, but spend time to find them; some people wait the killer patrols their gen before starting the repairs...

    @Peanits I play 65% survivor and 35% killer, so to give a small bonus to the killer it's a proposal made to help the survivors. XD

    @Entità I am assuming the team you play with are being potatoes are of low-rank. Play killer at rank 1 as any non-top tier killer. Let me know how many gens pop immediately. I would assume at bare minimum 2/3 without ruin. Again the killer gets the power from the SURVIVOR not working on gens. Something you shouldn't have to consider as a valid arguement. Doesn't make tunneling any less viable.

    1.) Totems - Survivors complain about noed. This shows totems are not being done.

    2.) Chests - Only really see them done at early early match or someone brought coins.

    3.) Flashlight - HAHAHHAHHAHA that is generally the reason you get a 4k. Some idiot is following you not touching anything. Then can't flash light save to save their own life. It is apparent you are at the bully killer ranks. This never works at high tier play.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/582479#Comment_582479

    Sadly controller players have to ndure this ordeal. They need to remove this ######### struggle mechanic because it serves no purpose just to annoy players.

    @Thaznar can you put your opinions on this on that thread: Better mechanic than the current one.

    Many people have taken to asking for this to be an automatic phase. This kinda takes the 'struggle' out of struggle.


  • @Peanits said:

    I will say: Adding more BP to the killer side would be counter productive given the changes to survivor aim to bring the point gains up to the same level. That would just immediately widen the gap back to what it used to be.

    On a more personal level, I'm not completely sure if that's necessary. You already get quite a bit of points for not tunneling, so throwing even more on top of that might be a little overkill. I could be convinced otherwise, but I don't feel like I'm every struggling to get points when I don't tunnel.

    @Peanits to be honest even if you do tunnel the points are about the same. Although, wraith even if he loses has the capability of getting 32k point games frequently. Excessive camping is generally the only time you see the killer subpar 20k.

  • @NuclearBurrito no, I set it at a 5 second ratio so the extra +1.25 seconds for every great skillcheck couldn't be abused to make the struggle phase infinite. The mechanic is not meant to be killer/survivor sided. It benefits the survivor when being camped if they can hold out. However, I think making the skill checks on this rng or quicker than 5 seconds could really be busted. Maybe spine chill cutting it down to 4 or 4.5 seconds allowing for some extra wiggle room is fair.

  • @Entità said:

    @Jdsgames Not survivors', but full teams' with powerful toolboxes ability to complete all gens in under 5 minutes... Don't extend to all trials the bad experience related to facing a perfectly coordinated team.

    @NoShinyPony It's a reward for those who want it, but no one is punished for tunneling. Are you suffering because a full team found Ruin in 30 seconds and 3 gens are done before the first hook? Good, you are not compelled to earn the bonus... Maybe the next trial you'll find 4 solos and prefer a nicer playstyle. It's up to you.

    @Atrushan88 It's irrelevant why the killer tunnels: if they want to stop a gen rush, if the rescuer is a potato, if the unhooked guy runs into the wrong direction. It's not funny, because you can't play: DbD is not a hook simulator. We all know the killer sometimes has good reasons to tunnel, sometimes is simply toxic, so a new basekit bonus, irrelated to any perks, could convince people to remember DbD is a game, and all people deserve the fun they paid for.

    @MoonwalkMyers said:

    https://forum.deadbydaylight.com/en/discussion/75931/anti-tunneling-bonus-for-killers

    Great Idea! The People that play fair should get a bonus because if we dont have this guys the most wouldnt play anymore. Tunnelers and Campers destroy the fun. How often should we say this? Do something.

    You do not need toolboxes and a good team to do gens in 5 minutes @Entità the math speaks for itself. If you have 4 survivors the most you could chase at one time is one survivor. Meaning there are three survivors to work on gens. The average chase for a single hit lands in the 25-45 second range assuming rng is decent. So a total chase lands anywhere from 50-90 seconds this is not taking account animations and walking to a hook. By this time the survivors have the capability to have nearly 3 gens done if not completed. At high ranks you generally see the later the gens being completed by the time they are on the hook. This is without toolboxes and swf it is pure solo capability.

    Now lets say the best is the survivor hooked stays on the hook and you open another chase. There are still two remaining survivors to do gens. Again the average time of the chase leads two egc. That is if you play optimally. Survivors, however, seem to like to pretend they played optimially when in fact you might have a teammate urban evading in a corner somewhere. This is why the games appear to be balanced. Survivor stupidity or mistakes. If a chase ends subpar to the 25 second per hit time. The killer has a severe advantage. However, this is generally done via instant-downs or a severe mistake on the survivor's part.

    This is what the core of the 'No-Healing' meta is. Even if the killer leaves your chase just hop on a gen. They can only go after one person at a time. This is where tunneling comes in. If you save the hook quickly the killer is going to optimize to removing an extra set of hands quickly. It simply provides the highest ability to 4k or at least get a decent number of hooks. This is why I stated the balance point should be 6 hooks not 2 kills because they are not the same.

  • @NuclearBurrito said:

    Is this effected by madness?

    @NuclearBurrito I think it could be I would have to test it to see if I feel it is fair. Simple ones like Huntress Lullaby or This is Not Happening are reasonable changes. Some of the harder ones I don't want to make it so standing by a hooked survivor is gonna be a haha screw you die.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/582244#Comment_582244

    I don't know about completely removing it and making it automatic. There should still be a way to let yourself die in case you just want to tell your teammates, "Hey, LEAVE. Don't come save me, it's not worth it." You should also need to do something while struggling. But with that in mind, we do know that it's not for everybody. If this is something you guys want to see change, let it be known and we'll see what we can do.

    @Peanits read my original post. Mine wasn't an automatic change. I for one disagree with it being removed, however, they are right that lag spikes or a slight off tilt could kill you prematurely. The suggested mechanic has good and bad to it to make it balanced and it changes it from button mashing to a familiar game concept.

  • @Nea_Death_Experience said:

    https://forum.deadbydaylight.com/en/discussion/comment/582301#Comment_582301

    While this is all valid and well written it speculates what is unfair and shouldn't be there in a more drastic change approach rather than focusing on making small changes to increase the viability now. I completely agree with this but BVHR spends more time on cosmetics than balances. Sure this seems to a change in the wind with the Freddy rework but who knows if they will keep the same momentum. I think it is more realistic to adjust somthing to finish chases with their current place holder fix. Until all the loops and maps are balanced I think the sujested blood lust buff would be the best idea.

    That is true. However, bloodlust on Nurse, Billy, and Spirit make them more top tier than they already are. Mechanics that you buff to fix lower tier killers make top tier ones god tier. Then they get nerfed to oblivion. One small change leads to another and then we have useless killers like legion. That or killer powers that are nullified like GhostFace. Taking the easy route is not always the correct answer. If they really wanted to do a small buff make the slower non-map pressure killers have a 115% or 120% speed. However, certain killer maps they would be OP then. Again too many broken mechanics for simple fixes anymore. @Nea_Death_Experience

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