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Jesp

Jesp

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Jesp
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  • They mentioned Nurse when talking about killer "updates" and how their add-ons were changed, and considering they've mentioned it before in a similar way iirc it just seems like they'll change her add-ons if you ask me. Sounds good to me as she has a LOT of add-ons that very rarely see use because they have icky downsides (-1 blink and harsh charge speed/range penalties suck to deal with), meanwhile omegablink's "downside" doesn't even do anything at all.

    If anything I'm more curious what they meant when they mentioned the "chainsaw bros". Does that just mean reduce the effectiveness of "instasaw" combos or something, or will Bubba finally get more add-ons he doesn't share with Billy?

  • There's perks for a lot of that, like DS and BT. And if it's a genuinely inescapable situation like a Leatherface stuffing a revved chainsaw in your face any team with functional brains will punish him by doing gens.

    People that actively sandbag should honestly just be banned though. Opting to not save someone to go for the hatch instead is one thing and not even sandbagging even though some people go absolutely nuclear when they see it, but straight up sandbagging like chasing someone around with Bond and getting in their way because they "stole" your chest or you dislike that they "wasted" time doing a dull totem is something entirely different. I'm sure you can guess why my sandbagging examples sound so specific - I've encountered both ๐Ÿ˜„

  • Appealing to the 3rd party software rule is a complete waste of time and keystrokes. Every game under the sun has some variation of that rule and it's obvious that it's "rule speak" for stuff like aimbots, wallhacks or anything like that. It's just assumed that using VOIP applications to talk to other people (including the ones you're playing with) is allowed in multiplayer games, same reason the apps are usually absent from anti-cheat whitelists because making them forbidden is considered as absurd as making it against the rules to run a media player in the background to listen to music or something.

    Penalizing people doesn't work, but bonus BP and the like for killers wouldn't be any problem at all as that's the opposite of penalizing anyone. Some of those anti-SWF perks in that thread are just plain insane and assumes every SWF goes full depip death squad which is misinformed at best and straight up spreading of disinformation at worst.

    I have no clue if the playerbase could sustain ranked + unranked queues. I personally wouldn't mind that if it did work without hurting queue times too badly, as I genuinely do not care about rank on either side.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/508881#Comment_508881

    @Peanits Really? That's interesting... But what if you were Perma banned and had another account lined up to use? Do the same rules still apply?

    @FireHazard I assume at first it's an account ban and people can get a new account and try again, and if they STILL haven't learned I'd imagine it will escalate to some even more severe ban. The "logical" next step is some sort of HWID-type ban that autobans any new accounts made on the same machine, but I won't pretend to know how they do it ๐Ÿ˜„

  • I mean, people that just camp hatch when 1-2 other people are still alive and no one's even injured are obnoxious but not breaking any rules.

    If you mean to include playing for hatch when a killer slugs the penultimate survivor then hell no. Some killers actually use the slug time to locate the hatch if it has spawned in which case yeah, picking them up makes sense, but if they just hover around the slug and use them as bait then going for the pickup or doing a gen (unless it's the final gen, as that puts the exit gates in play) is often suicide.

  • Mindlessly camping is (and should be) basically throwing the game against survivors that are any good.

    It's not really camping in the first place if you hook someone and see survivors swarming the hook though. But at that point it's not mindless, it just makes sense. Same for when gates are opened.

  • Nothing wrong with "opportunistic tunneling". If some megamind survivor does a garbage unhook 2 seconds after you hook someone it's not the killer's fault, even though I'd still probably slug the unhooked and chase the unhooker because it completely disables 2 survivors instead of one without even accounting for whoever goes to pick the slug up. Same with if you're not in a chase and an unhook happens (in which case you might as well go back there), but the unhooker vanished into the darkness and you only see the unhooked person. That's just bad luck on their part.

    Hardcore tunneling, as in combining straight up hard camping with tunneling or obsessively proxy camping and pretending every other survivor is a figment of your imagination is a pretty bad habit. Just like mindlessly camping makes gens go by at lightning speed, a smart team of survivors will apply the same punishment if they realize unhooking the person will just speed up their death even more.

    in Tunneling Comment by Jesp
  • @HavelmomDaS1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/504532#Comment_504532

    But what this knowledge going to change about the gameplay? Good team play will not be there, and that's my issue. Yeah I could play Blendette and just escape every time with the hatch, but that's not fun at all for me. That's not why I play survivor.

    I remember back then was a time when pipping as survivor was much more difficult and in red ranks u knew your mates are good. I had a lot of fun playing solo back then, the coordination and smart decision with your team mates while NOT communication at all was such a good feeling. We were going hand in hand into a match and out of a match, while we never met before. It was so beautiful, even when we all died. We knew we played good as a TEAM.

    @HavelmomDaS1 It doesn't change it at all sadly, it's just a somewhat cynical mindset that sets me up for positive surprised instead than negative ones.

    And I assume you mean the period after they introduced different pipping requirements for different rank brackets, but before they made it easier because people found it too difficult? I personally didn't notice much difference then, but if it's too difficult sadly it impacts the queue times pretty horribly, especially for killers.

  • Unless you're not in SWF/know the other survivors from previous games, just do yourself a favor and assume they are sharing a grand total of like 60IQ between all of them. This way you'll be positively surprised when they actually do okay!

    Even being in a duo helps immensely with this, at least you can know one survivor isn't crouching in a corner because they heard a heartbeat 30 seconds ago.

  • Just take the trade to keep the game going, in other words go for the unhooker. If he's dead on hook that's a kill, if he's not that keeps the game going unless the survivors decide to just leave them on the hook.

    Now if it's a BT guy saving while his DS is active then yeah unless you can keep them slugged for a while it's gg.

  • Loadouts you could save would be a great quality of life addition for sure.

    I'd sort of like an in-game "randomize perks" button as well, even though I doubt that many people would use that ๐Ÿ˜„

  • This is already sort of in the game, but not visually I think.

    Pretty sure if the DC sound plays that means they pressed leave game, if they just silently drop dead that means a "legitimate" (in quotes as they could've pulled the plug or alt+F4d on purpose) loss of connection.

    Do correct me if I'm wrong though ๐Ÿ˜„

  • I don't know the math involving stuff like med kits and all but 2 survivors with We'll Make It active and therefore healing at double speed individually will indeed heal an injured survivor at crazy 4x total speed if using just their hands to heal, as I've been on both the giving and recieving end of exactly that.

  • Double purple rarity Calm on doc. I feel like with M&A he basically wouldn't have a TR at all in punishment mode, and it would be crazy huge in treatment mode during a chase ๐Ÿ˜„

    2x Vile Emetic on Plague would be insane as well, just imagine how fast people get broken with that.

    Or double Ether 15% for 2 entire extra seconds of intoxication from your clown bottles.

    Double Gel Dressings on a purple medkit with botany knowledge... mhmm, that's juicy.

    And just the thought of double purple rarity shadow dance on Wraith amuses me even though it'd be a bit of a meme. At that point he might as well just STARE at the pallet and it immediately breaks itself out of fear.

  • @Traslogan said:

    2 kills won't stop a derank when SWF communicate to find Hex Ruin and then get all 5 gens and they have 3 insta-medkits every time and every single person has MoM, Dead Hard and Decisive Strike and often Adrenaline. The killer needs to literally let everyone go time and time again, let them all heal up again and again, get hit after hit after hit on every person, and then somehow still not let all gens pop and get 2-3 kills (Where everyone is hooked at least twice) to prevent derank. Somehow you are meant to do this against communicating-SWF who all have Dead Hard, Adrenaline, MoM, and Decisive Strike, and they bring as many instaheal medkits as possible and usually the designated obsession has a well-equipped flashlight for guaranteed stunning every pallet just to waste as much time as possible whilst they tell their friends what gens are safe to do.

    And Lemon, the game is like an incomplete rock-paper-scissors:

    Killer beats Solo Survivor, comms-SWF beats killer, nothing beats comms-SWF.

    @Traslogan you're talking about a subset (tryhard "SWAT Team" 4-man SWF) of a subset (4-man SWF) of a subset (SWF in general) here. Balancing the game around survivors doing this is the same as balancing the game around every killer being a top 1% skill omegablink + ebony mori nurse, it either screws everyone that plays the game in other ways or forces them to play in that exact way as well to stay competitive.

    You can argue that voice communication offers a huge advantage (which it does) without referring to superspecific cases like you're doing, but at the same time "bribes" like bonus BP or the often mentioned buff solo survivors -> buff killers approach is the best you can hope for. Removing SWF or trying to block voice comms would be completely absurd of the developers to do this far into the life of the game.

  • @xXNurseXx said:

    This is not a Nurse balance discussion like i said nurse is fine because we NEED a killer who can easily 4k every round. Imagine how this game (posted the past broadcast) would went against a wraith with 3x insta heals, mom, dstrike and all the crutch survivor stuff.

    We need a killer who ignore all game mechanics. You just used an insta heal? Too bad i will down you 5 seconds later.

    But why you dc then if you cant handel to get wrecked?? play the game, take the fast death like a champ and go in the next round but stop dcing seriously.

    I wish you ppl a good day, see you in the fog :)

    @xXNurseXx I fully agree that disconnecting is something that really needs to stop. If the general looming threat of a ban if the magical percentage gets too high or advantages for not disconnecting doesn't get it through their brains, I'll be right there supporting punishment for people that DC constantly.

    But "we need a killer that can easily 4k every round"? That's absurd, especially the "easily" part. A 4k should be a very good game for the killer and not an expected outcome, and considering the devs go on and on about how they basically want 2k to be the baseline and therefore 3k a solid win and 4k an exceptional win I'd imagine they have that in mind when trying to balance new killers and stuff.

  • If you hooked all of them twice their gen rush can't have been very fast.

    Don't blame survivors for simply using their brains and realizing that if they're not doing anything else important they should be on a gen. If you want to blame anything blame the way their objective is designed in the first place.

  • But a way to prevent that is already in the game.

    If for some reason the survivors 99% the gates and then go back in the level to hide... just go and open a gate yourself? EGC is simply meant to put a time limit on the endgame, and the killer does have the power to start that timer if they so desire.

    And if they do it before trying to go for a save or something that's just kinda smart and action IS going on as the killer gets to protect their hook and perhaps interact with survivors going for the save.

  • I'll probably do this if I decide to go for that "hit people while carrying a survivor" achievement, sounds like a dumb fun time ๐Ÿ˜„

  • It's an advantage but not one that the devs can do anything about without basically taking their own game out back and shooting it.

  • Punishing people for playing with friends is a very bad idea. Even games that DO have limitations on premades (like limiting them to duos at higher ranks like some games do) don't punish them beyond that, and that usually only happens in games that are built around the very competitive eSports identity from the ground up. DBD might be competitive in the most literal sense of the word, but it's not a game balanced around high-skill players straight up playing the game for money in tournaments, it's a much more casually designed game.

    You'd anger and chase away the people that just want to play with friends, while the actual "SWAT team bully squads" would just queue snipe eachother like they did before SWF was added. If they're in the same region and rank 1/red ranks it wouldn't even be very hard to do, but it would still lead to higher queue times.

    EDIT: actually queue sniping eachother might actually be a whole lot harder with the new "bucket" matchmaking system. So add even the "bully squads" to players that might just quit the game because they like to play with friends.

  • Still have fun with both sides. Sure there's rough matches no matter which side I play, but overall I enjoy the game.

    I understand that it might be frustrating if you have a "4k/escape or it's a bad game for me" attitude though, but I've never had that outside of going for adept achievements ๐Ÿ˜„

  • Spirit if they're really good and I don't have Iron Will. At that point it just feels really demotivating to me even though I do respect their skill as I'm awful at her.

    And Billy gets really old when you go against him 10 games in a row as well.

  • Red light and also by playing killer themselves.

    When you play killer you just sorta learn what spots you won't notice a sneaky survivor in unless you go out of your way to check it.

  • Give the killer bonus points for doing stuff while someone is on the hook, and for a little while after they get unhooked. So if they do something worth 500 points they get 750 instead or something, I don't know what sort of bonus percentage would be good for this but you get the point.

    And the original post in the thread was purely about survivor BLOODPOINT generation and not gameplay punishments like slower sac stages... how is that controversial at all? Should be Survival category and not "event" points though. It doesn't punish the killer in any way if the survivor on the hook gets some extra bloodpoints, unless the killer's reason for camping in the first place is to deny the survivor points which is just completely pointless.

    in N/A Comment by Jesp
  • @Tzeentchling9 said:

    Literally the only way this is a good thing is if DS gets changed back to 3 seconds IN THE EXACT SAME PATCH as this change.

    My money is on 6 months of "observing" DS in a world where Enduring doesn't affect it though

    @Tzeentchling9 should keep 5 seconds to do its job with a decisive (heh) and painful stun. BUT it should be disabled the moment someone else goes on the hook (if the killer hooks someone else they're clearly not tunneling) and perhaps during EGC as at that point what is the killer supposed to do other than hunt injured people unless they have NOED/an instadown in their kit.

  • Iron Will without a doubt. I feel so incredibly vulnerable and almost naked without it.

  • I do if I'm still there at the end. If I die early as a survivor I'm off to another game and can't really talk in postgame chat.

    If people feel I'm trolling with it or being "ironic" or whatever that's their problem, I've been saying gg at the end of multiplayer matches since I started playing multiplayer games so it's not my problem if some ascended individual thinks I mean "git gud" or something.

  • If you only disconnect due to IRL situations and rare ragequits you probably won't reach the DC threshold where you'd get in any trouble. That's more about catching the people that disconnect seemingly constantly if a single thing doesn't go their way.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/480317#Comment_480317

    This has nothing to do with the crown (which is basically an inside joke, FYI). I've never outright demanded anything of the devs, but this is an issue that cannot be ignored, unless they want another strike (or worse). These two changes must come simultaneously, as opposed to having one now and the next in a month, since they are explicitly connected.

    @Orion okay come on, that "unless they want another strike (or worse)" is totally uncalled for.

    DS needs a considerable and painful stun to do its job - make the user more difficult to tunnel to death. Not saying 3 seconds is way too little to have the desired result, I just don't see what's so incredibly urgent about reducing the stun time.

    If anything I'd much rather see changes to the perk that prevents it being used outside of its intended purpose, like disabling the perk if someone else get hooked so users can't go for safe YOLO saves. In that situation DS punishes the killer for NOT TUNNELING, which is the polar opposite to its intended function. Perhaps even disabling it during EGC if need be, as at that point the killer is more or less expected to camp and go for injured people over everything else.

  • @KaoMinerva said:

    https://forum.deadbydaylight.com/en/discussion/comment/480049#Comment_480049

    I HEAR what you're saying, but we ARE NOT STUPID! How many times must I say this to you? You're not changing DS back to 3 secs. You know it and we all know it. Nobody complained about Stuns at pallets with enduring. There's literally no real reason to bother it. Have you even seen the stats to Tinkerer after you killed it?

    NOBODY USES IT

    @KaoMinerva good thing DS is designed as a specialist counter-perk now and not an universal second chance perk.

    DS should have a considerable stun to do its job. Most people intentionally putting themselves in harm's way while it's active make it really obvious they want to stab you anyway.

  • So Enduring + Spirit Fury will be 0.14 seconds more SPICY? Sounds pretty good.

    Enduring not working vs DS is fine with me considering DS is a specialized counterperk now as opposed to an universal potential second chance.

  • @Ttwylerr said:

    https://forum.deadbydaylight.com/en/discussion/comment/221822#Comment_221822

    Dont bother talking to orion they're known for just trying to troll or be obnoxious.

    @Ttwylerr they're not a troll though, I disagree with them on things but that's fine. There's people on this forum that VERY transparently try to incite flaming/pointless arguements and they're not one of them.


    And on the general topic: people can complain about whatever they want to complain about. It's annoying to be camped and tunneled, it's annoying to get the full MoM + instaheal + adrenaline + decisive + borrowed experience, but neither is illegal or automatically makes the player bad at the game.

    Just because people complain about something doesn't mean it's not allowed, and I'd rather people just get it out of their system rather than letting it get bottled up until they go full hypocrite and do "unfun" stuff themselves to get "revenge" or whatever.

  • @Ttwylerr said:

    https://forum.deadbydaylight.com/en/discussion/comment/221822#Comment_221822

    Dont bother talking to orion they're known for just trying to troll or be obnoxious.

    @Ttwylerr they're not a troll though, I disagree with them on things but that's fine. There's people on this forum that VERY transparently try to incite flaming/pointless arguements and they're not one of them.


    And on the general topic: people can complain about whatever they want to complain about. It's annoying to be camped and tunneled, it's annoying to get the full MoM + instaheal + adrenaline + decisive + borrowed experience, but neither is illegal or automatically makes the player bad at the game.

    Just because people complain about something doesn't mean it's not allowed, and I'd rather people just get it out of their system rather than letting it get bottled up until they go full hypocrite and do "unfun" stuff themselves to get "revenge" or whatever.

  • Reward killers for keeping multiple survivors busy and perhaps reward survivors for actually hanging in there instead of just ragequitting when they realize they're getting camped.

    Give killers a bonus when they do actions away from the hook while someone's on it, and perhaps for a short period after they're unhooked as well. So if they do something worth 500 points they get 750 instead or something. It's simple and nothing else than points, but it's something. Would be fine with emblem-related rewards as well but that might have the opposite effect as plenty of people would rather NOT rank up. And if non-point incentives are needed there's always the old idea of repair speed penalties given to survivors that have been hooked, to reward killers that decide to not camp or tunnel exclusively? Tunneling a survivor entirely out of the game would probably still be more effective, but at least it's something.

    And for survivors I sorta like a general point bonus for every generator that finishes while you're alive, sort of like the event gens of the past. Would make sense to make it Survival category points as well since that category is pretty much escapes and killer grasp escapes only right now. I don't think buffing survivor POINT GENERATION would be very controversial. Would give a hooked survivor points if the others do gens while they're getting camped, but I guess it'd just make it EVEN MORE frustrating when everyone crouches around the hook instead of punishing a legitimate camper properly.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/478926#Comment_478926

    The problem, on both sides, is that when people do that, it completely ruins the game for everyone else, since there's no way to defend yourself against something that the game is not balanced for.

    @Orion you're completely right, which is why DBD isn't intended as an eSports-tier competitive game. There's add-ons, perks, killers and playstyles that are clearly stronger than others, and the assymetrical nature means that I honestly can't see how they could change that.

    I'll readily admit I don't know what they SHOULD do, the often mentioned path of closing the gap between stuff like solos and swf and then changing killers that need it is really the only way that doesn't feel like a knee-jerk bandaid solution.

  • Sure lets balance survivors around the minority that plays "SWAT squad 4man swf", that certainly won't make more casual players feel like they have to do so as well. Not to mention solo survivors.

    Lets balance killers around the assumption that they're all omegablink ebony mori nurses too, that sure won't screw every other killer in the game over or anything. I mean, they COULD pick that exact loadout, so better safe than sorry right?

  • But why on earth would you DC when you're about to die anyway? At least make the killer spend a hook on killing you. You never know, it might let the other survivors pull off a bodyblock save later in the game as the killer really needed YOUR hook.

  • "Play how you want" goes both ways.

    Don't let people saying you tunneled because they ran into you on accident after an unhook make you feel bad, but don't let people shaming you for being "nice" make you feel bad either.

  • @Meme said:

    https://forum.deadbydaylight.com/en/discussion/comment/476480#Comment_476480

    Only way to counter it is by playing certain killlers. Wow perfectly balanced.

    @Meme I was red last season and didn't see MoM or "second chance death squads" NEARLY as much as people claim I "should", and I never dodge either. Honestly seems less common than old DS to me.

    I'm sure some players are just unlucky and run into it more than others but I find it hard to believe there's not a healthy dose of overexaggeration in play here.

  • MoM is one thing but the others are fine.

    If you get screwed by MoM it's not your fault, if you consistently get hit with DS and BT there's a very simple way to stop that happening - take the trade with the unhooker. Either that or just grind through the perks if you must. Deliverance is by no means free as there's a decent chance you won't even get to activate the perk, and adrenaline = playing with 3 perks for the majority of the game.

    MoM is the only remotely free one, the others either have requirements (safe unhook + don't get hooked before activating it, survive until 5 gens are done) or counter camping/tunneling in particular.

  • Firstly a lot of things that people call tunneling really isn't tunneling. If you get unhooked and the killer runs into you while you try to escape, that's not tunneling but just unlucky. If you get unhooked while the killer isn't in a chase and heal under the hook, the killer goes back and chooses to go for you, that's not tunneling but you taking a risk and getting punished. If you get farmed by a galaxy brain "teammate" you should be yelling at them and not the killer.

    And even then there's tactical tunneling and pure rage tunneling. One is simply choosing the weaker target in the given situation, the other is chasing someone like a complete idiot for 4 gens as Huntress without hatchets because they stunned you one time too many or whatever. Or being so blinded by emotion that you try to bloodlust/mindgame totally safe pallets or spend 10 seconds squeezing past a bodyblocker instead of just smacking them out of the way.

    Even the most hardcore non-stupid tunneling (which in my opinion is "proxy camp" + tunneling, anything beyond that and people will probably just leave them on the hook and rush gens) can be slowed down with perks, and leaves the other survivors with minimal threat and freedom to just work on gens. Doing this to a strong enough survivor can lose you the game just like standing in front of them with a revved chainsaw can.

    But lets not kid ourselves - it isn't fun to be on the recieving end, and stating that does not make someone an "entitled survivor main". Just because it isn't fun doesn't mean it'll be made bannable, but shaming people for saying they have a bad time while getting tunneled (especially without anti tunnel perks) is just lame and pointless imo. At least you actually get to play the game for a little bit though, unlike if you get hard/"face"camped while your team has enough brainpower to rush gens as a result.

    I personally tend to try not to tunnel, because I genuinely do not care about how many kills I get or if I pip. I know that makes me a total casual in the eyes of some, but that's just how I play and if I can I just slug the unhooked person and chase the unhooker because it's more fun for me and gives me more points a lot of the time.

  • Removing SWF or voice chat is completely pointless. Remove SWF and people just dodge until they get their friends, try to block voice chat and... STEAM ITSELF has voice chat integrated, so good luck with that.

    As has been said a million times - buff info for solo survivors, buff killers that need it accordingly. I wouldn't mind BP bonuses or anything like that as it doesn't directly impact gameplay though.

  • Base nurse or nurse with some of her addons is fine. Very strong and sure, probably theoretically unbeatable if we want to do pointless theorycrafting about "perfect" nurses, but she has drawbacks at base like her range, charge time and 2 blinks.

    The builds that give you 3/4 blinks with no downsides as well as omegablink should be adjusted. Range extenders need an actual downside that matters, +blink builds really only need to have the "no downsides" builds looked at. If you've ever tried 5 blinks you'd know it's bit of a meme to have 5 tiny baby blinks with a century of fatigue at the end ๐Ÿ˜„

  • In my opinion it's honestly fine it's that way, it's a place where both the killer and survivors go into the game blind unlike the killer being able to see survivors/items and survivors for obvious reasons not knowing what killer they will go against. Specialized builds are a risk as there's usually a build or killer that can counter it to some extent.

    Wanted to grab people off gens with prayer beads but the survivors have spine chill and just walk away constantly? Unlucky. Did you put on infectious fright + knock out and stuff to try to build some nutty slug pressure but there's 4 Unbreakables? Unlucky.

    Decide to do something funky like bringing balanced landing AND dead hard to have a surprise for a chase or something but you go against a clown with an exhaustion addon? Unlucky. Bring a stealth build but it's a Legion that finds you with killer instinct and your build lacks power in the chase? Unlucky.


    It's just how it is, and how it tends to be in any game that has a distinction between generalist and specialist options. Generalist builds are typically safer while specialist builds have clear weaknesses, but at the same time can REALLY shine in the right situation.

  • They're fine, honestly.

    Perhaps they should inflict some sort of specific type of "exhaustion block" effect that goes down even if the survivor is running though, as with how exhaustion works right now it honestly doesn't matter for the chase if it makes them exhausted for 10 seconds or 20 minutes - they will remain exhausted until the killer loses them or they go on a hook no matter what unless the killer does some truly 200 IQ stuff like trying to bloodlust the shack pallet or something and lets the survivor stand still for over a minute mid-chase.

  • I have no idea why it doesn't just have a seperate cooldown like Quick and Quiet. Would eliminate the risk of absurd chain stuns and make it less detrimental.

    But then again it's a bit of a meme perk to begin with.

  • People honestly turn off their brain vs Freddy, so I feel you.

    The amount of people that straight up unhook in my face during the sleep transition is baffling. I usually don't even go for the unhooked person but I guess considering Freddy is invisible they just assume I was standing right outside of TR looking at the hook or something.

  • The idiotic survivor vs killer caveman tribalism has honestly gotten to the point where it's just tiring.

    That is all. I'm sure it's just preaching to the choir (besides the fanatics involved in that stuff) but hey, had to say it ๐Ÿ˜”

  • @KaoMinerva said:

    Yet survivors can bodyblock to prevent hooks, prevent downs, and ENSURE escapes! Man shut up and git gud. You had SWF. Should've coordinated better!

    @KaoMinerva And they are all active actions that involve actually interacting with the game and other players. a player just standing in a spot essentially afk and getting rewarded for it is silly and not something that should be encouraged in any way no matter how dangerous the basement is supposed to be. honestly doesn't matter if it's for 1 minute, 2 minutes, 20 minutes or 40 hours - it's quite simply not gameplay at all.

    Pretty clear the devs agree anyway considering they widened the basement stairs to prevent the most obvious application of this strat. The spot in the video is easily fixable anyway by just removing the railing by the staircase.