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Judgement

Judgement

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  • Sometimes it does and sometimes it does not. It depends on latency, server temperament, and exact timing of each interaction.

    It’s very annoying and wildly inconsistent.

    Fits perfectly in this game.

  • I love how Survivors enjoy Shift+W everywhere except the exit gates.

  • @OniWantsYourMacaroni said:

    You know,it could also be a bug?

    It's not unlikely 👁👁

    Kind of hard to believe a bug on a Killer is not an intentional unmarked nerf based on BHVR’s track record.

  • You mean stuff like the fog cloud motif in items when you’re in the load out menus, and the trial five-tally icon during loading screens being rapid? I’ve noticed this too in fact.

    It seems to only happen after playing a match and going back into the menu. I have noticed that prior to this bug being introduced, it would only happen when the game has lagged in the menus or loading screens shortly before, like the VFX are trying to ‘catch up’ or something. Only now it’s happening after a match has been completed.

    Whatever the cause may be, I believe it either happened when All-Kill came out, or a patch just before.

  • Noice

  • Well this didn’t last long. Lol

  • @Dafigo08 said:

    Self care!

    My riddle! Its hurts me to see you in pain. I wish I could take that pain away from you.

    Empathy.

    Mine: rapid weapon noises

  • @Saltjar34 said:

    The problem with this idea is that believe it or not, water physics is hard to do right. Have you seen Cyberpunk water physics? I'm pretty sure DbD's devs can somehow do worse than that

    Salt in the wound is that CD Projekt Red’s previous game, Witcher 3, had phenomenal water physics. Then they biffed it on Cyberpunk 2077.

    Even so, the water in DBD doesn’t need to be interactable - they can still make an underwater themed map and you don’t need to wade into or through it. Background water such as behind windows could just be a cycling animation.

    I only wonder exactly what the substitute for the exit gates would be like. Every map has them, even Hawkins which itself is underground I believe and leads out to the Entity’s campfire through blast doors. You still run off into the distance as well. They’d either have to make sections of the map be underwater, or make an entirely new exit gate and escape sequence.

  • @MrBuffalo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2156857#Comment_2156857

    the problem is I think the benefits of this perk dont equal the con of this perk. it's only 8 meters in hearing and what killer isnt going to check around the gen? New killers arent affected by this perk (unless they are like....super super bad) and after not playing for quite a few months and coming back I dont see rank 20's running this perk. Again nothing wrong with a perk having down sides as long as the pros and cons actually weigh the same.

    Rank 20s / New Players don’t run the perk because by the time they get smart to learn how to build their Survivors, they don’t need the perk anymore. Until they get good and learn to stick with the game win or lose instead of quitting over ‘too hard’, they will know already how to hit skill checks somewhat consistently and so they don’t need the safety net effect of Technician.

    In my opinion the perk is well-designed and could be useful at a point, but said ‘point’ is before Survivors learn to not pick Dwight, which is around when they learn to hit skill checks.

    It also doesn’t help that on PC DBD, the Spark of Madness chapter is DLC/Shards. Players won’t often start a game and immediately shell out on all the DLCs before even learning how to play it, and the grind is such that they will be insanely beyond the point they need the perk by the time they get around to buying the survivor.

    There’s a bunch of perks that are good for beginner players but nearly all of them are DLC - for Survivors, Feng is Technician, Kate is Windows, and some others, and for Killer, BBQ&Chili is Leatherface (who is money only), Discordance is Legion, etc.

    If you ask me, Shrine of Secrets should be overhauled so we can buy any perk we want and have, maybe, two for each role ‘on sale’ (cheaper, reduced price) cycling each week. Or, perks should never be teachable, never require characters to be level 30/35/40 just to unlock them, because to unlock the character you need to spend money or grind hundreds of hours for three/six/nine perks at a time and then spend more time sinking bloodpoints into the survivor, and even more to get the perk you want with the infamous RNG.

  • I think it’s a Survivor perk done right. It negates a major downside of a gameplay mechanic and increases the punishment of failing said mechanic - Skill Checks.

    You don’t make a boom when you fail? You lose more progression when you do. That’s a good downside for a perk that says ‘no’ to failure already. Even without skill checks it makes gen repair quieter.

    Perks don’t have to be meta to be good. Perks with downsides to their use can be good (ie, Deception doesn’t let you fast-enter lockers when you take it, but can trick the killer into checking, or For The People that makes you Broken for an instant heal). Technician is more for skill checks for newer players who have trouble hitting them but it can also make generator repairs quieter... which in the current state of the game doesn’t make a difference since generators flash like strobe lights when they’re being fixed.

    I would actually make Technician get rid of the electricity flash of generators being repaired as well as reducing their audio range. Even then, it would be kind of niche because it would only work on indoor maps and Killers kick generators that don’t regress anyway.

  • Bought the game on sale after a free weekend in early 2018.

    I started off with Killer and played Trapper, we landed in Fractured Cowshed. The match lasted 45 minutes and I actually didn’t kill anyone because I was being extremely merciful.

    The most memorable moment of my first DBD match was I had three Survivors trapped in a dead-end of the cowshed fence route, because back then there were a bunch of dead-ends in the cowshed. None of the windows were open either.

    They all crouched and stared at me waiting for death but I backed up and swung my weapon to let them out and tell them to run away. Gave them some time and continued chasing.

    I used to watch DBD gameplay videos before I played the game the first time so I knew how noob Survivors had it hard before they learned. Can’t say I wasn’t terrible at the game as well though.

    Still, I let everybody escape, we exchanged GGs and goodbyes, and headed on to our next matches.

  • @miketheratguy said:

    Question for anyone who attempts wiggling with a controller: Do you literally juggle the stick back and forth or do you swirl it in a circle under your palm? I've tried both methods and escape maybe once out of every twenty times. I don't know if that's really bad, really good or what, but I worry that if it's THAT unlikely to get free then I might as well not bother and extend the life of my controller.

    I use a controller for Survivor on PC. I just circle the stick with my thumb.

    There is no method of wiggling input that makes you wiggle out faster - it always takes 17-18 seconds, unless Iron Grasp, Breakout, or Mad Grit are in effect.

    If you manage to wiggle out it’s either the Killer’s fault or your team correctly intercepting. That being said make sure you’re always wiggling even if you’ve given up on the match because you still just might get out. I’ve learned that the hard way.

  • This wouldn’t be nearly the first time the developers have ignored feedback and tried to push out crap.

    Tell you for sure, if they do release 4.7.0PTB Lucky Break, things will go south for the game really quick. Survivors will be kissing their lobbies sweet bye bye for a long time even after Lucky Break gets reverted, because Killers don’t want to have to deal with invisible survivors running LB, Iron Will and whatever else they want.

    Going through with this buff will be even worse than releasing DS and MoM without prior testing and then ignoring the problem for an unnecessary long time. Releasing the buffed LB will prove that BHVR don’t give a red, blue, one, or two damns in hell about what people more educated about their game have to say. Even their Fog Whisperers. And it will be a black mark on the rest of the game’s and studio’s life.

    Spies From The Shadows won’t be used to “counter” Lucky Break. At all. And it won’t just be because no Killers will be playing the game anymore. A detection perk on a five-second cooldown (it was nerfed and the devs said it was to “mitigate notification spam”) won’t be enough to detect Survivors who will be running Calm Spirit to compensate as well.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2152788#Comment_2152788

    Because it went from ruin could come back 3 more times. To only once. It was gutted when it really didnt need to be. For as bad as totem spawns are

    @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2152788#Comment_2152788

    It used to be if you cleansed ruin it jumped to another dull totem. Then another, then another, then another. You had to cleanse Undying to get rid of ruin or you had to cleanse 4 totems. It was some much needed map pressure because A LOT of killers lack mobility or powers that help them in chases.

    It took them 3 months to nerf Undying. DS took 4 years.

    And you people think having a single perk that negates the entire downside of a subset of Killer perks - of which one is a meta pick - was a good thing?

    I get that Ruin being cleansed at the match start is annoying but making it effectively last the entire match isn’t a good thing.

  • @fr0sty1223 said:

    https://forum.deadbydaylight.com/en/discussion/246455/the-blatant-key-abuse-needs-to-stop

    Why should we stop abusing keys when killers refuse to stop abusing tunneling, camping, and NOED. If one side gets to abuse stuff the other side should too

    1. None of those are an abuse by any stretch of the imagination.
    2. Killers are weak and those are legitimate ways to secure some semblance of progress, if done correctly.
    3. NOED exists. So does DS Locker, Borrowed Time, God Loops, etc.
    4. Survivors aren’t meant to win every single game.
    5. This has absolutely nothing to do with an instantaneous win for multiple members of the team at once, which is occurring far FAR too often because key spawn rates are bugged and the hatch is heavily unfair on all sides - for Killers and for Survivors.
  • @EvilJoshy said:

    Survivors wonder why killer's were very upset when Undying got gutted.

    How was Undying “gutted”? Just because you can’t literally see Survivors cleansing the totem? If that’s so much of an issue put on Thrill Of The Hunt, and there you go.

  • @redsopine00 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2150197#Comment_2150197

    I think seeing 3 basment kills in rapid succession very early in game would easily show it was deliberately done though I think a Meg saw in pregame chat they was gonna do this and actively tried to rescue them before they died which was niche if her

    Unfortunately that is completely not what BHVR do with statistics. They ignore everything but the successful kills and nerf when the average is above 2. Nothing else.

  • KILLER PERK

    Hex: Never (Tier 3)

    A hex that empowers the Killer as the trial progresses towards its end.

    For every generator completed, gain a token - each token grants a 10% increase to all action speeds up to a maximum of 50%. Stacks additively with all other boosts.

    The effect persists as long as the related hex totem remains standing.


    SURVIVOR PERK

    Trailblazer (Tier 3)

    You’re the first to travel unknown territories.

    Upon fast vaulting a window for the first time, the window becomes blocked to all Survivors and Killers by the Entity. The Entity will block this window permanently until another window is blocked, or until the Survivor is hooked or killed.

    (Previous tiers give the blocked window a time limit of 30/60 second, Tier 3 makes it endless until hooked or killed, or another window is vaulted)

    Trailblazer can only block one window at any given time. If a window has been previously blocked, it will never be blocked again, even by other Survivors who use Trailblazer. The aura of any previously blocked window will be shown to any Survivor standing within 8 metres of the window.

  • @Superyoshiegg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2145791#Comment_2145791

    The entire purpose of her power is to force all sides to guess and that is only swayed by negligent design.

    There's no guessing on the Spirit's part if she can hear the Survivor's injured noises. Anyone with a decent set of headphones will always have the advantage in every situation. No, Iron Will is not a good counter, because Stridor trumps that.

    It's not fair nor fun to be downed by a Killer that you cannot see nor hear, but she can hear you fine.

    EDIT: I'm aware you addressed this in your second paragraph.

    I completely agree with what you said about one-way detection. In my opinion either both parties should be able to detect each other, or neither, and I think the latter is the best way to go about it.

    Being put into the position of guessing and made pressured by needing to make a decision fast and not being sure about what’s the right one, is good. But if there’s no two ways about it and you can be pinpointed more easily the second time around than the first (you can be heard moaning and you leave blood trails even if you don’t run) isn’t good.

    It should stay just as difficult to down an injured survivor as it is to injure a healthy survivor, not become easier.

  • @Sonzaishinai said:

    Yeah nurse, unless she actually crushes the survivors windpipe. 5 seconds of choking is not enough to kill someone

    Well the Killers are supernaturally strong. With force enough to ‘choke someone to death’ within five seconds you’d have likely snapped their vertebrae or caused a very quickly fatal brain haemorrhage.

    Most likely the former (neck snap) since the Survivor stops struggling and moving entirely and I think you can hear bone cracking but I’m not 100% sure since I haven’t seen or done a Nurse Mori in a long time.

  • Then run Decisive Strike. If a Killer is tunnelling, keep running the perk to punish them.

    If Survivors didn’t go apeshit over the fact that they can’t break the game by pushing generators while invincible, then this wouldn’t have happened. Killers are only tunnelling because Survivors screamed that they aren’t going to run the perk anymore because it isn’t abusable and Killers are taking advantage over the fact that people stopped using it.

    Keep using it. Run it every single game, punish the Killer for tunnelling. Little by little, things will go back to normal.

    Of course it’d also help if the developers let DS proc twice, once for every hook, rather than once and never again, but baby steps.

  • @BananaBlooD95 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2145791#Comment_2145791

    It's easier for a Spirit to hear a fully healed survivor let alone an injured & know exactly where they are than it is to guess where the Spirit is when she's phasing and dodge a hit when she come out of her power + the stupid staying still faking her power.

    That's what make her unfun to play against & really strong. Survivor need more information about her phasing to make better decision. An idea I've seen many times is her phasing in and out every 3-4 second so you know she's phasing and her general area. That's would barely nerf her yet still give so much valuable information to survivor & allow them to juke her.

    Survivors do not need more information - the Spirit needs less. But that shouldn’t go to such an extreme that the Killer is not worth playing.

    Read the second paragraph my post again; neither side should have a definitive answer, both should guess, and nothing should increase or decrease the chances of a successful guess. The Spirit should get only scratch marks (and footsteps) to inform her of where the Survivor is - no blood, no breathing, no pain grunts, and no other perks to boost her ability to detect them. That way, both sides have to make a play and make a guess instead of just knowing exactly what the other one is doing.

    With my suggestion it doesn’t matter if you are injured because the Spirit can’t find you unless you run or she hears you walking. Then stay still. Then think whether she’s starting to phase to where you have been standing still, and guess. Take Fixated, slow vault windows and pallets away from her. Guessing isn’t bad, and the Spirit isn’t in need of such a drastic power-killing nerf as ‘let me see her when she can’t see me so I can be safe’ or ‘let me know exactly when she is using her power so I can let go of button and be safe’.

    And even if we do get her nerfed, she deserves compensation buffs. Increased phase speed, duration, lunge, recharge? You can’t just make a Killer weaker with nothing to give back unless they are obscenely broken - which the Spirit is not.

  • Why do people keep saying they should be able to see the Spirit when she is phasing, or know when she is starting to phase? Why does her power need to be a one-way sight line, so Survivors can see her but she can’t see them? The entire purpose of her power is to force all sides to guess and that is only swayed by negligent design.

    While she is phasing, blood trails (rework Father’s Glasses), breathing, and grunts of pain should be silenced - period. No perks should trump this. And that is literally all that the Spirit needs to have changed to make all sides happy. No more Stridor vs Iron Will. Her ability to track is no longer unbelievably bolstered by pressing M1 once before already and all parties still need to guess

    There are ways to suggest changes to a Killer without neutering them entirely or making their power better off unused like Trickster’s Main Event, or Legion. Having the gameplay shaken up isn’t a bad thing. I despise Trapper because I hate being instantly hooked for vaulting a window but I don’t complain about it because that was my mistake for not double-checking the loop. I hate that Small Game is being changed to not detect traps because I used to use it to curb my anxiety vs Trapper and Hag but I understand why it is becoming Totem only because a single perk shouldn’t end-all-be-all two Killers. I dislike Deathslinger because the sudden gunshot terrifies me every time, but I’m not going to quit the game over it.

    This game is a give-and-take. Both sides need to enjoy the game and lift each other up, not be going to war over each other. Be nice to each other, suggest fair changes that don’t reduce the amount of viable killers to fewer than there already are. Or you will get bored because the game will never change for either role.

  • Wouldn’t it be funny if you could shoot the environment and drag yourself towards it? Imagine seeing harpoon cowboy drifting around the map on a steel chain with a modified rifle.

  • @chargernick85 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2144097#Comment_2144097

    Yes or at the very least let us recycle unwanted items/offerings at half/third of the price. That would help tremendously as well.

    Honestly at the rate that the developers are giving Killers add ons that are literally useless - new or reworked Killers - and changing Survivor add-ons to be somewhat similar (toolbox repair noise reduction etc) I would have expected them to give us a ‘resell’ hand-in-hand with it.

    I never held my breath about it though.

  • Perks should have no tiers and the T3 be the base effect. This would massively cut down on grind and the RNG factor of getting perks that you want, or even need.

  • @MrDardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2141599#Comment_2141599

    Tbh, I'd rather have a Blood Rush for 2 or 3 weeks again than a Bloodhunt or Bloodfeast for 2 days.

    In my personal opinion, Bloodrush should happen every weekend. More often than not, people play DBD less during weekdays for work or other purposes but have more time to play on weekends. Blood Feast (3x) should take the place of Bloodrush and occur when Bloodrush normally would.

    Or it should be for a week every month. One or the other.

  • @GeneralV said:

    The Blood Feast is an event that currently happened once. During the event, Bloodpoints gained during a match were tripled after the match had been completed.

    The Blood Feast took place for 4 consecutive days back in 2017.

    It should happen more, if anything it should replace Bloodrush. If nothing is going to be done about the slowly growing grind of new characters and perks being released, the least they could do is up the Bloodrush multiplier, even if they only do it so few times a damn year.

  • Windows are fine. The only true issue with them is lag causing a hit from visually further away than usual, but that is out of anyone’s control. Latency is a given in every single multiplayer game and you can’t eliminate it no matter how good your servers or hit validation are.

    What I would change however is the conditions to fast vault again. Windows that shouldn’t be fast vaultable are with certain “””””tech””””” and it isn’t good. I don’t know if BHVR are already changing it with the 4.7 patch but it does need to be changed so edge cases using “kek tech” are cleared up.

  • @ukenicky said:

    There's always room for something like this in the form of a perk. If you ask me it would be rather niche anyhow, to bring a perk just to counter Exposed- also they would need to be very careful with making a perk like this as there are certain killers who's power is all about exposing the survivors like Myers and Ghostface.

    Idk, I'm on board with it because I think it would be pretty interesting and new survivor perks have been really boring/bad lately.

    Perhaps the developers can unbind the Exposed status effect from the Killers whose powers have it as their core mechanic. Oni, Billy, Bubba, IH-Huntress, and other Killers can instantly down without the Exposed status effect, so the developers could change Shape and Ghost Face so that they just straight-up instant down in T3 / when the Survivor is Marked instead of applying the Exposed status effect.

    This could go hand-in-hand with a UI change to better show or signal when the Survivors are vulnerable to an instant down without the Exposed status effect.

  • I only now realised this probably should have gone into the Lore category, wherever it is. Feel free to move it, Forum Staff, if it needs to be.

  • @Jane_Is_Mega_Thicc said:

    As a survivor main, I would say Tinkerer. The perk with Freddy or Blight is stupid, the only counter I know is to work on gens spreading out but still hard to counter. It needs a small nerf in my opinion. I would at least make it active at 80% gen progress and give it a small cool down after it deactivated.

    Have you faced this perk with Apex Muffler Billy? I don’t know if it even works because I have used it but no other Billy I’ve faced has but I think it does because I have gotten snipes off generators with it.

    Apex Muffler makes the chainsaw mute outside of the terror radius. So if there’s no terror radius you can’t hear it.

  • @dspaceman20 said:

    This breakdown issue is getting out of hand. They need to do something immediately.

    It’s pathetic that when a potentially game breaking bug is discovered the first thing that the DBD community does it spread it around and exploit it for the lols.

    Dare I mention OchiDO?

    BHVR need to step the ######### up and tell people immediately what to not do and the consequences of doing it whenever a bug like this goes around. The News section in the game and all forums is there for a reason, not just to tell people about the next cosmetic drop.

    Ignoring it they are offhandedly telling everyone that they are allowed to exploit the issue in the game, and the same is true for everything else that has happened and that will happen.

    It seriously cannot be that hard to disable perks. They already have that for offerings and the excuse that it’s ‘already built in to only those offerings’ is feeble because that literally screams “We don’t know how to fix our game so deal with it.”

  • It is bannable. But not everyone views the forums or even any DBD media outside of the game itself. Some people might not recognise that Breakdown is bugged. It’s not like a Survivor is going to stand at the hook for three minutes to thing ‘oh it didn’t fix itself’, and even if they did they aren’t automatically gonna think ‘must be broken’.

  • @ReviloDBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/2115868#Comment_2115868

    omg that's actually pretty crazy! lol

    Although I suppose if you are in a close to 90 second chase and the killer doesn't lose you then it can run out pretty quickly.. but I bet it would be really fun perk to use to mindgame killers that's for sure!

    I wonder if it will become meta - sounds very high potential.

    Well yes it would be meta because this perk would be immediately far above where Mettle of Man (original) and D-Strike (original) were in terms of power.

    While both of those perks could let you ignore getting downed or ignore getting hit one time, Lucky Break ensures you lose the Killer after being hit once and can do so several times if you heal fast enough and soon enough, especially with certain synergies.

    It makes you untrackable, with a single hit, several times. Even DS let you escape a carry the first time you got downed, and MOM would let you tank a hit once - Lucky Break has a powerful effect with incredible synergy, multiple times.

  • @SnowMiser said:

    The solution to chats is to remove SWF entirely and not allow survivors to communicate. At all. You know, like how the game was designed.

    Don’t. This has nothing to do with text chat and every single word you said is fundamentally wrong.

    I don’t want this to be turned into an argument thread that gets ignored, locked, or deleted, because people can’t stay relevant to the topic and have to go to extremes of ‘delete this’.

  • @landromat said:

    No end game chat is blessing. I miss old times there was none on pc

    I wasn’t here back when DBD had no endgame chat. Sounds nice lmao

    At least we have the option to turn the chat off.

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2118420#Comment_2118420

    Traps cant active in EGC because that would be unfair for survivors and that would make Pig really strong. Because EGC is already killerside and i cant imagine one killer using this to advantage. But other 2 possible.

    EGC is not killer-sided. Survivors can circumvent it by keeping the gate at 99% until they’re all there.

    BHVR should make it so the EGC timer slows as if a Survivor is downed or hooked when they have an RBT, and re-enable the gate instant-kill. That way a Survivor has the time to find the boxes and get it off before either the trap or the EGC pops, and probably escape.

  • @ReviloDBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/2115593#Comment_2115593

    Wait I am so confused, what's wrong with Babysitter, what is happening to the Perk??

    I used to use it all the time together with Distortion and We'll Make it as a great Unhooker/Healer build. It's actually one of my Favorite Perks to play as Survivor, please don't tell me they're doing something to it! I swear I've never met anyone else even using it but me ######### lol

    Lucky Break is getting buffed where for 90 seconds while injured you leave no scratch marks or blood trails, which pauses when healed. You will instantly lose the Killer with Iron Will and some other perk synergies.

  • KNOCK KNOCK OPEN UP THE DOOR ITS REAL

    destroys breakable wall

  • Operation Health is my dream chapter.

    I want this game to be great and to last as long as possible, and that cannot be done by cramming in lacklustre content chapter after chapter with paid cosmetics every couple of weeks and a battle pass.

    If they dedicate an entire chapter period to bug fixes, checking out core mechanics, straightening the spaghetti code, reworking weak Killers, and other stuff, the game will suffer less from random bugs every other patch, and everything being smoothed out will help everywhere else.

  • Two Survivors on The Game disconnected against a Trickster.

    He farmed with us, the last two, all game and let us get out but I gave him my life so he got at least one true kill.

    I learned Trickster mechanics and stuff with him throwing knives at us and letting us heal up, completed a Tome challenge, and got a daily done. We all left with as many points as we could get. Smiles all around.

  • @Springey said:

    You have to let the animation play out fully, you can see if it's finished when your character's head is moving to the direction you're looking again.

    Can you point several times within the five-second window? Or does the perk proc only count one point?

  • @Gay_Police_Dept said:

    kill 'em before the hatch shows up

    The hatch shows up when you kill them. The better thing to have said is ‘Kill them before they find the Hatch’, but even that is improbable.

    You can’t guard the hatch all game, you can’t prevent them from finding a key, you can’t just get Franklin’s Demise in the middle of a trial when they do find a key, and you can’t stop the one Survivor who opens the hatch from escaping because BHVR removed hatch grabs on the End Game Collapse update.

    If BHVR gave Killers the ability to ‘destroy’ the hatch when they find it after it’s spawned so that it can never be opened with a Key, but can open naturally, that could be more fair. Survivors can interact with the Hatch before the Killer can, so the reverse should be true as well.

    But we all know they won’t, and we know why they won’t. It’s a real shame.

  • Breakout can force a camping Killer to move you to another hook which can give teammates a chance to harass the killer and eke out a save. This assumes you don’t have Borrowed Time, Decisive Strike, an effectively blocked Killer, a generally bad Killer player, or one that camps to begin with.

    Even so, it does serve a good purpose in sabotaging hooks for the daily ritual and achievements. It definitely is not meta material, and hella situational, but it isn’t necessarily bad.

  • I felt like it was laziness that the developers have started giving both Killer and Survivor the exact same camera angles and animations during the Kill ever since Spirit. At a point Freddy was the only one with a third-person Kill and it made sense in his way, but the viewpoint was different for both sides.

    Edit: I forgot Hag. Hers made sense because she’s literally biting the Survivor and there would be major clipping issues. Also not sure whether Myers counts because Tombstone isn’t a Memento Mori Kill.

    Now they make it identical for Killer and Survivor, with little to no variation. I felt like they were cutting corners to save money, or why else would they have added the cosmetic shop.

    But I’m digressing here. The older Killers do need an update to their Memento Mori. The Killers who have third-person viewpoints get more visual information around them during their animations because they let you see around them outside of the Killer’s true POV. Since the majority of Killers now still have a third-person from the POV, they should change the older ones to also be third-person. But maybe they could change the Mori animations.

    Or, to turn a profit ie by adding to the store or battle pass, they could also make additional Kill animations for each Killer. So a Killer can select one and they do that one.

    For example, Trapper can either keep his original Mori (updated to be third-person), while also being able to purchase one like this;

    https://youtu.be/XM23Cmw4yi8

    Source: For Honor, Raider’s “It’s A Norse Trap” execution.

    I would have shown the Warlord one, where WL stomps their head into the bear trap, but I can’t post videos here from my phone (mobile forums do be wack) and all the videos I do find are Raider’s execution so whatever.


    Even if they don’t make buyable/unlockable alternate moris they can at least do the bare minimum and standardise every old first-person Memento Mori into third-person perspective and changing camera angles or updating the animations.

  • @Rivyn said:

    None. Prestige is a waste of time, effort, and BP.

    Back before Doctor got reworked I enjoyed doing ‘massive terror radius’ and ‘impossible skill check’ builds with him, ones I would see Monto do a bunch of at the time.

    I prestiged him, and I never got the perks back that I needed to do it again.

    Terrible shame.

  • @supersonic853 said:

    Finally this has been on topic for debate for so long killers like ghostface pig or freddy denying borrowed by just existing. And it finally counters insidious bubba countering camping kinda. Anyone else excited for this?

    I like the change but it should have gone hand-in-hand with another small change; that the Survivor who has been hooked must have been on the hook for, say, 10 or 15 seconds, before Borrower Time gives the Endurance status.

    Survivors can still bumrush the hook and free the Survivor before the Killer is able to vacate the area, and in doing so they get rewarded for bad plays and even get the Safe Hook Rescue score event, for making a literally unsafe play.

    I’m good with new Borrowed Time though. But it needs a limitation - hook time limit so the Killer at least has a chance to not trigger the perk through no fault of their own.

  • Myers should get a rework BUT I want him to keep the Scratched Mirror play style as well. It’s the most fun I’ve had as a Killer and as a Survivor and I don’t want it to never happen again because he gets reworked.

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