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Kaitsja

Kaitsja

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  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3213229#Comment_3213229

    How do you make one side have fun while losing?

    When survivor has too much fun, the killer has no fun.

    When killer has too much fun, survivor has no fun.

    Its difficult to balance the fun-factor for both sides. You want both sides having fun at the same time. survivors enjoy escaping and being in control outcome. Killer enjoys using their power and being in control of the outcome of the game. The fun collides. DBD is like roller coaster. huges high, big lows.

    Tunneling isn't fun. Camping isn't fun. Seeing a team bring x4 Dead Hard, x4 Spine Chill, x4 Hyperfocus, x4 Stake Out and Toolboxes is not fun. A sabo team is not fun. When one side goes out of their way to make the match unfun for the other side, that's when there's a problem.

    Neither side should have the power to completely take away the fun from one side.

  • @TDtheDoc said:

    https://forum.deadbydaylight.com/en/discussion/comment/3211727#Comment_3211727

    Every killer is boring or op.that’s all you see on this board.either nurse and blight are too op or all the other killers are boring.Here’s to you getting mega nurses and blights every game!they won’t be boring!

    Again with the passive-aggressiveness. Wesker is fun. Dredge is fun. Even Sadako is fun. You know what's not fun? Clown: Throw bottle, slow survivor, hit them, rinse & repeat. Do this at every pallet and loop. Artist: Place Crows down at loop. Survivor leaves loop. Hit survivor on their way to the next loop. Rinse and repeat.

    You get the gist. So, no, not every killer is boring. Anti-loop as a concept is boring.

  • @DudelPuma said:

    https://forum.deadbydaylight.com/en/discussion/comment/3211765#Comment_3211765

    you can't take that as an argument, i mean most swf troop didn't abuse buil over on rpd, but still the perk was nerfed and rpd was modified to do so, by that logic nothing should ever be done to it, most swf troop clearly didn't abuse it... of course it makes no sense! even if only one swf troupe would abuse it, it would have to be changed as it is not right and not good for the game, I mean then you can say, why is a perk changed? most Nurse players are bad and don't play Starstruck, Agi... but it was changed anyway because of a few Nurse mains who abuse it! double standard ? you can also clearly check the stats Nurse has had a bad kill rate so far, does Nurse need a buff? why is a perk changed because of her? according to the logic it shouldn't be like that because most Nurse players would clearly not abuse it...

    and i never say "kill swf or nurse", I say much more that the two need a nerf and not small but significant, as far as the swf is concerned you could give solo q good buffs that would also work, no matter what has to happen because many people no longer feel like solo q, at some point is the patience at the end (same for me) for almost 4 years I play dbd 95% solo q and I have over 8k+ hours and it has never been so frustrating to play dbd as it is now, there is only SWF, killer or dies

    swf is too easy, solo q is death and just frustrating, killer isn't that nice either because you are currently encountering many swf troops because the solo q players are running away from bhvr, either you get a 4 man swf or solo q bots die dcing -selfkill on the hook, so the range between solo q and swf has never been as big as it is now

    You want to punish people for playing with their friends. That's what nerfing SWF is, and will also effectively kill the game. Perks can be nerfed and adjusted when they're overperforming. You can't nerf a collective group of players.

    The solution is and always will be to bring solo queue up to the level of SWF and reduce the gap between the two as much as possible. On the killer side, maps need to be looked at. There needs to be less strong loops, more loops where there's counterplay, and maps made smaller so that killers can get downs at a consistent pace.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212171#Comment_3212171

    the action of tunneling refers to tunnel-vision and for dbd specifically, it refers to tunnel visioning hook states.

    Suppose following situation:

    Survivor A: Has 2 hook-states loss

    Survivor B: has 1 hook-state loss

    Survivor C: has not been hooked

    Survivor D: has not been hooked.

    you just hooked survivor B. you see everyone on BBQ. you have choice to walk to survivor A, survivor C or survivor D. from killer-point view and strategic point of view, the killer will be poised to go for survivor A because survivor A is on death hook while survivor C and D have not been hooked. that is what tunneling is, its tunnel visioning hook-states on specific player, in this case, survivor A.

    What survivors want is the killer to not use strategy for some crazy reason and to just hook survivors randomly. In many ways, they want killer to spread hooks among survivor team when there is clearly no reward for doing so and in fact is highly detrimental to the killer because its waste of time to chase survivor C and D because survivor A gets to do generator for free.

    What your post is describing is most common to tunnel which is tunneling off hook. Why would killer tunnel off hook? For one, to prevent survivor from healing on hook because that is super time efficient for the survivor. The second reason being that survivors that have just been unhooked are injured and will go down in 1 hit. You will also generally get free injured pressure from finding another member of the survivor team since 50% of the team is at the hook.

    its strange for survivor to complain about camping and tunneling because the system very much encourages going after the same person over and over again. the system is anti-chase and anti-spreading pressure. In any case, you have to just accept these gameplay mechanic as they are regardless if you find these tactics fun, unfun or boring.

    Don't have to accept anything mate. This is a game first and foremost and if only one side gets to have fun, then why should the side that isn't having fun participate?

  • @Smoe said:

    Blighted blighted blight.

    Truest True Blight.

  • @Katzengott said:

    Mini basekit BT, Ressuarance and soon the mini basekit Unbreakable...

    Every buff to Solos so far was a free buff for SWFs on top.

    You're kidding yourself if you think Reassurance was good. Like, wow, you can get value out of it on Midwich, Gideon and RPD if you're directly above the hooked survivor.

  • Honing Stone basement trapper (Which would be entirely a skill-issue on the survivor's part)

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3208336#Comment_3208336

    i would say camping and tunnel is describing the killer's win conditions. what do you want to change about it? Camping is by product of regressing hooks and the action of camping is standing near 24 meters of hook with intention to push a survivors hook-state from 1->2 or 2->3.

    Tunneling is action of tunneling hook-state onto single survivor. saying the killer should not tunnel is saying they should hook every survivor 2 times first, before killing anyone. Not tunneling is least efficient way to win the game as killer.

    I am not sure what your complaining about within these two strategies for killer. Virtually every single dbd game has these two actions. I have no clue what your trying to fix. you need more details to explain what is game-breaking about these two strategies? what should dbd change to make you happier in regards to these strategies?

    Not tunneling doesn't mean that you hook each survivor once, then twice, then a third time.

    Let's say you hook Survivor A, chase survivor B, and in the time it's taken Survivor A to be rescued and potentially healed up, you've hooked Survivor B. Survivor A is now fair game. This is not tunneling.

    Now, let's say you hook Survivor A and then Survivor B unhooks Survivor A shortly after you've left the hook. If you come back and deliberately choose to go after Survivor A, that is tunneling.

  • @LazyClown said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212051#Comment_3212051

    To be fair while a survivor is doing a gen they are technically camping and tunneling their own objective (the gen). And when that happens no matter how fast the progression is on that said objective you are technically also taking fun away from the killer. That is why the best stance to have on the game for your sanity, well being, etc. is to always know that you have to make your own fun in dbd. If you cannot figure that out you have to move on to another game.

    They aren't technically anything. A generator is either repaired or it's not. If survivors doing their objective at all is unfun for the killer, then I'm afraid that person needs to find another game.

    What makes tunneling and camping unfun is the denial of being able to participate in normal gameplay. A survivor being tunneled doesn't get to participate in the altruistic elements, and they don't get to progress the objective. They only get to be chased, and should the killer decide to camp them, then that's just rubbing salt in the wound since now they don't even get to be chased.

    At no point is a killer prevented from participating in normal gameplay. A killer can chase, down, and hook survivors, as well as defend their generators. Now, it may not always be feasible to do so but at no point are they actively prevented from participating in normal gameplay with the sole exception being hackers, or more accurately "script kiddies".

  • I enjoy the map. I feel the need to defend that though, by saying that I don't enjoy it because of how safe and abusable main building is, but because of its overall aesthetic and the mixture of safe, and somewhat unsafe pallets.

  • @woodenEnthusiasm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3211964#Comment_3211964

    They're affected by the survivors footwear+the material they step on. I'm not even joking

    This. Kate's Greek Legends outfit has sandals. Sandals sound different on the terrain than her boots do.

  • Blighted Cosmetics for killers I suppose? I don't really play much killer, so I'm out of ideas there.

    For Kate, a Werewolf or even Red Riding Hood costume would be cool. For Feng, Yui, Jane, Haddie, Yun-Jin and Zarina, I'd like to see something more cultural for them that ties in with their ethnicity. It'd be a great way to display diversity.

    For Nea, just give her an entity costume so that she can look the part. I don't know about the rest of the females. For the males, I'm not really sure about them either.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212036#Comment_3212036

    Well, the last survey had a question about casual and competitive play, as i remember? Changes might be coming anyway.

    It already takes forever to find lobbies as killer. I wouldn't put much stock in that survey.

  • @Lima24927 said:

    a killer plays by himself, hes gotta rely on the information he gets and the perks he brings, just like a regular survivor player, there is no communication, SWFs are often in voice and can coordinate, so even if the killer is undetectable, but one survivor can actually see it and pass that information for other survivors using voice, this is not fair to the killer, as the survivor isnt using in-game means for that advantage, this basically coordinates the SWF, 2 on different gens, telling each other how much % on each gen, luring the killer to desired areas, that they otherwise would not be able to if not in voice..

    this is not fair to the killers and not fair to the regular survivor players, this gives a clear advantage to SWF.

    create an option for killers to avoid and don't play with SWFs if they don't want to, and those who wants to experience that can check this option.

    or give the killer some other benefit for facing a pre-made.

    before you start crying about " i like to play with my friends ", well killers wanna enjoy the game too and want a fair game, not a loopsided one.

    How many times does this need to be said? There are hundreds of topics on this exact matter, almost all of which ask for the same things. Nerf SWF, compensate killers, show killers who's in a SWF, let killers choose to avoid swfs, remove swf, make swf only able to play custom games, etc. etc.

    The dreaded SWF boogeyman that everyone cries about are coordinated comp teams that constantly scrim and have a callouts system that relays precise information at all times.

    Average survivors playing with their average friends, who make up the majority of swf games, are not using precise callouts. They aren't keeping track of the killer's whereabouts and where the killer is going.

    Hens is an excellent example of what your average swf doesn't do. Hens uses a clock callout system, so you get things like "Killer's mid-map going 8, 9, 8.", "I'm at 10, 11", "I'm running towards 4" etc. The one thing you notice is that they are constantly relaying information but more specifically only relevant information.

    The best you're getting out of your average swf is specific landmarks like shack, main building or in the case of Saloon, Windmill. They'll relay things like "Shack pallet's gone", and other things like "Killer is Ghostface".

    Now, one might be on a generator and say "I'm on a generator left of shack" but the person in chase has no idea which left they might mean. This information isn't precise enough so the person being chased might bring the killer through the area the generator is being worked on.

    TL;DR: Not every killer is Otzdarva on a 50-win streak, and not every SWF is Hens on a 50-win streak. It's basically apples to oranges.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/348977/tunneling

    You already get more points for killing 4 people than you do for killing 1 person and having everyone else on death hook. Try again. Also they removed the BP bonus from BBQ so now it's tunnel tunnel tunnel.

    You would need to do something like add to killer base kit : block the generator with the most progress until the hooked survivor is removed from the hook (if at least 3 survivors are alive). Furthermore affected Generators auto regress while blocked by this mechanic as if the killer had kicked them (but do not trigger overcharge skill checks, eruption or perks like dragon's grip).

    https://forum.deadbydaylight.com/en/discussion/comment/3211723#Comment_3211723

    Tunneling is a way for the killer to reduce his objective time so that it aligns more closely with the time for survivors to finish their objective. In other words : when the gen rush is strong you counter that by camping a survivor around a 3 gen and tunneling them out of the game.

    Tunneling gens out of the game needs to be stopped so that killers don't feel the need to remove a survivor with the first three hooks.

    There is no such thing as tunneling gens.

    Generators and Survivors are not equivalent in any way, shape or form. Survivors simply doing their objective is not genrushing, or to use your words "tunneling generators".

    Killers don't deserve to be spoon-fed kills for playing badly, just as survivors don't deserve to be spoon-fed escapes for playing badly. If you play badly, expect to lose.

    I'll say it as many times as it needs to be said, play however you want but don't expect the opposition to praise you for employing boring strategies to ensure your victory.

    Everyone who plays this game is, to a degree, responsible for ensuring that the game is fun for everyone involved.

  • @Tostapane said:

    https://forum.deadbydaylight.com/en/discussion/comment/3211765#Comment_3211765

    you can't be sure of it since we should see 1st how things will go in a similar case... honestly if SWF won't be relegated only in custom matches, the nurse can stay the way she is right now (or even BUFFED)... if it was for me, both things would be dumpered into the fire once and for all due to their gamebreaking nature...

    I can be sure of it. Relegating SWF to customs only is not only punishing people for playing with their friends, it assumes that everybody has 4 friends to play with. Removing it outright would effectively kill this game.

    Sure, a few thousand might still cling to the game but the vast majority would just quit. Too many people act like swf is this unbeatable behemoth. High MMR swfs are, but the majority of the player base is mid at best.

    Not to mention the fact that there's no progression in custom games. You can't grade-up, you can't earn bp, you can't earn xp, and everyone basically abides by gentleman's rules.

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/3211831#Comment_3211831

    If you really think survivors don't troll each other when they find unique avenues to do so, then this is where I bow out.

    While thanking the the BHVR gods for never implementing this idea, of course.

    I'm not saying it would never happen, I'm saying that it would happen on such an infrequent basis that it could hardly be considered a problem.

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/3211818#Comment_3211818

    Several historical events would beg to differ. The community has proven time and time again that when in-game mechanics provide mechanisms for abuse, abuse will shortly follow. The only difference here is this would be considered self sabotage, so you'll see survivors complaining more than killers.

    As an example, I recall many saying the new Boil Over wouldn't be abused, it's only broken on RPD. We all know how that turned out.

    Boil Over was always going to be subject to abuse because you gained an advantage over the killer. This is entirely different.

    There is nothing stopping trolls from throwing all the pallets on a map, yet that hasn't forced a pallet rework.

    Why would survivors abuse something that benefits the killer? They wouldn't. It just wouldn't make sense.

  • @OniWantsUrLocation said:

    https://forum.deadbydaylight.com/en/discussion/comment/3211811#Comment_3211811

    OG Freddy had a single ability, which was to pull people into the dream world. They received a 50% disadvantage in action speed in said dream world and Freddy could see them anytime they were outside his TR. There was no power bar. And I am not sure what you mean by that LOS thing.

    It wasn't an instantaneous transition from awake to dreaming. You had to charge the meter to full to pull a survivor into the dream world, and if they left your LOS for even an instant during this, the meter would reset.

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/3211802#Comment_3211802

    There are far more loops, when the walls are broken, that positively favor the killer than favor the survivor. This item would require a breakable wall rework. So yes, creating a new item that forces a rework is probably the definition of unreasonable.

    It would only force a rework if the issue of survivors trolling their teammates was widespread enough for it to be an issue.

    Sure, some loops could positively favor the killer but it's not like killers can't destroy those walls ahead of time. The notion that it's unreasonable because of trolling is unreasonable in and of itself.

  • OG Freddy was garbage. Survivors exit your LOS for a split second and it reset your power bar. You literally had to pull survivors into the dream state to injure them.

  • It is a personal problem, but it's not like OP is suggesting anything unreasonable. There are so few loops that are actually affected by breakable walls that it would make little to no difference if survivors could break said walls.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/3211732#Comment_3211732

    These 2 kinda contradict themself right?

    I can't stay at one gate to open it if you have the killer in tow if i'm off to open the other gate.

    I generally 99% one gate and then hover around it so i can open it when needed.

    My job is done then, if the other gate isn't open that's on my teammates

    Only exception to this is if all non chased teammated are with me so i know no-one is at the other gate or if i'm the only non chased one and then i'll just leave so the chased one has a chance at hatch

    You misunderstand. If the gate or gates are 99'd and they're not hanging around, that's fine. Not a big deal. That's just bad luck.

    But if they are hanging around, like this Claudette was, and it's clear that you're injured with the killer in tow and another survivor behind you protecting, then it should make sense that there is no reason to run away from the gate at that point.

  • @fake said:

    It seems a bit odd, but what about giving the effect as an add-on to a key, for example?

    For the green key, allow it to do that only once without the add-on.

    ... I still suggested it myself, but it is odd.

    I'd rather it replace the broken key, and the purple key. Seeing as keys are relatively useless now.

  • At least 50% of the survivor player base is made up of SWF. Not every swf is a death squad out to ruin the killer's game. Hell, not even the majority of swf are out to ruin the killer's game. Removing swf won't make the game healthier, it'll kill it.

  • @Sandt21 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3211739#Comment_3211739

    But apparently, people above think that situation is so niche and rare that we shouldn't have a way around it.

    Weren't survivors hating on breakable walls once upon a way because there was no way for them to interreact with them? Because i distinctly remember that

    Probably. Sure it's niche, but tbh I don't see the harm in adding it. Outside of maybe a few loops where the breakable wall actually has value in being there, there's really no downside and it would be more of a QOL change.

    Breakable Walls are a cool concept, but because it was their new thing and they wanted to show it off, they just hamfisted them in wherever they could which just made their implementation terrible.

  • Gideon. I still run into that damn dead end with the pallet and breakable wall.

  • I'd like to add onto this and say if they have the killer in tow on their way to the exit gate and they're injured, for the love of god open that damn gate.

    Had a match last night where we had a 3E but Claudette, who was healthy, ran away from the gate forcing me to open it which bought the killer enough time to down me. This resulted in a 2E instead.

  • @TDtheDoc said:

    All killers are boring or op.the game doesn’t need killers.Survivors want a gen repair simulator.Devs should really get rid of killers.Game should be renamed Repaired by Daylight.

    That's not what this topic was getting at. Don't derail discussions with passive aggressive hyperbole. Anti-loop killers are, by and large, boring because looping is the only expression of skill survivors have.

  • Killers who tunnel have various reasons for doing so, but by and large incentives will not solve the problem. It is a core problem that exists because, done correctly, tunneling is the most efficient way to win. The only way to solve tunneling is by making it the least efficient way to win.

  • Regardless of how you feel about it, it is still a buff. It may be more QoL than buff, but it's a buff all the same.

    Nobody asked for this system. Basekit UB's purpose is to prevent killers from just playing slug matches. You can't have one without the other.

    Recovery time being affected by perks shouldn't be a thing and is probably the one thing that would be feasible for BHVR to reconsider, unlike the idea of them scrapping the entire system altogether.

  • Nemesis and Wesker are different. What works well for one may not work as well for the other.

  • @Bran said:

    https://forum.deadbydaylight.com/en/discussion/comment/3208982#Comment_3208982

    As I said, your definition defines it that way. Mine does not.

    If I re-down a recently unhooked. I did that because it was what I thought was a good or best play in the situation...

    (It isn't the hard tunneling I'll attribute to any complaints or issues. For the most part at least.)

    ...Not because I wanted to get them out of the game or ruin their game, which is what I'd account to tunneling.

    Why you did it is irrelevant. You can dress up tunneling however you want, but at the end of the day it's still tunneling.

    It's very clear what tunneling is. Any deliberate choice to target the recently unhooked survivor is tunneling, regardless of the why.

    Whether it's to get someone out early, or to ruin someone's game, or because of some larger strategy, or because of a mistake another survivor made, or because they bodyblocked with Endurance.

  • @Whoudini said:

    https://forum.deadbydaylight.com/en/discussion/comment/3208346#Comment_3208346

    Sometimes if a surv goes down in a corner you simply cannot avoid creating a hook deadzone, yes there is some planning but if 2 survs go down in one corner of a map you might simply just not have enough hooks, it has happened to me plenty of times so I had no choice but to leave them on the ground. Even on garden of joy in the middle of the map I was lucky to happen to have a build with agi cuz for some reason the hooks were super far. A basekit move speed buff to carrying would help this a lot tbh and is probs the ultimate solution.

    A basekit buff to carry speed is not the answer as it has the potential to create problems. It'd be simpler for there to be guaranteed hooks in the corners of every outdoor map. The hook rng can then determine the rest.

    This keeps the strategic part of hooks being permanently broken when a survivor is sacrificed while also doing away with rng hook deadzones where survivors cannot be hooked.

  • @Bran said:

    https://forum.deadbydaylight.com/en/discussion/comment/3208551#Comment_3208551

    Maybe your definition accounts for punishing a bad hook, but mine doesn't.

    The definition of tunneling accounts for all instances in which a recently unhooked survivor is downed and placed back on the hook. The situation you're talking about is called "Survivor-induced tunneling", and the blame, more often than not, falls on the teammate.

    We all know what tunneling actually is at this point, and killers know if they tunneled or if they didn't. There's no need for any mental gymnastics to justify it. If you tunneled, there's no need to justify it. If you didn't, there's no need to defend yourself against baseless accusations from salty survivors.

  • @Bran said:

    https://forum.deadbydaylight.com/en/discussion/comment/3208379#Comment_3208379

    It is definitely vague. You can throw out a single scenario and have 5 people say different answers.

    Its like a said, it truly is tunnelling if you aren't specifically targeting that survivor. Punishing a bad unhook with a re-down and re-hook isn't tunnelling.

    It's still tunneling. The unhooked survivor has no choice, the unhooker is likely to do it again because they aren't being punished for it. People just tend to overlook that, since it's the unhooker's fault.

  • @Bran said:

    https://forum.deadbydaylight.com/en/discussion/comment/3206748#Comment_3206748

    Camping, tunnelling, early kills. All things that are not consistent in play or by definition.

    If the game goes into the direction of not letting killers be able to have flexibility in how they play in order to win or have fun then what's the reason to play killer if a lot of what makes killer killer is countered, basekit changed, or hard nerfed.

    Now I surely can't really explain it good enoguh, but changes to eliminate vague things such as camping and tunneling would only make the game worse. I.e basekit unbreakable and the Mori mechanic.

    Tunneling and Camping are in absolutely no way "vague". Sure, post-game chat you get salty survivors saying the killer camped but that's not really an issue if you didn't camp.

    To outright eliminate tunneling, off the record can be buffed to provide a 150% haste bonus for 5 seconds but the survivor loses collision so they can't bodyblock.

    Being tunneled out of the game at 5 gens by a killer with mobility is just salt in the wound.

  • Perk range should be increased to 9m, that way you don't basically have to be right in front of the survivor to use reassurance.

  • @RpTheHotrod said:

    https://forum.deadbydaylight.com/en/discussion/comment/3207396#Comment_3207396

    That's off topic. Killers are pigeon held to bring gen regression because of how fast gens are flying with the gen rushing meta. That's also just as off topic.

    It's not off topic. Survivors have been pigeonholed into bringing anti-tactic perks, so I do believe that it is more than fair for the shoe to be on the other foot for once.

    And I can already see (hopefully very few) people saying "Well just run: [PERK] and it will be fine!" but no, a player being forced to run a perk to make doing their objective even possible is nonsense and a silly argument overall.

    @Whoudini said:

    https://forum.deadbydaylight.com/en/discussion/comment/3207565#Comment_3207565

    Killers should not be forced to run either perk ever, and there are many times where u can be left without hooks (rpd, midwich etc) has happened to me plenty of times especially with oaks. Sometimes even though there is a hook that is just in range all it takes is 1 sabo or bodyblock.

    Midwich I can see a case for, not so sure about new RPD though. Either way, there is a degree in overall strategy and skill around hooks being permanently broken when a survivor is sacrificed. It's up to you as the killer to manage your hooks and avoid creating hook deadzones.

  • @Whoudini said:

    https://forum.deadbydaylight.com/en/discussion/comment/3207396#Comment_3207396

    Agitation is far superior and this issue should 10000% be fixed since it would just drag matches for both sides if the killer is forced to slug a guy in the corner.

    Outside of sabo-breakout squads, there's minimal chance of the survivor wiggling free from the killer's grasp unless the killer happened to get greedy.

    In my 1300 hours of playing, I have never seen hooks too far apart for the killer to possibly make it unless the survivors all brought the offering to increase distance between hooks.

    So, killers can afford to give up one of their four gen regression perks for iron grasp or agitation. Whichever's preferable, really.

  • @RavenzZ said:

    Now if the new base-kit Unbreakable changes go through, which I'm sure they will in some form at least, there needs to be a fix to TERRIBLE hook distribution on some maps.

    Things like the corners of Haddonfield and Badham, and the entirety of Midwich and RPD absolutely need to be changed because it is physically impossible to hook a survivor in some locations on these maps. I think a great fix to some maps would simply be making it so that when a survivor is sacrificed on a hook the hook only breaks for a short time and then comes back, similar to how Saboteur currently works.

    If this isn't changed before base-kit Unbreakable is added then it will result in a toxic mess on some maps where even without a sabo-squad it is physically impossible to hook someone, and then if left on the ground they will simply pick themselves back up.

    And I can already see (hopefully very few) people saying "Well just run: [PERK] and it will be fine!" but no, a player being forced to run a perk to make doing their objective even possible is nonsense and a silly argument overall.

    You mean like how survivors are pigeonholed into bringing specific perks to counter core problems? Killers can sacrifice a perk slot and bring Iron Grasp. Besides, outside of sabo-breakout squads, it's not really a problem.

  • Yes, when I get repeatedly tunneled out of the game early by a hillbilly, blight or wesker with lethal pursuer.

  • @RaSavage42 said:

    The Killer can't get 12 hooks in a game... without giving up the match and having the Survivors T-Bagging at the exit gates

    I know that Survivor think that Camping and Tunneling are "toxic" but they aren't...

    Plus the mindstate of players are all over the place... the more time in game leads to more toxicity (from what I see)

    I feel like whenever this point is brought up, it's referring largely to high mmr as if the vast majority of the player base is at high mmr. In lower mmr ranges, the killer absolutely can get 12 hooks in a game.

  • @danielmaster87 said:

    Killers need SO MANY perks base. Agitation, Corrupt, Grim Embrace, No Way Out. JUST SOMETHING that keeps the killer invested and helps them not get annihilated and rewards hooks and rewards going for multiple people. You could give killers 20 perks base and they STILL wouldn't hold a candle to efficient survivors who brought in nothing.

    Agitation base? Only if basement is removed. Don't much fancy the idea of being put in the basement every game. 😂

  • Killers don't need more basekit buffs. Weaker killers could use buffs, but not killers as a whole.

  • @Tony_ said:

    https://forum.deadbydaylight.com/en/discussion/348263/killers-are-the-ones-who-should-get-base-kit-perks-not-survivors

    Look, i was once just like you but then i realised. Is 45 seconds really meaningless? I mean, survivor bleedout timer is 4 minutes which means even tho he will get up, he lost nearly 1/4th of his bleedout timer. This basically means you can have 4 hook stages but without hooking them.

    But i still think NOBODY should get any basekit perks. The only exception i think of is kindred, becouse it wont affect SWF but will impact solo queue. Kindred basekit is just healthy for the game, but UB and BT both aren't really healthy. I think from all the perks, theese 2 SHOULDN'T EVEN be considered making basekit

    BT isn't healthy for the game? So, killers get to tunnel for absolute free and survivors just have to accept that?

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3201541#Comment_3201541

    That's just slightly better than yellow Mori, though, in that it only applies to the last Survivor.

    We're going in circles here. It doesn't matter that it's only marginally better than the yellow Mori, I'd rather not have the system to begin with, but I just don't see BHVR scrapping it.

  • @ReverseVelocity said:

    https://forum.deadbydaylight.com/en/discussion/comment/3201577#Comment_3201577

    idk they can keep their QoL changes if it comes bundled with Unbreakable base kit LMAO.

    I agree, but I don't see BHVR scrapping the idea. I accept basekit UB as a byproduct of it. Best we, as a community, can do is come up with a compromise.

  • @Sandt21 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200675#Comment_3200675

    That implies that a killer can down 4 survivors in 45 seconds. For that to happen, you'd need max stacks on STBFL, and for each survivor to make the maximum amount of mistakes possible in a chase, and all of that needs to happen in 45 seconds before the first survivor downed gets back up. And that's not even taking into account the cooldown for a killers successful attack, a survivors sprint burst after being hit, pallets, windows, and any other shenanigan that might happen during four consecutive chases.

    So NO, its is most definitely "easy" for such a thing to happen. I'd even go as far as saying its next to impossible.

    I never said it was easy. I said there would be nothing to stop a killer from doing this if they wanted to. It is also not impossible for Blight and Nurse, and I see a lot of Blight.

  • Foresight dictates that, despite it being seen as a QoL change, killers would just go for slug builds. Honestly, neither are good changes but there has to be some give and take.

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