Karl_Childers
Karl_Childers
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- Karl_Childers
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I have never played it myself, but watched people play on streams. I think it looks absolutely terrible and will never be competition to this game. It’s not going to last.
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@MegaWaffle said:
https://forum.deadbydaylight.com/en/discussion/comment/1054044#Comment_1054044
I haven't touched DBD in a long time and I still browse the forums.
I also haven't played Overwatch since Orisa was released and I still watch videos on the game.
The forums and the game are not one and the same.
Would you “quit” a game though and THEN join the forums? I’m going to assume you posted here while you were still playing, it’s different. I think this is all bs, still plays and just wanted to rant about survivors under the guise that he’s quit because of it...as if the post will carry more weight. If I actually quit a game, I’m not going to go join the forum for the first time. Doesn’t add up...probably a dupe account.
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Wow, to me that’s wild to have the original and II ranked so low! For me it’s not even close that those two along with III are the best! I’ve barely seen any after 8, just bits and pieces as I find them absolutely terrible. I’d just put them on for a laugh...actually I feel that way about 8 also but not quite to the same extent. At least there’s some humor with the cheesy acting
I’d rank them II, III, I...and then a big drop off with the remaining ones probably just going in order I guess. I refuse to watch ever watch the remake, I’m the same with Halloween.
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An unhooked survivor should also get a speed boost upon being saved then.
Not a fan of a camper getting a free 20s once a gen pops though...if a second gen pops after that first block, that’s 40 seconds of unpunished camp time. No way....and you can’t say that survivors should not finish gens while someone is hooked..that would be silly. Hook timer has to stall for the duration of the gens being blocked. This would mean that even if the killer isn’t camping, hook timers would stop. No other way around it. Are you also suggesting Ruin would regress gens as they are blocked?! If so, absolutely not. That’s a big reward to the killer for losing a gen. Nothing like actually chasing a survivor off it.
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1047818#Comment_1047818
Then what about a set of "voice commands" like "save me" "do gens" etc.
It would let random people comunicate without all the ######### associated with comms
Yes, I’m on board with that type of thing. Just against voice chat.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1047818#Comment_1047818
Wth bro? Getting muted won't make anyone angry enough to sandbag, and atm solos are always constantly muted. There is no downside to this being added at all, prove me wrong.
Disagree. This game is very toxic...I could totally see people being annoyed that their teammate has voice chat turned off.
No downside? How about everything in my post.
- Solo survivor who chooses to play without voice chat now WORSE off because killers are buffed around everyone having communication. How is this not a downside?!
- current SWF simply turning it off because they’d rather use Discord. This is very likely. So in these games where the solo’s teammates are SWF, who exactly is the solo survivor talking to? Not a downside?!
The point is that killers are being buffed. Do you not see how it could put many survivors in a worse spot? Trust me, many players would want nothing to do it. But by buffing killers, you are telling them use this or you are screwed. No thanks.
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@LlamaArmour said:
Most likely because of language barriers, and toxicness.
Also, remember every time you've been abused in end game chat? Now imagine that during game. Sounds like a terrible idea now right?
Lastly, I would personally disable in game comms, but with the inevitable killer buffs, I would get destroyed every game. Remember that solo survivor is the weakest role in the game, followed by killer, and the strongest is SWF.
Nailed it right here.
The argument of “you could just mute it”...isn’t valid at all. With killers being buffed around everyone communicating, if you mute it you are now at even more of a disadvantage than solo survivors are currently. Also with regards to the toxicity, if you have the others muted there’s a very good chance your “teammates” will be annoyed with you....you know how that will turn out. Plus people who play SWF currently would probably mute the in-game voice chat, and just use discord or whatever. Why would they want to talk to randoms? They’ll just carry on talking to their friends only like normal. Now the solo player who actually DID want to talk, has nobody to talk to because his SWF teammates have it on mute lol. It’s a terrible idea that would be disastrous. Luckily, they’ll never do it.
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@Iron said:
I don't think sense of time is great here. Also why were you looking for a flashlight save with no flashlight in play? If they were going as fast as you say they wouldn't have had time to look in a chest
Bingo. Between wasting time worrying about a non existent flashlight, and the fact in chat they say “4 gens in the first minute” which doesn’t even match what’s posted, I think it’s obvious there’s some exaggerating going on..which is really common with these types of posts. Can’t take these posts seriously without video.
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@Waffleyumboy said:
This eliminates camping to some extent but tunneling will probably stay a very viable strat.
Possibly, but a proxy camp/tunnel strat is going to become very apparent after the killer gets a few hooks in. Let’s say killer rehooked the same guy twice (for a total of 3 hook states)....at that point the other 3 survivors know what’s going on and still have 5 hook states left before anybody can even die..including the one hooked multiple times. So there’s time to adjust. If you just leave that survivor on the hook and start knocking out the gens, his proxy camping is getting him nowhere and he will lose. The reason it is strong currently is because they can remove a survivor quickly from the game...that can’t happen with this idea.
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@AngryFluffy said:
No thanks. I do not want to die on my first or second hook because I got potatoes as teammates. Getting punished for the mistakes of others would be extremely frustrating and make perks like deliverance, Second Wind or DS entirely useless. It is an interesting idea, but I don't like it at all tbh.
If youre dying on first hook, it means the other 3 survivors have been hooked a total of 8 times (or 8 hook states, but for arguments sake just gonna go by hooks). When compared to now, if the killer gets 8 hooks before you get one, that means two survivors are dead and the third is on death hook. Not a good situation. I don’t really see how applying their idea screws you over any more compared to now? Unless I’m not understanding this right.
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If something were to be done to slow gens down then yes, it is totally fair and would be needed. Not sure about your idea in particular, just that SOMETHING would need to be done in basekit. As it stands though, both sides just have to use their perks. Both sides need changes to where killers have no choice but to play a “fair” playstyle, with the survivor objective being slowed down as well in some fashion to allow them more time.
Youll most likely be mocked for suggesting this though, around here only killers are allowed to complain about the opposition rushing their objective.
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The main issue I see right off the bat, is that this buffs camping killers. That’s an immediate strike. At the very least hook time, mainly the first stage as nobody really wants to struggle much longer, would need to be significantly lengthened to account for this added penalty. Say one totem gets cleansed before first hook, we’d be looking at a 16% penalty plus possibly a little more depending on killer perks. You can’t decrease the gen punishment for campers as it will win them the game. I would say increase the hook time to the point it not only covers the max penalty, but actually puts campers in a worse spot than now. Proxy camp/tunnel would need to be looked at too. If survivors can’t rush their objective, then neither should killers.
An alternative method to use the totems, which I prefer, is starting out with a Repair penalty but by the time you cleanse them all you actually have a little buff in speed compared to now. So doing all 5 doesn’t just get you back to current speed. I think there should be a little more of a reward besides BP. I’m not sure of the numbers, but it would probably take 4 to get back to current speed. Then the 5th puts you ahead. Something like that.
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@SteelDragon said:
https://forum.deadbydaylight.com/en/discussion/comment/1041028#Comment_1041028
what if you are found in a dead zone by a billy? and the game has just started
Interesting that @ScottJund said the same example about spawning in a dead zone with Billy, along with everything else in your first post 🤔
Its all correct, but come on at least credit him and post his video. It’s very obvious you watched it and are just repeating everything he said as if it’s your own. Given that I recall you attacking him on here in the past, that’s pretty weak.
https://www.youtube.com/watch?v=lIbOwzTzSIU -
So you see no issue with winning 20 games in a row at rank 1? Instead your conclusion is just to nerf the perk that prevents that outcome from being the norm? Not a very balanced viewpoint. If DS needs a nerf, then maybe new Doc does as well? 😮
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You could also flip this around and say - Genrushing is a valid strat. If you don’t like it...use your slowdown/defense perks and/or a stronger killer if using someone weak. Stop complaining that you shouldn’t have to run x perk.
Would you agree with that? If so, can’t argue with what you’re saying as it’s the same on both sides. Both need to use perks to attempt to address their biggest issues. However, seems like when survivors complain about tunneling/camping they get pounded on, whereas when killers complain about wanting gens slowed down by default its perfectly fine. A bit of a double standard. Also survivors get criticized for using DS and BT. “All these stupid second chance perks every game!!! Nerf them to the ground!”
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No. As has been said, you totally lose any fear after a certain amount of time. Not only that, you don’t fear your opponent in a PvP game, in a horror sense. I think a lot of people miss this point. There’s a very clear difference in mindset between playing a multiplayer game like this, vs playing Resident Evil or whatever by yourself. Not the same thing at all. One brings out a competitive side and the other is a lot more horror. It makes no difference whatsoever how strong the killers are in this game. Killers could be made crazy strong and survivors still wouldn’t be in fear, they would be annoyed.
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So not only another video where the killer 4Ks with gens remaining, but also has at least one toolbox that we see, probably another. Many survivors would concede toolboxes can be problematic (as can certain things the killer can use). Combined this proves nothing at all tabout the default gen speed being a problem. Let’s at least get some videos where the killer doesn’t make big mistakes, there are no toolboxes, and the killer loses. These are clearly necessary things if you’re trying to make a point.
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The player obviously matters, but it’s hard to imagine a strong Huntress player losing with iridescent hatchets. Maybe it’s happened, I don’t know as whenever I’ve watched they refuse to use them....but does anyone actually think killers like Scott or Umbra would ever lose using them? Seems unbeatable to me. This would be the only thing I can think of.
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The risk, other than Haunted Grounds, is the time not on gens. That’s all it should be. If you want more risk to cleanse, then you have to nerf the effect of the hex itself. The reason they are as strong as they are is because it can be cleansed without risk aside from that. You can’t have it both ways where survivors are either screwed leaving a strong hex up or also screwed by cleansing it. I may be wrong, but I believe you may be the one who previously suggested survivors lose a perk for cleansing a totem, which to me is ridiculous.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/1026304#Comment_1026304
Wait, in what way would they reduce the synergy? Did they say something about how they want to do that?
edit- nvm I’m wrong lol.
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What a travesty that you are getting at least a balanced outcome even on big maps. Devs must fix this ASAP so you can go back to 3-4K every game. Thats balance apparently.
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No. Toolboxes shouldn’t increase speed though, I can agree on that. Make the skill checks larger, or even a little slower...but they’d obviously need an additional use than just being a noob item. Totems would be one thing where a speed increase would be perfectly fine. Maybe the gates too? I don’t know. I know Wake Up does that, but you gotta give the toolbox additional purposes if they don’t speed up gens. It can’t be only skill checks otherwise it’s completely useless outside of new players.
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I wouldnt be against touching a generator disabling it, that’s the only thing I really hear that feels fair and doesn’t trash the perk. Definite no to attempting to heal disabling it...gens should be the only action that does it.
Not in favor of the another survivor getting hooked disabling it idea, but if that were on the table then the timer should be removed. Find someone else to go after and hook or get hit with DS no matter how long it goes. That’s the compromise.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1018969#Comment_1018969
Hmmm. How about this, if the game ends in a draw, it comes down to pips? I, personally, use pips as a measure of winning, but the kills and escapes thing is way more reliable.
So basically, 2K 2E, then we see how many of us pip'd that game.
I don’t know, just my opinion but I’d go by the classic -
0-1 escapes - killer win
2 escapes - draw
3-4 escapes - survivor win
I think it’s straightforward and how many judge games (including the devs given the 2k balance point we hear about). I guess you could always just record all the data, including pips, and let people interpret it as they please.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1018939#Comment_1018939
If it should be the norm, then it should be a win.
Then it’s a win for the killer also....does that not make it a draw? If you hypothetically played 10 games and all ended with 2K/2e, if you said survivors won all the games that would be incredibly misleading.
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I don’t understand the 2 escape win condition. Most people view that as a draw.
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@sk1913 said:
I never played toxic. Now it is time to begin a new era.
Who cares. The only thing I take from this is how it implies you used to be a ruin Billy lol. Just makes you look bad.
edit- ruin Billy confirmed in a previous video.
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@Avariku said:
lmao.
all the excuses to camp, tunnel, and slug, BeCaUsE rUiN gOt ChAnGeD.
please... like most killers weren't already doing that.
Lol exactly. The “survivor rulebook” has always been mocked by forum killers.Ruin changes and now everyone is suddenly acting like they used to follow it and played nice. Suuuuure. Coming from the same people who complained Ruin always got destroyed in 30 seconds. These threats mean nothing, survivors are already used to so many killers doing that anyway. If anything, maybe it will drive more to play SWF!
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1010170#Comment_1010170
I've been saying this to people for a while. You are absolutely correct. Even with 3 minutes per gen some people would still proxy camp and tunnel. Increasing gen times would just buff that playstyle.
Exactly. I have no problem at all with giving killers who do not camp/tunnel/ (or slug even) additional time somehow. However, with that would have to come something else added that actually prevents the killer from doing those things (NOT perks!) So many seem to think killers would play by the honor system and just not do that stuff anymore, that’s complete nonsense. If you want the game balanced around “fair” killers, you have to force everyone to play that way. Simple as that.
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You can’t balance around killers who play fair, unless killers are forced to play that way. Are we going to pretend that players who currently use Ruin, play the stronger killers, and tunnel/camp don’t exist?! You could give killers all the time in the world and guess what...that playstyle would still be widespread. Many players will always take the easiest path to victory no matter what. Gens could take 2 f’n minutes and killers who tunnel/camp now would STILL play that way. That’s what many fail to understand. The stance of “Im not going to play “relatively fair” anymore really means nothing, because tons of killers already don’t. That’s why survivors feel forced to bring DS and BT. While playing in a fair way it’s definitely very appreciated by survivors, so many don’t that it’s not expected. Its business as usual, do what you want cause survivors are already expecting the worst. The threats don’t change anything honestly.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1009703#Comment_1009703
You know, there will be always some argument made up why those stats are worthless.
The most famous argument is “the devs said themselves that the data is wrong”.
Somehow what Peanits said about not necessarily drawing conclusions just from the data, has now been spun into the data being incorrect.
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If there’s no hatch, then you also should not get any assist in finding that last survivor though. If they want to spend 30 minutes trying to stealth gens and hide, which is the only way to escape, then that’s their right. They are trying to survive. So if you are ok with the fact that it’s your job to find them, no matter how long it drags on, then sure bring back the hatch only after 2 gens. That’s the tradeoff. You don’t get to see their aura after a few minutes or get any sort of EGC help. Find and kill them for that 4K yourself.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1001664#Comment_1001664
And yet this graph says that survivors escape 80% of the time on PC at red ranks.
https://us.v-cdn.net/6030815/uploads/644/OVXAEFPK5208.png
And Nurse has been nerfed since then and Ruin is about to be gutted, so I am going to assume this number is going to be much higher soon.
Or y'know, you can stop basing your arguments on misleading stats. ¯\_(ツ)_/¯
Guess you didn’t read where peanits explains why it’s 80% and that rank 1 escape rate was actually 43%. It’s been explained many times that it was due to counting the rank AFTER the game. So only survivors who escaped basically were being counted as rank 1.
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@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/996298#Comment_996298
I’ve watched Breaking Bad up until Walter was losing his ######### to kill a fly in his new lab and lost interest. I’ve been meaning to get back into it.
I hate bugs, with a passion, so no, will not watch Kings of Pain. Well, I won’t say never since I do enjoy YouTube videos of Coyote Peterson (I think that’s his name).
Aaah yes the fly episode lol. Probably my least favorite episode of the series.
Yep this show is much like Coyote Peterson..except two guys doing it and just way better. And quite frankly, they are either significantly more tolerant of pain than Coyote, or he was putting on a show acting a lot of times. I will never watch him again after watching the Kings. There were a few that had Coyote screaming in pain that these guys reacted as if it was just a honeybee sting lol. They really make him look like like kind of a phony...or like I said, maybe they just have a much higher pain tolerance.
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@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/996268#Comment_996268
That’s rare for a series these days. Currently, the only show I’m willing to rewatch is 30 Rock. I’ll definitely give it a shot.
I guess I just assume everyone has seen it so I didn’t mention, but have you seen Breaking Bad? That is my favorite show of all time. Definitely a show I’ve seen multiple times.
Also If you have any interest in animal bites and stings, Kings of Pain on the history channel is highly recommended lol. Favorite current show, but only 8 episodes I think so you’d blow through it in a couple days. Hilarious, informative, and absolutely terrifying at the same time. These guys get intentionally bit/stung and rate the animal on a pain scale.
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@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/995725#Comment_995725
Supernatural is entertaining, but it’s gotten too repetitive. I’m thankful they’re ending it. Not saying it’s bad, but I just enjoy things more when the story is completed.
I haven’t seen Dark yet, I heard it’s like Stranger Things but in a different language.
I only saw the first season of Stranger Things, but I don’t think it’s like DARK really. There’s no creatures like Demogorgon, it’s not that type of show. It’s a much more dramatic, complex, and twisted version of Back To The Future. What I really love is the replay value. I watched it a second time and I was almost just as entertained as the first, because I still found myself learning new things!
As @LaraVermillion said,a notepad may not be a bad idea lol.
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@BananaBlooD95 said:
https://forum.deadbydaylight.com/en/discussion/comment/992025#Comment_992025
It's funny how survivor think they are entitle to escape and a balanced game should be a 2k... Yeah but no. To down a survivor you have to outplay him and yet there are still many perks to help a survivor when he make a mistake. I'm not saying a balanced game should be a 4k, but it's BS to only have a 2k when you outplay survivor just because of combined BT/DH/DS/Adrenaline or keys.
How is 2K balance funny?! Really don’t think you should be calling others entitled. Many players view 2K as a draw, and anything above or below a win/loss. So you believe, under those conditions, the killer should win most of the time? Yeah but no...that’s entitlement.
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@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/988811#Comment_988811
The stats aren't accurate.
That is false. The data released is accurate, as was the last set of data. All the devs say is you can’t necessarily draw certain conclusions because of the variables in every game. You seem to take that as meaning the numbers are incorrect, you are wrong. For example, you can’t look at the kill rate stats for each killer and say it’s inaccurate. The numbers are a fact. The debate lies with drawing a conclusion that x killer is too strong or too weak because of their kill rate. That’s what the devs mean, not that the data is wrong.
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D A R K - there’s an upcoming final season 3, and it can take watching it twice to get a good grip on what the hell is going on sometimes. I would describe it as a darker version of Back to the Future on steroids. Definitely not the type of show you can watch while also being on your phone. If you have to use the bathroom or go to the fridge, you better pause it! You have to constantly pay attention or you will end up lost real fast. I absolutely love it. Lots of mind blowing twists too.
Schitts Creek - I VERY rarely like comedies, my sense of humor is just different than most, but I’ve seen some of them and I’d say it’s one of the few I don’t mind.
both these are on Netflix
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I rarely watch streamers these days, but I happened to be watching Umbras a little last night. Coincidentally, there was a Jake who definitely was hacking or something. He had no hitbox, just sat on a gen while she repeatedly swung at him. Might be the same guy, I do remember his name...but probably can’t say. Started with an “A”.
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Because nobody knows how the opposition is going to play. Personally, I always assume the worst now that the killer is going to tunnel and/or camp. Same reason I bring DS/BT every game. So yeah, I’m going to try to complete gens as quickly as I can, at least initially. If I see the killer doesn’t appear to be playing that way, then I’ll be more interested in other stuff like totems and chests.
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@anarchy753 said:
A "2k average" is the ideal, but on the graph, having everyone at 50% would actually be a pretty bad point of balance.
We're measuring ONLY kills here, not how kills happen, and it's very important to think about how game results come around.
How often does a 0k actually happen? Pretty rarely. In most cases a killer can at least have someone on the hook, and anyone competent can camp/take down the unhooker repeatedly until everyone else is forced to leave. In most cases, a 0k game is bumped up to a 1k regardless of how hard the killer got stomped. That pushes your average up from what the games represent without the killer being strong or performing well.
On the other end you have 3 and 4ks. What's the difference? From a 3k it is incredibly easy for a killer to either; a. find the hatch before downing survivor number 3, usually securing survivor number 4, or b. slug survivor 3 until they find survivor 4. Both are very simple to do but push a huge amount of 3ks up to 4ks without much difficulty.
So when a graph shows "the average number of kills is 3," it doesn't necessarily reflect that killers win most games, or that the quality of their results is actually that high, just that the number of average kills does not accurately represent the quality or balance going into a match when numerical outcomes of matches don't represent the quality of that match or how well either side performed.
So based off what you are saying, they need to make it impossible to get those cheap and campy kills. You can’t say a 3K average doesn’t matter when many players view kills and escapes as a measure of victory. Make camping a kill no longer possible then, and make all kills a measure of skill. That would be the way to go. Until that happens though, ( which it won’t, obviously), the 2K average is what we have for balance, and rightfully so.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/949972#Comment_949972
Only bad nurses that were running 3 blink / ruin are affected by the nurse change she's still incredibly powerful, it's just lazy players refusing to actually learn killers, same goes for spirit. Legion was changed to do the ridiculousness of his power, wasn't punished for missing hits and was faster than survivors so all you had to do was wait for power to drain.
The biggest issues with this game is maps and the lack of skill killers posses, back when there was only 8 - 10 killers it's was easy to he average with all of them. Now there's so many killers people just want to win every match with little effort. Survivors objectives are always achieved the same way, each killer plays different so obviously it takes more time to be good with each killer than it does to be good with survivor. The issue is people don't want to get better with one killer they want to do well with every killer, it's ridiculous.
Very, very true. Too many are trying to be like their favorite streamers and attempting to play many killers. They don’t dedicate the time it takes to become great at any one of them, instead just come on here to complain about survivors and that the killers suck. Not wanting to put the effort in and expecting to just be good with a killer is entitlement.
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@DBD_Pinhead said:
That data is cool and all but the real issue is the emblem system and you can't ignore it. If I get 2K I can still de-pip. If I get a 3K I can still run the risk of a safety pip. If that's a baseline then killers still get screwed because the system does not reflect that baseline.
It’s definitely an emblem system issue, because many players do view kills/escapes as a win or loss. I would say the vast majority really. So you can’t have killer “winning” all the time because the pip system requires it. They need to tweak things to better balance the 2K as goal to where killer can pip more without the deaths. But...with that being said, I think killers would still complain then about not killing enough. Too many people just have that horror movie mindset of “this game is stupid if I can’t consistently kill at least 3 of them, I’m the monster killer/ power role”.
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Camping is usually viewed as ok after the gens are done, before that it’s usually the sign of a bad killer. Even after gens are done, actually good killers may fight doing it still cause they might feel it’s lame, but at that point it’s not something considered bad.
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/945769#Comment_945769
https://forum.deadbydaylight.com/en/discussion/comment/945828#Comment_945828
I think i need to add: in my opinion. I base my wins on pips. Not kills or escapes.
Fair enough, but I believe that is the minority opinion. So just to confirm, you would be perfectly happy with killrate being 25%, as long as the pipping system were changed to where you could still pip? So you would say the devs should maybe be looking at ways to make it tougher to get kills, but easier to pip?
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@FriendlyGuy said:
If a killer gets three kills in the EGC after a genrush due to extremely altruistic survivors he still depips. Killrate means nothing, just a smart move from BHVR to get data for their weird balance decisions.
How is killrate meaningless?! Many people do base a win or a loss on the escapes. Do you think if killer averaged 1 kill, but the pipping system was changed to where you could still get pips, killers wouldn’t be complaining about the lack of deaths and would be happy with pips? Of course not. You’d want your kills too. Survivor is the same. Survivors sure as hell wouldn’t be happy if the game became a kill sim with constant 3-4Ks just because they could still pip while dying. It wouldn’t matter and they would be right. Killers want kills, survivors want escapes. How is it meaningless?
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@Seiko300 said:
https://forum.deadbydaylight.com/en/discussion/comment/936237#Comment_936237
I've responded to this concern before, it's important to keep in mind that you as the killer have absolutely no control over when the timer would start, unlike a perk like Thrilling Tremors which starts whenever you pick a survivor up. It is up to survivors to finish a generator to get Harrowing Fate to become active, when it does go up you might not be near a single survivor. You wouldn't be able to micromanage the perks effect in such a way that you would be able to successfully camp a survivor for the full duration of the perk.
That being said points like these make it increasingly likely that the nerfed version of the perk would make its way into the live build rather than the original version (See edit at bottom of the thread). This version will still be able to stop a hard gen rush and multiple generators popping in quick succession, however it will not block off generators with progress underneath 50% so survivors can still repair other generators and get progress.
A camper who uses this perk guarantees it will benefit them though, even with your edit. So killer camps first hook,....survivors pop one gen and then any above 50% are blocked. They then run around spending time to find an unblocked gen, and spend the remainder of the hooked survivors death on that gen. I don’t get how this doesn’t massively boost a camper. I get what you are going for, but it doesn’t work. Like I said you have to account for bad killers who would abuse it.
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@SquidFacedMan said:
https://forum.deadbydaylight.com/en/discussion/comment/943023#Comment_943023
It's a standoff but the Survivors have to get the gens done to leave. Why should the killer back down from his position, especially a weak killer like Doctor?
Didn’t say he has to back down, just said the survivors don’t have to just give up either. You can’t force them to jump on gens and concede to death, no different than not being to force the doctor to chase and attempt to kill them. If both sides want to be stubborn, then it’s a waiting game like the old hatch standoffs. That’s why i said I’m surprised if he was actually banned for this. However, the doctor doesn’t just automatically win because he got a 3 gen. The survivors wouldn’t be in the wrong for not giving up, that’s all I’m saying. Classic case of a standoff.
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I would not have thought that its considered holding the game hostage, at the same time though if the survivors refused to give up (attempt gens when it’s impossible) and be killed it wouldn’t be either. Can’t force them to die. It would be a standoff. I feel like maybe there’s more to this, i don’t know.