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Karl_Childers

Karl_Childers

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Karl_Childers
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  • @Blueberry said:

    Shorten the timer to 40 seconds and deactivate as soon as any survivor is hooked.

    I'm fine with an anti-tunnel perk, it's just currently another second chance perk being abused as a 60 second immunity.

    40 seconds is too short. Let’s use the most common example of tunneling, which is a proxy camper who returns to the hook when the survivor gets rescued. Maybe this survivor doesn’t go down instantly, but reaches a pallet and stays up for 25-30 seconds before going down. You would say it’s ok that the tunneling killer now only has to wait a mere 10 seconds to just pick them up? No. I’m fine with it deactivating upon hooking someone else, but only with the tradeoff of no timer. Otherwise, it should stay exactly as it is.

  • @FriendlyGuy said:

    Perk gets deactivated when any survivor gets hooked = easy fix.

    Perk stays active until another survivor is hooked = better fix.

    The timer is removed. Just as killers will now be able to hook someone else and not get hit, now survivors can’t outrun their own timer. Might still get slugged of course, but at least that aspect is removed and it forces the killer to hook another survivor before picking them up or knowingly take the risk. If the killers complaining about DS truly aren’t tunneling, they should be perfectly fine with this.

  • It is hilarious seeing people act like there’s no difference between 50% and 74%, saying “2K is 2K”. Yet these same people will argue Clown or Demo has a poor kill rate. Ummm if there’s no difference between 50-74 and 2K is 2K, therefore there should be no difference between Clowns kill rate and all of the other killers below 75%. They are all the same...2K! Stop asking for buffs I guess?

    Funny how it doesn’t work that way....

  • I believe what he means when he says that is that you can’t necessarily just look at Freddy, for example, and draw the conclusion that he’s too strong based off his kill rate. It may just be “Forever Freddy” that is too strong. That’s a type of variable they mean. They have a lot more data, but what we were given is certainly useful info. I don’t see how it’s not.

  • @Seanzu said:

    I don't see why you find it concerning.

    from my brief lurk on the forums the only people complaining about the stats is... well... killers, yet again.

    No survivor has made a post like "Well we seriously need to look at kill rates because they're too high".

    Literally no body, just the same killers who complain day in and day out that they aren't getting enough kills and that SWF is the devil etc, now they're all making meme posts like "Hurr I guess we better nerf da killers because they are all overperforming hehehe"

    Yep. Even the Nurse complainers are getting in on the action...as apparently having “only” a 65.8% kill rate is evidence that the nerf went too far. Entitlement nonsense.

  • Disconnect games were not included. If there was a disconnect, the entire match was thrown out. I saw Peanits post that somewhere.

  • @SilentSpectre said:

    Survivors hate having to do anything other than bully killers and hold M1 on gens. Doing totems is unfathomable to them.

    Or maybe because almost every killer is averaging between a 55-70% kill rate (and 60-75% at red rank), survivors don’t feel they have the time to do all the totems 🤔

    I have 2 issues with NOED. One being no requirement for the killer, so a camping killer can get it to proc every time due to survivors having to gen rush to counter the camping. Expecting survivors to cleanse dulls against a camping killer is absurd. “Just do gens” is the response every time someone complains about camping. Never once have I seen “just do gens and dull totems”. Two, is when a competent killer uses it. Luckily, most good killers know it’s bs and don’t run it....but if they wanted to, it would be ridiculous.

  • 30 seconds is too short. So if a competent survivor gets tunneled off hook, but manages to run for 30 seconds, DS deactivates? No. Why is that killer not getting hit with DS when he was indeed tunneling? This doesn’t make the perk more anti-tunnel, it just makes it bad.

    Im fine with it as is, but voted another idea because I think it makes sense to remove the timer altogether. DS just stays up until another survivor is hooked. Now the killers who hook another survivor don’t get hit, and survivors can’t outrun their own perk timer so a tunneling killer will always get hit even if he chases them for 2 minutes. Tough, that’s their fault for tunneling. Everyone would know the rule...hook someone else or risk getting stunned. Simple.

  • @Karl_Childers said:

    Gen speed is fine as it is the speed necessary for a balanced kill/escape rate. If you want longer games, extend the objective for both sides or make it to where camping and tunneling is no longer possible.

    Stats definitely back up what I said here. Curious if anyone would change their vote now after the seeing the latest set of stats? How would it be balanced to slow gens down or add a second objective to survivor only when every killer is exceeding (some far exceeding) the 50% kill rate mark in red rank?

  • I have always said that if people want gens slowed down (or an additional objective), that killer would need to have something added as well, as kills keep up with the current speed (and even exceed it actually). Maybe biased people will start to realize this now.

  • I don’t think you can give each survivor a specific buff. I do think though, that instead of a buff they can give a BP bonus for specific actions for each survivor. For example, Claudette doesn’t heal people any faster, but instead gets extra BP for doing it. This would make people by default want to play Claudette a certain way (healer), but without actually effecting the game with additional speed. Ace could get a looting bonus since that totally fits him, Dwight can get a bonus for co-op...stuff like that. The amount of the bonus would just have to be balanced so that the easier action, or one that occurs more frequently, gets less of a bonus than one that’s more difficult.

  • Gen speed is fine as it is the speed necessary for a balanced kill/escape rate. If you want longer games, extend the objective for both sides or make it to where camping and tunneling is no longer possible.

  • Possibly, but Nurse in particular is the one killer where being bad vs decent is night and day. You can be a new or just bad Trapper and still get kills. If you are a bad Nurse however, you are probably getting steamrolled. I don’t think it’s the same thing as SWF, but I do want to see that solo up to 4 man SWF escape rate broken down by rank. We have seen as a whole though, that between rank 10-1, overall escape rate was between 50-60%. However, this was before EGC, which has no doubt decreased that significantly due to hatch closing. The amount of 4Ks has obviously drastically gone up due to that. But with that being said I’m definitely all for a statistical breakdown of party size escape rate per rank. We do need to see a comparison of red rank killer vs 4 man SWF vs low rank killer against the same. It shouldn’t be grouped up as one stat.

    There’s so much depth to the kill/escape stats that I hope they stick more to this than just the “fun” stuff like perk selections or what killer is used the most. Sure it’s nice to know, but I’m all about the real #########!

  • @ABannedCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/862450#Comment_862450

    If I remember correctly, the developers also said that the Nurse's killrate was not exceptionally high before her rework.

    Nurse wasn't as OP as everyone thought :)

    That was likely referring to overall rate though, which would be dragged down immensely by all the lousy Nurses at lower rank. It was probably far exceeding what it should be in mid to high rank.

  • @Peanits said:

    I'd love to see something like that in the future and make it a regular thing. We would need to figure out what type of data you guys want to see, though. If we do it regularly, we couldn't give a ton of different stats each time (that would take way too much of the data team's time). It'd also be nice to narrow it down to a few categories that would appear every time so you can compare one month to the last.

    The most important stuff is always going to be anything related to kill/escape rate. I’m very curious as to the impact of EGC vs the last set of stats. My guess is kills have gone up minimum 10% across the board at all ranks, but very interested to see. Overall kill rate by rank and the rate per killer at each rank are the key ones I think. I would also say if possible, the escape rate of a solo group vs a SWF party expanded a bit to show rank, as opposed to just an all in one number. I have no idea what’s possible, but the more in depth the better! Stuff like perk choices is fun I guess, but the real meat and potatoes is always going to be kills/escapes. Balance is what everyone is always arguing about.

  • The devs address complaints when their data also supports it being a problem. Like it or not, their data probably shows that kill rates are balanced, or even in the killers favor, when against the current gen speed. So obviously, listening to those gen complaints would drastically throw things out of balance. Its just complicated because they would have to address all the slow down perks and builds, and probably even make any added objective something that killer participates in to again, not throw kill/escape balance too much in the killers favor. Nobody would want to play survivor in game where killer is constantly getting 3-4K. Unfortunately a lot of people just don’t understand this and actually believe that’s how the game should be, which is complete nonsense.

    What their plan looks to be is slowly addressing maps, over time reworking weak killers, nerfing certain aspects of survivor (instaheals, balanced, you KNOW Adrenaline is coming soon), while also bringing the very top tier killers down a notch. This makes more sense than completely overhauling the main objective, or nerfing gens to the point any upper tier killer will completely dominate. Not to mention...the problem of camping/tunneling vs slower gens being a massive issue. You can’t balance gen speed to weak killers, cause all that does is make the stronger killers ridiculously stronger.

  • @MightyDwight said:

    To put it simply: The current generator speed is not healthy for the game!

    Because matches are ending in 3-5 minutes, Killers frequently have a 'whatever it takes' mindset to secure kills.

    2 gens popped in your first chase of the match? Of course you're going to camp the dude you got; you spent nearly half the match chasing him!

    2 gens remaining, and only one person sacrificed? Time to slug & buy time to find the others!

    Any 'toxic' builds Survivors complain about (Chains Freddy, for example) exist to slow down gen speeds. The same with any 'toxic' play styles (like Slugging).

    I'm honestly fed up with being attacked and insulted and treated like garbage for trying to buy 1-2 extra minutes to win. I'm tired to see people on these very forums who claim 'I ONLY disconnect against' insert any playstyle/Killer that slows down the gen speeds.

    It's the genrush meta that's killing this game. Matches are not meant to end in 3-5 minutes, and totems are not fixing it. Totems are a band-aid on a missing limb; Sure, it's doing something..but nowhere near enough to be useful.

    Again; gen speed needs to be looked at. If Killers had more time to play, they could allow an unhook instead of camping. They could pick up that Survivor instead of slugging them because they're worried the final gen will pop 4 minutes into the match.

    So please, Devs; please let us know you're looking into this. Because the currently 3-5 minute match time is leading to toxic playstyles, which leads to toxic players, who then take it out on the next person(s), who then get toxic, and on and on.

    Thank You.

    • “Again; gen speed needs to be looked at. If Killers had more time to play, they could allow an unhook instead of camping”

    So your belief is if gens took longer, we should just assume killers will play by an honor system with this additional time and no longer camp, tunnel, use slow down builds, etc? Nah, killers who play like that now would STILL play like that regardless. Thats the problem. That’s why if you desire longer games, you have to do something to both sides. How is it fair to slow survivors down, but still allow a killer to tunnel or camp their way to a win any time they please? Nope. They’d have to add something to killer to actually stop that playstyle along with adding a second survivor objective or whatever. That’s why it’s a lot more complicated than just “make gens take longer”. There’s so much more to it. Yes games can go fast, but the thing is the game is actually balanced going by kills/escapes. So kills are keeping up with those gens. Adding to both sides for balance is required...no more “genrush”? Ok, no more “killrush”. That’s fair.

  • @Raven014 said:

    Well, this perk is more designed for other teammates more than just you. Same thing with BT. It's a perk that gives you no benefit, but helps the team. I think it's fine, as most high level players will be able to take the information and use it to the best possible outcome... but you're right, it is overshadowed by SWF coordination.

    I think it's fine, but I may be among the minority here.

    Maybe I’m misinterpreting, but it sounds like you might be unaware Kindred just got buffed in the PTB to what my suggestion a few months ago was? This is an old thread. Granted I’m not saying they did it cause of my post, i have no idea if others suggested it before me, but it’s still fun to see an idea you wanted actually implemented. I just bumped it for fun.

  • They actually gave Kindred the buff it needed! Lol

  • I view the match as a whole. If I died but pipped and 2 escaped...I feel it was a good game. If I pipped and killer still got 3 or 4K, it definitely feels like a loss still. If I don’t pip and escape, it still has the feeling of a win anyway, despite the fact I may be left with that feeling I might not have pulled my weight.

    So to summarize, a pip alone only feels like a win if at least 2 get out. That’s why I completely agree with the devs in regards to the 2K balance they try to achieve. In the end, it totally does matter how many kills there are in the game.

  • Doctor is just....annoying. I would definitely like Leatherface and Clown buffs and they are my favorite killers, but I don’t necessarily think they need total reworks. It just seems like Doctor has more potential to do something else entirely, I don’t know.

  • Rewarding players for their skill argument is laughable when it comes to iridescent hatchets. Now, if they were to give a distance requirement to actually get the one shot effect....then we can talk about it being more skill. As it stands it’s very OP and there’s a reason Huntresses with actual skill don’t use them. It’s cause they know are BS

  • In a perfect world, I wish they could come up with something that slows the game down for all the killers who play “fair”...but puts campers and tunnelers in a much worse position than currently. That would make the game much better for both sides. What that could be I have no idea.

  • @Raven014 said:

    People will break totems even if the totem is "inactive". It doesn't work.

    What I'd rather see is some kind of punishment for survivors cleansing, a risk/reward. Is the reward for breaking a totem worth gaining a higher risk? (I don't just mean haunted grounds)

    SpaceCoconut had a good idea for this: Make it so they lose a perk for the rest of the trial in order to balance the fact they make the killer lose one of theirs.

    Wait, what?!? A survivor loses a perk for cleansing a totem? That might be the worst idea I’ve ever seen. Are we even include dulls? So now we are also guaranteeing NOED procs every single time as there is no counter whatsoever. Who in their right mind would lose a perk to cleanse a dull lol. If it’s just hex only though, it’s still awful.

  • So you facing better survivors, with a killer you aren’t any good with, and struggling shows that the nerfs were unnecessary? Weird logic there. On the contrary, all this post shows is entitlement. You are SUPPOSED to struggle if facing better players using a killer you suck with. You actually just proved the opposite that the nerfs were necessary lol. Here’s a thought, maybe try playing her after rank reset and getting better. I think an issue with a lot of killer mains is the expectation to do well with many killers, without putting a lot of time into each one.

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/821961#Comment_821961

    Am I the only killer that doesnt have an issue with Adrenaline? It only really benefits a maximum of one survivor at most - the one being chased when the gen pops. Even then thats entirely dependent on the survivor making it to the endgame. I'm very much okay with survivors wasting a perk slot in the hopes of making it that far >.<

    It’s pretty rare, at least on forums. My point really is that if Adrenaline were tossed in the trash, it would be a very big deal. That can’t be argued. Mind that this is a complete guess of mine to begin with, I just happen to think that if Spirit is nerfed, Adrenaline will be gutted. Just as we saw instaheals nerfed with Nurse. The timing wasn’t just a coincidence. They will take something from both sides. If not Adrenaline, I’m not sure what else it could be. I think the writing on the wall is Adrenaline though since it could definitely tie in with the instaheal change. We’ll see. But seriously no way they nerf Spirit and dont “give something back” to calm the storm.

  • Are you kidding? Killer mains have been crying about Adrenaline since forever. And here you are acting like a nerf to Adrenaline would be nothing lmao.

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/820934#Comment_820934

    I feel like this is being said about me since I have told Scott this before so here is proof.

    https://us.v-cdn.net/6030815/uploads/155/AUQH4FXTPQGJ.jpeg

    Nope, not you. It’s the guy he challenged. And what do you know, he plays “PS4”. Totally called it. Yet another person with all the counters who bails from playing with Scott to prove it. You would think everyone plays on PS4...hilarious. You have to admit it’s a little suspicious that everyone with Spirit counters, that I’ve seen at least, challenged to play KYF with Scott, claims they don’t play PC. I mean....come on.

    PC players with Spirit counters...step up and take on his challenge. You can’t all be on console!

  • @ScottJund said:

    https://forum.deadbydaylight.com/en/discussion/comment/820361#Comment_820361

    If its so easy why don't we go into a KYF and you tell me every time I'm using my power? I guarantee you can't do it reliably whatsoever. I've tested this with people that have claimed they can see all of these things before. Sometimes I would literally never use my power, just jerk my mouse slightly to the right or something, and they'd say I used my power. Using the schoolgirl outfit makes all of this pointless and useless.

    They will probably claim to play on PS4. I see this response pretty much every time someone tells a person they should do KYF with you to prove their “counters”.

  • My definition and by far the most common form of tunneling is pretty simple. It’s when a killers strategy is to hook a survivor, and basically never leave a certain range of the hook...aka proxy camp. No matter what they are doing, as soon as they see someone going towards the hook or the unhook notification, they will drop everything and make a beeline back to the hook to go after the unhooked guy again. It’s basically camping but done so in more of a bait style.

  • @Mister_Holdout said:

    The devs seem pretty concerned about nerfing the high tier killers.

    But I haven't seen the same level of concern about nerfing SWF or survivor-sided maps.

    It won’t be any direct SWF nerf, but I 100% guarantee that when Spirit gets changes something big on the survivor side will be heavily nerfed and tossed in the trash. My prediction is Adrenaline. Calling it now.

  • @Rezblaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/817650#Comment_817650

    Having a hook halfway through their torso is probably reason enough to not think straight.

    People tend not to think or act logically when in agonizing pain, who knew?

    Yet they have the ability to attempt, and occasionally succeed at pulling themselves off that hook. But we are going to go the realistic route when it comes to simply signaling the killer is there? I guess!

  • Voted to remove, but in actuality I would rework it to disregard whatever changes are made. For example, if they removed collision and made grass move, Prayer Beads would give you collision back and no grass movement. So yes, Prayer Beads would just give you the current version of Spirit 🙂

  • Absolutely. It seriously makes no sense that the hooked survivor can know the exact whereabouts of the killer, and be able to do or say nothing. It’s stupid. If not an emote (the silly waving arms thing does NOT count), then maybe some sort of thing like Ghostface where if you look directly at the killer within x meters his aura lights up or something. It would be the equivalent of the survivor simply saying “he’s right there!!”

  • Odd post. You said yourself you are not a good Nurse, then switch your tune and start blaming killer nerfs. Why do you expect to crush survivors if you are not even good with a killer? This feels a lot like entitlement. A good nurse is still a good nurse after the changes. As you said, you are not a good nurse. That explains everything.

  • It would be better, but Im not big on the idea of more timers. Simple, I would make it only after the killer has hooked all survivors once...they can then start to mori. This incentivizes them to switch targets and to get all their hooks first and people don’t feel cheated. As a compromise, I would no longer show the secret offering. This would make it so the last remaining survivor to be hooked has no idea the killer is unlocking the ability to mori by hooking them. No offering does present a small clue that it could possibly be in play....but that’s nothing like now though and would be fair. If a survivor chooses to go super stealth and hides all game to avoid getting hooked , well that means they are doing nothing to help their team so who cares. That’s a win for the killer either way. Of course the 4th survivor to be hooked may just be tunneled and moried, but by that point everyone was able to play the game so I doubt there would be much anger over that.

    It is still strong, survivors aren’t cheated with a quick death, and the killer has to earn it with a very reasonable requirement. A DC can also count as a hook for the mori. Goes without saying that keys would be nerfed also.

  • Pretty much a tie with DS though.

  • Prayer beads, collision, grass/corn not moving.

  • I disagree. But regardless, Spine Chill is not a needed perk at all unless the killer is Spirit. That’s just stupid. It is not comparable to his ruin example whatsoever. That’s all I’m saying. Gen stalling perks and anti tunnel/camp perks are. These are universally used and don’t require a specific killer or specific survivor perk and combat issues each side feels they may have with the game. Spine chill and ruin isn’t even close to the same.

  • @PandaChris said:

    https://forum.deadbydaylight.com/en/discussion/comment/806104#Comment_806104

    Imagine having to bring a perk, cough like hex, to combat gen rush each map. Now before you say well you dont need a perk to do that you just need to get good. Well that works for going against spirit too.

    You mean a perk that can be used on any killer vs a perk that any decent survivor doesn’t need unless Spirit is the killer? Terrible comparison. Thats not a valid counter, considering survivors have to bring perks like DS and BT to combat tunneling and camping (which is far more comparable to your Ruin example). Bringing a perk build for one killer is nonsense. The changes don’t even need to be earth shattering, just get rid of the collision or move the grass, let Prayer Beads be changed to ignore whatever is added. That’s not nerfing a killer to the ground.

  • I think you may be missing the point that, like with Nurse, it is extremely likely that survivors are given a big nerf to something at the same time Spirit would get any nerfs.

  • I think their strategy to give some nerfs to the top killers (Nurse/Spirit), while at the same time nerfing survivors. We have already seen them bring down instaheals with the Nurse changes, and you can bet if Spirit gets a few nerfs that they will offset it by bringing the hammer down on something big for survivors like Adrenaline and make it useless. Mark my words.

  • @antgnstea said:

    https://forum.deadbydaylight.com/en/discussion/comment/794230#Comment_794230

    I did only a quick search about the subject, so didn't catch yours. I would have join you then. Completely agree here.

    Oh, no you’re good! Mine was a long time ago, I just mentioned it cause I liked seeing the same idea brought up. I really don’t see the downside to buffing a solo only perk like this. As it stands it is totally not worth bringing over perks like DS and BT. I would use it though if it worked both ways.

  • I’ve made this same suggestion also, it needs to be like that. This is a solo survivor perk, so if they don’t want to make it basekit, why not buff it to this. This doesn’t help SWF as they don’t need Kindred.

    Running a perk that relies on random teammates using info only while I’m on the hook is a little silly. If it worked for ME also when someone else gets hooked, then it’s a different story and is a good perk.

  • @Rezblaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/788492#Comment_788492

    Almost everything suggested here is awful.

    Spirit should be counterable, but honestly, Borrowed Time as base kit? You kidding? We already have Borrowed Time to prevent tunneling AND we have Decisive Strike. You literally get a free out for a period of time between being unhooked, that's free time the killer has to chase you. And against some killers, that's all it really takes.

    NOED doesn't need a nerf, because its use is already niche enough; making a HEX PERK, where the idea of it is supposed to be extremely powerful, only give you 3% haste at the end of the match, when all gens are done and two exit gates need to be powered, is a comical nerf.

    And you as killer, have a bunch of perks to stall gens. Yet there’s complaints that they shouldn’t be needed, hence the suggestion of gens taking 25 seconds longer. So why should survivors have to always use those perks?? Typical bias. Address the biggest issues on BOTH sides in the base game, or neither. Gens should stay exactly how they are now then, use your perks.

    The speed boost only thing was just something I threw out there, my point is that it needs a nerf. The idea that survivors should have to do all dulls in addition to 25 second longer gens to prevent a game changing perk is comical. Funny how the defense for NOED is “anti-genrushing”, yet when this so called genrushing is addressed, you think NOED should remain as is lol.

  • In exchange for this, I would like to see the following to balance it out :

    • Hook time is extended by 1 minute to prevent any camping buff due to slower gens.
    • Borrowed Time is reworked. BT effect as we know it, becomes basekit . Camping/Tunneling now takes a hit in the base game, since you are addressing “genrush” in the base game. This is only fair.
    • Spirit is nerfed. Sorry but this killer can’t remain as is with gens taking 25 seconds longer. Completely unnecessary buff which would make her OP.
    • NOED is nerfed. It’s unreasonable to expect survivors to not only complete gens that take longer, but to also cleanse all totems. It should only give the speed boost and that’s it, for example. No way can it remain as powerful as it is now.
  • I think being slugged and the fact you can run out your own timer in chase (which is stupid) balances out that occasionally non tunneling killers will be hit with DS. Neither seems fair at the time...but it’s best just left alone as any attempt at a fix to make it “perfect” will probably screw it up. It’s in a good spot as it does its job for the most part.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/786536#Comment_786536

    Not a fair response.

    There’s been a steep increase in survivors abusing the 60 seconds to do reckless obnoxious crap by INTENTIONALLY drawing attention back to themselves after the killer makes a concerted effort to INTENTIONALLY switch up survivors to chase. They behave like, and run around like they’ve acquired the super mario invincibility star, WANTING to be hit, downed, or grabbed as some juvenile display of dominance.

    I’m speculating here, as I’m gonna presume the OP probably went up against survivors behaving exactly as I’ve described.

    If a survivor is throwing themselves at the killer, begging to be hit, how is the killer even out anything by simply slugging them and not picking up? You spent no chase time whatsoever and gained pressure. Simple concept that many can’t grasp...instead it’s just crying that that person stunned them cause they didn’t use their brain and picked up. Hell even if you do just pick them up and eat the DS, it’s still minimal time invested to remove the perk. The idea that killers complain a survivor runs in their face because they have DS is laughable honestly. It makes no sense. They are more concerned with the stun than the fact they gained pressure with a downed survivor.

  • Absolutely not.

    I would no longer play the game. The ability to mute doesn’t help, as the idea is killers would be buffed (or survivors nerfed) to compensate for everyone using voice chat. Therefore if you don’t use it, you are going to have a miserable experience. So in that sense, it is forced. Also teammates are likely to not give two shits about you and be annoyed if you have them muted and they are communicating. No way. I honestly think this would be the death sentence for the game. Majority of survivors play solo, and many will be driven away. Not all will just switch to killer, a lot will just leave the game. This will in turn lead to crazy long killer queues, and eventually the game will just die off. Adding voice chat doesn’t gain players, people who want voice chat are already playing SWF. All you do is lose players.

  • It’s the same exact mindset a killer who targets freshly unhooked survivors uses. It’s been said time and time again by many killer mains that this is perfectly fine, and that survivors should use their perks against this strategy if they don’t like it. Well....killers also have perks to combat generators...use them. If one is fine, so is the other. Address both, or address neither. Simple as that. If survivors need to collect gas cans or whatnot, give the killer another requirement as well to prevent “killrush”.

    Like it or not, game balance will always be judged off kills/escapes. The addition of EGC imo has definitely balanced this out, if not pushed it in favor of killer. People need to stop making game suggestions that would just massively increase kill amounts. Add to one side, add to the other too...that’s called balance. Let’s not pretend that if survivors alone were given a second objective, that people who play killers like Spirit all day now would just stop and use weak killers. The strongest killers would continue getting played in high volume because people will want to steamroll survivors with them for easy 4Ks.

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