Kumakx
Kumakx
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- Kumakx
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That would encourage tunneling survivors one by one. While tunneling is valid strat, i believe it should NOT be encouraged by game mechanics.
I would rather have progressive numbers, like: The more survivors are alive AND the more gens are done, the more zombies there are. for example:
0 gens done, 0 kills - 2 zombies
5 gens done, 0 kills - 4/5 zombies
3 gens done, 1 kill - 3 zombies
5 gens done, 2 kills - 2 zombies
^ Something like that, can be adjusted
Ofc minimum amount of zombies would be 2, could go up for period of time when nemesis is "losing" and back down when survivors are "losing"
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How about multiple legion members hidden in lockers across the map (how many? No idea, maybe like total of 4?) and once in a while legion Could jump into the locker to swap to other body (not too often tho). It would give him bigger map pressure, while not making him more oppressive in chases.
Now what happens if survivor tries to hide in locker with legion body in it? Either they scream and slam the locker (weaker version) or get stabbed with deep wound (stronger version). Maybe something else, post your ideas.
We could even let survivors sabotage lockers with legion bodies in it, so if legion teleports to sabotaged locker, it takes him few seconds longer to break out. Sabotaging could be done by hand, but would waste some time from survivor too (maybe like 5-10s).
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Deathslinger is one of the most oppressive killers in 1vs1, he can zone you by simply existing, you want to make him 4.5? oof.
Maybe outside the chase, 4.5 would be fine on them, but I'm still not too sure about that.
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Just remember how dedicated servers worked at first. Now think about this. I don't want to be pessimistic, but I predict disaster.
How exactly will it work?
It auto-bans people with many reports? Farewell killer mains, you let all 4 survivors go, or you get 4 reports. Farewell survivors going for flashlight saves, plundering a key, looping killer too well, you will always get reported. Also farewell streamers, I can already see half of this community instareporting anyone who has TTV in their name or uses twitch shirt.
It only sends reports trough to the moderation team after someone gets X of them? So pretty much nothing changed BUT there is a chance that actual cheaters and griefers will go under the radar, because not enough of players will notice their wrongdoing.
Maybe it will work differently? I sure can't wait to see. Many people i know already said they are taking break from playing killer for about 2 weeks starting on implementation of this system. We got like 10 forum posts about it within 24h from announcement, I wonder why.
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Most hex perks are completely worthless to begin with, so pitiably laughable in power that its stunning wondering why they are attached to a hex at all.
Can you explain to me then, why in at least 7 out of 10 games as a survivor i see ruin? Often paired with undying, sometimes with devour? If it's so bad, why is everyone running it?
Let's gather data from PTB, let's see how will counterforce affect hexes, after all that's what PTB is for. Then we will draw conclusions.
Remember that Counterforce is high risk high reward kind of perk aswell. If killer has no hexes, you are just playing without one perk.
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With this post, you are hard tunneling on balancing the game in killer vs perfectly efficient 4 man SFW, where one of survivors is totem guy, going with counterforce.
Now think about soloQ and just simply not tryhard SFW, which probably makes up for most of the games. Old undying was too oppressive with ruin, while being useless with devour. So I believe undying should stay as it is.
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@Kevin_the_wise2000 said:
If you face a SWF and they know what they're doing you have a huge disadvantage! Especially if they're communicating. If you don't get a hook in before the first gen pops than it's over. The killer takes up so much time chasing survivors and dealing with loops that heck when they get that hook in the next to gens are ready to POP! Time is so important for the killers and there's only so much that they can do at once. Pallets take up so much time to! Even if you break em the survivors can run to another nearby pallet!
Here's some videos that prove my point
Developer's I HOPE you guys see this post! And stop giving everything to the Entitled Survivors!
One video is from 2020, other is from 2018 and last from 2017.
Do you really think those are relevant to current state of the game? the newest one maybe, JUST MAYBE, but other two?
BHVR will never punish player for playing with friends. It would kill game within like a month. Only solution I see is to actually BUFF soloQ to SWF level of communication and only then BUFF killers accordingly.
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If you believe your ban was not deserved, you probably should reach out to BHVR support via official ticket.
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How about something like that.
If there are all 4 survivors in the game and not a single gen have been popped / not a single survivor have been hooked in past 8 minutes, killer gets 5% haste. Or other effect that would force survivors to actually focus on the game. Once hook or gen pop happens, effect is gone, timer is set to 0.
3 survivors left? 6minutes from gen pop / last hook.
2 survivors left? 5mins
1 survivor left? No need for anything, it's RNG hatch game.
It's an idea from top of my head, but it's quite simple - if survivors are not progressing for extended amount of time and killer is not getting any hooks - killer gets a small buff. So game can't be held hostage. It could also be dependant on how many gens are left, not only on survivors left alive. It does not have to be haste, can be anything significant. Times could be adjusted too if needed. Survivors should NOT suffer from it, unless they are wall-lickers, trying to hide from killer to prolong the game for no reason.
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for each DC give killer +1k points in each category - they got denied lots of cashes, hits and hooks.
for killer DC give every survivor +4k points in each category - they got denied game.
EDIT:
This could be game progression dependent:
for each survivor DC, give killer +1.5k /+1k / +500 bloodpoints in each category, depending if they had 2 / 1 / 0 hook stages left
for killer DC give survivors +1K points in every category for each generator left to repair.
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What is your problem exactly? If they are bodyblocking just wait 12s or grab them in window / on pallet.
Finding other target instead of going right back to the hook may also help, although i understand that's not always an option.
Imo BT is in healthier state than ever, cuz it still works against no TR camping killers.
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This.
Or channeling time to unlocking hatch, so you can't just yeet out in killers face. Or both.
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@GreysTavernTTV said:
https://forum.deadbydaylight.com/en/discussion/comment/2196534#Comment_2196534
that's an average over multiple games. Meaning you will 4k some games, 0k others, 3k+hatch some, and get one kill with 3 escapes others. So you are still absolutely aiming to 4k, there will just be games you get destroyed and get 0k, or you will get 3k and someone will hatch out as the last person, or you will kill one and three will manage to get out.
Okay, let me rephrase what I said:
If you expect to get 4k every game - I have bad news for you.
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If you aim to get 4 kills every game - I have bad news for you. If im not mistaken, devs are aiming to balance the game to have average of 2 kills and 2 escapes per match.
Instead of focusing on outcome, try to enjoy the game more. Enjoy the chases, that's all killer is about. I know it's annoying when they yeet out the hatch for free, specially if they wait on top of hatch to teabag you, but oh well, then they do that, you most of the time already had one kill at very least, and closing the hatch will trigger EGC. That's where you can catch up some more kills.
I do hope they rework keys as soon as possible too, guess that for now we just have to wait.
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not at all, not that i noticed. Stable 60FPS.
Gif looks far worse, because i used some free tool to convert mp4 into gif, so i could upload it to the forum. Tool capped it at 30fps.
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Im just going to bump this up, because problem is back.
gif.gif Screenshot_2.pngAlso, how can i upload video to the forum? It would not let me attach .mp4 file.
steam version, win10, 16gb ram, ryzen 5 2600x, 1660s, playing on ultra.
Killer had sloppy butcher equiped (attached screenshoot)
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What time do you play at? If it's something like 4am your timezone, then there may just not be enough players in your timezone, so game throws you into server with more survivors to play against.
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I don't really understand this mindset. What is your argument? That it would be possible to have more fun all the time because the addons that cause more fun and engaging gameplay are easier to get ahold of and that would be a terrible thing? The devs themselves have said they balance the game around killers having add-ons, well that means if killers are running OP add-ons then survivors don't have to feel bad about also doing OP things right back and vice versa, we all get to do crazy things and enjoy playing the game.
You would really have fun playing against silent bell on every single wraith? bloody coil on every single trapper? Iri axe on every single huntress? Iri king and queen every single doctor?
Do you want 2-3 survivors yeeting out the hatch every time you finally manage to kill one?
Where exactly is the fun in that? Maybe we have different definitions of fun. Too strong items/addons can make game so onesided that its just boring to play on either side.
If we reduce bloodweeb prices, we need to reduce occurance of really rare addons / items.
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You know what it would impact? More IRI addons on killers every game. More instaheals on survivors. More keys. More moris.
If we want to reduce grind, I think that the only way is to give more perks per bloodweb. Or remove perk tiers.
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A while back i suggested giving up your health stage to survivor on a hook as perk idea. It wouldn't be THAT op, when they would lose perk slot for that.
The true altruism - perk idea & 1 QoL change — Dead By Daylight
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First of all, are you connected via cable or playing on wifi? Did problem appear recently or have always been there? If it's wifi, start with switching to cable, to see if it makes difference. if not, then:
If you have really high ping issues without using VPNs, you should test your connection with few online connection testers online, if it has average of 100 ping or more, then dont expect miracles in dbd.
If it has 60 and less ping on the other hand (multiple testing sites with multiple testing servers around you), then perhaps you have some routing problems - should probably seek for help in some IT / networking forums, because it's probably not dbd sided then, but it's rather your router or ISP sided problem.
Maybe flushing your DNS could help, maybe there is problem somewhere deeper. GL resolving it, update us if you fix the problem so we know what to recommend to other players.
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@Sup3rCatTree said:
We already have an ultra rare map
We have 2 purple toolboxes and 2 green ones. Is there some sort of rule that there can be only 1 ultra rare item of each kind? Also it doesnt have to be ultra rare, could be just very rare (and we still don't have very rare map).
@twocansofbean said:
Just make it an add on and I'd be down
On one hand 20s of vaults tracking sounds a bit overwhelming for me, so maybe with a downside of faster burning the map.
On the other hand, good players usually can tell where vaults are, so maybe its not that strong after all. Would definitely help new players a lot if they used it.
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@latinfla4 said:
A key nerf is supposedly coming but I doubt it
Keys nerf/rework is coming, just give them like 2 more years or somthing :)
At very least i want channeling (unlocking) time, so you cant just hop in the hatch in killers face. Key would break in progress (into green one) and hatch would remain open for 30s (maybe 10?) then it closes (no EGC) OR untill first survivor hops in, then it closes without engaging EGC.
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Just make the skill checks easier in 2nd phase with slippery meat - doesn't really break balance, still can be useful for low rank players who have problems with hitting last few skillchecks.
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It aint stopping. So much fun to play this game.
At this point i feel like you either play SWF or you play killer at rank 1 skill level. Otherwise it just wont be fun.
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Depending on the map, the mere sound alarm notifying of a nearby totem in the direction where you face is not always enough to tell whether the totem is actually there. Sometimes because of the map, the totem may be below or above you. Sometimes the hex totem is so damn well hidden to a near-impossible level to find it despite the perk, which kinda makes the perk feel useless at times when you literally can not find the totem despite the notification alarm going off again and again.
When alarm plays somewhere in front of you, stop moving, spin 180, wait for perk CD to come back up (10s). When start slowly turning back into direction of perk activation, as soon as it activates you have really narrow cone of where totem is. Its not a problem at all if you think while using the perk.
Do dont even need the first notification and 10s wait time, if you pay attention to where your camera is pointing and you move it left and right like a sonar while running. You actually gotta need at least minimum of skill to use it effectively, but oh well, cant have everything for free.
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Combine it with syringe for instaheal OR green medkit with some addons and botany knowledge for fast healing speed and you have 2 chases broken if you know how to run out of killers sight
Can also combine it with Quick and Quiet, very effective too.
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Whenever someone is downed, look around to see a closest locker.
Whenever killer picks up the slug, hide in the locker.
Wait in the locker for 4s after hooking scream from survivor, to be safe you can make it 6s.
And thats about it, you countered bbq, its not working. Was it hard?
PS. Instead of hiding in locker you may try to hide behind generator in straight line, but that doesnt always work.
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2153472#Comment_2153472
Ok? And there are some people who can run ANY Killer perkless & win. That does not mean the Killer is OP, it means the player is good.
If player is good, he is (USUALLY) facing other good players. Yet the spirit players is always winning, no matter what SWF group he is against.
Also fact, that you cant pull this crap on killers like wraith, trapper, legion, clown, demogorgon, myers and actually majority of killers does show something is up with spirit. Given those players sometimes completelly lose with other killers full geared up, but cant really lose as spirit.
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Y'all who think spirit is fine - there are streamers, who run her with literally 1 random perk like shadowborn or perkless, no addons, and can get consistent 3-4k (depending on hatch luck). Now imagine if they played with actual build. STRIDOR and some ruin, devour, tinkerer, etc.
Also how fun is it to just flip a coin every time spirit stops moving, to guess if she is phasing or not? It's just boring af. Oh, i guess i missed 50/50, guess im going down, haha, such a fun game.
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We could at VERY LEAST rise the caps to 10 or 12 k on every emblem, but keep total points capped to 32k. Small change that would reduce grind a bit.
Or other idea, when you are capped out on objective (8/8k) your objective points gets transferred to other categories on rate of 0.5. Literally do anything so players are not punished, when killer is focused on 1 really strong looper and others cant do much else than fix gens / cleanse bones.
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This specific killer is (probably, most likely) using VPN to gain an advantage. Everyone hates it. By googling it, i see tweets and forum topics from over year ago, whining about VPN killers, and yet nothing was done with it. They either have to not allow killers to have more than 120 ping, or, in case they do have so much ping, put the hit validation on survivor side. If killer has high ping, someone is not going to enjoy the game and if you ask me, you should punish ones with bad ping, not ones who play with 40ms.
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He has 1 post in forum, its either a low quality bait or really fresh player with <30 hours in game.
In case of this not being a bait, I recommend watching twitch streamers playing survivor and learn from them on how to loop a killer. Doctor may be one of the more balanced killers, although can be annoying to play against, specially with iri addons.
You can also bring perk Calm Spirit into the match, it will prevent you from screaming on shocks.
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@BastardKing said:
Let's carry this man to behavior upon a throne.
You could even make it tiered instead;
Prestige 1 on David; all David perks on all survivors at rank 1.
Prestige 2 on David; all David perks on all survivors at rank 2.
Prestige 3 on David; all David perks on all survivors at max rank.
We can upvote it all we want, it will NEVER happen and here is why:
Why do we still have 1mln BP cap? So when new killer / survivor comes out, we cant just perk them out within 20 mins, play for 2 days and stop playing. If your idea was implemented, we would have new killer/survivor perked out in an instant. So we already know it's against what BHVR wants with their BP cap. So yea, it aint happening.
Dont get me wrong, i like the idea, but im aware that it will never happen.
Maybe if there was like limit, that it doesnt apply to latest DLC survivors/killers. Maybe then. But still doubtful
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Also lets be honest in here. Let's say your change hits life servers, you hook a survivor and perk is still on. What do you plan to do with that information other than camp? How is it useful for other purposed than camping/patroling the hook?
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@Tactrix said:
https://forum.deadbydaylight.com/en/discussion/comment/2145878#Comment_2145878
The thing with that is, first off if the killer is camping they're gonna camp regardless. On the flipside however if the survivors are gonna swarm the hook the killer should have a heads up.
Currently, killer doesnt know if there is anyone around hook (unless he sees 3 survivors with bbq) so staying around the hook is high risk for him (of getting gen rushed). And with your idea, if the whispers were on after hooking survivor, why would killer ever leave? For what? To go in random place IN HOPE to find survivor while he knows there is one around?
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The grind is there, so when new killer hits the game, players dont just unlock the builds they want in 2 days and stop playing after 5. Same with bloodpoints cap.
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Trough all 5 gens i got literally 2 hooks, then caught 1 player in EGC, hanged him in basement, got 3 K only because they really wanted to save someone against basement traper and just walked into my traps on stairs. So i had total of 5 hooks in a game.
Game was boring for me, i couldnt do anything to stop them.
Game was boring for them, all they had to do was to hold M1 and maybe loop me once or twice.
Matchmaking is currently in awful state and really needs fixing.
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That totem at LT wall against the gen, i once spawned as survivor 15m from it, after game it turned out to be ruin
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Yep, they refuse to address problem with killers using VPNs for their advantage. Its problem for over a year now but devs either don't care or its far beyond their capabilities.
Just don't let the killer with 200+ ping play the game OR (in such cases) put hit detection on survivors site. Unfair for killers? Well, it will be unfair for SOMEONE, and i would prefer if it was unfair for ones that are to blame for the problem, so ones who come in with high ping.
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Im afraid its not the pallet problem, but killer VPNing from other side of the world problem, that apparently BHVR doesnt really want to adress. being in East Europe i was playing solo survivor, matched with other east european survivors and NA killers, because they VPN. On their screen, due to latency, you didnt yet drop pallet when they hit you.
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What is your problem here? Survivors too scared to do generators? And they should get rewarded for that? No, i do not think so.
If there is any build that allows killer hold game hostage, then it should be nerfed, thats it
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if you take away ability to kill themselves on hook, they will just go afk, minimalise the game and watch youtube video or something. Its almost unfixable.
Also notice that lots of people do that against certain builds - iri head huntress, stridor spirit etc, or lagging, VPN abusing killers, that hit them from 5m away or trough every single pallet.
For example, tell me you would have fun in game with such hits, and wouldnt want to just die:
https://clips.twitch.tv/ImpossibleObliviousChickenKAPOW-UEKQcIhP4l2lBgUC -
Dead hard is almost a 1 time use perk against decent killer, next time he will just wait with his m1. And let's be honest, with how popular it is, you can wait even on first attempt, before knowing if survivor runs it. It's all up to you as killer to make dead hard work or not (with one exception of deadharding for distance, which i feel like you have no problems with).
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I give ya one better mate. I got somewhat decent build, easily surpassing the recommended requirements, yet game likes to crash from time to time resulting in me getting DC penalty, gotta love those. When you get 2 crashes in short time, penalty starts stacking.
unfortunately this has no fix, with project with the size of the game, specially if its updated more or less frequently with new content, crashes from time to time are unavoidable and if they removed penalty from crashes, people would find the way to crash the game on purpose.
I guess they could implement "give up mechanic" where, if majority of players ALIVE agree to give up, game ends in victory of other side. So if killer abuses VPN to hit players with M1 across the map, players can just vote to give up game and move on. Doesnt really change much compared to giving up on hook.
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Im sorry, but i think that giving survivors free DS for no reason would be too powerful. The old DS was
Using whatever is at hand, you stab at your aggressor in an ultimate attempt to escape.
Once per Trial, when grabbed by the Killer, succeed a Skill Check to automatically escape the Killer's grasp and stun them for 3/4/5 seconds
and it was too powerful, therefore changed. Now you suggest to bring it back in form of an item, so with plundereer and coins survivors could use it multiple times.
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@BangBang said:
https://forum.deadbydaylight.com/en/discussion/comment/2117648#Comment_2117648
Then they have to make an in-game voice comm system, or at least make the text base chatting available during the match.
If voice comms are intended for DBD, then all these tools should be more accessible and endorced to be used.
Apex Legends, Destiny, all these games designed to be played as a team have an in-game voice comm system and text base chatting system.
You can't say voice comms are intended when solo ques can't use them.
Imagine, if players could talk in game and would be heard in 8/16m distance by others (killer too). It would make game so much fun, if it wasnt for all the toxic people unfortunately, who would just try to annoy the killer.
Then as i was typing that, i got other idea, what if survivors were able to hear one another normally, in short distance (8 or 16m), while killer would hear prerecorded blabbering, that would activate when survivor were talking in range. That could bring soloQ levels somewhat closer to SWF level and then all that would be left, would be to buff killers a bit to balance it out. Then, in theory, it would not matter if you go against SWF or soloQ survivors
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I LIKE the direction of ur perk idea... I just don't know about the healing speed buff... If it should be a selfless perk, like babysitter than u shouldn't have any buffs besides the hook stage trade.
I just wanted to compensate for the drawback that would make you die faster, so solo players would run it too, but sure, if its too strong the healing speed can go or be lowered. Or replaced with other fitting effect, that would be altruistic.
And about the point state... I don't know. DBD is so casual and points doesn't tell much about ur doing. A guy whose looking for totems is still useful but he won't have so much points like the other ones. It would help if the point differences very large though... Mmh.
I think it would be useful for so called "wall-lickers" in low ranks, that don't even realise they should be doing something instead of just crouching around. I think it could be nice experiment for BHVR to turn such feature on, collect data on games and turn it off again, to see how it affects the playstyles of players. Never ignore opportunity to gather data, without data you cant really improve, you can just err in the darkness
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Killer about to down you? pull the plug and reconnect after 10-30s :)
Unfortunately it would be abused by players.
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Slippery meat + luck offerings
without offerings, chance to NOT escape is 0.96^6 (failing 4% 6 times) so around 78.3%. Opposite of that is your chance to escape so ~21.7%
with luck offerings:
Slightly = 1% is 26.5% chance to escape
Moderately = 2% is 31.0% chance to escape
Considerably = 3% is 35.4% chance to escape
You can go even further ahead, and add perk Up the ante, if it gives you additional +3% of luck on top of +3% from offering, it will be 46.9% chance to escape.

