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LALYTHIA

LALYTHIA

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LALYTHIA
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  • Dr is obnoxiously easy and OP, which is why he is a go-to. They aren't gonna nerf him. We thought they were and all they did was buff him. LoL nice thought tho.

  • Gen speeds are fine.

    Killers have forgotten how the "main problem" was big maps, with strong loops, and endless palettes making it impossible to pat gens fast enough before losing them. You get smaller maps, shorter loops, less palettes, slower gens and those things combined STILL aren't enough? Maybe the issue isn't dbd.

  • Yes pls. I don't typically run perks for slugging (I've run out of room in my "######### countering" build. Would be nice to move on vs. slug around for 4 minutes, if I so choose. Considering they cucked survivor end game hooks so ######### badly, there should be zero reason they can't introduce this, since they clearly want to end matches asap with zero concern for survivors or thier BP.

  • I stopped using exhaustion perks altogether. For me, personally, that helped me get better at looping vs. depending on a small speed boost.

    1. Because people who farm could cheat the system.
    2. Yes, Devs are human people too who also do things like stream and play video games, including this one. LOL
    3. PC has Iridescent Shards, earned through XP gains, which you can use to purchase certain items from the Store. You can also gain Rift Fragments by completing challenges in the Tome. Rift Fragments help your progression through the Archive. The Archive can award you free stuff.
    4. ???
  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1248990#Comment_1248990

    My SWF is a Swat Team.

    I'm not saying we're the norm, but when it comes to my SWF it's extremely unfair to the killer. Every Rank Reset we do a Rank 1 Push, out of 30 games or so we die at least 1 or 2 times. The killer deserves some compensation here.

    You are one try hard team out of thousands of casual teams. You are the exception, not the rule.

    Changes because of SWF already makes the game more difficult for solo survivors, even though solo teams out number SWF teams. But I understand why these changes are necessary for Killers.

    Changing the game to be attuned to SWAT SWF, arguably the smallest segment within the survivor community, would be dumb.

    I'm not saying facing a SWAT SWF isn't a PITA and a more likely loss. But you know what, as a solo survivor I put up with a lot of ######### I just have to suck up and move on to the next match. It's part of the game and no one seems to care. I don't feel bad that a small percentage of the time, Killers occasionally encounter people like you. They can consider it a learning opportunity.

    in SWF NERF Comment by LALYTHIA
  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1248975#Comment_1248975

    Sorry but....4 people on comms vs 1 killer sounds fair to you?

    And 1 Loadout + Addons isn't fair to the 1 killer who has to put up with this?

    Yeah, it really does.

    Yall act like every SWF is a Rank 1 SWAT Team every single time. This is a fallacy. A lot of friend groups who play DBD together are just having fun, and Killers do just fine against them. Especially now. I have a lot of friends in the Stream community who play with their viewers. They, like me, are red ranked survivors. They still have people die. Because they aren't sweating every second of the game. They are joking around, sand bagging one another for fun, and making dumb mistakes in the name of altruism. And they're fine doing it because they're just having fun with friends. What happens to the survivors as their teammates die? One person gets to go head to head with a Killer with one perk because they were having a fun, casual game with their friends? This is ridiculous. People would just stop playing. You can't alienate a swath of people who bring more players into the game. At the very least, it's a bad financial decision.

    in SWF NERF Comment by LALYTHIA
  • @BigBrainMegMain said:

    Many people have already stated this.

    It's an issue, every killer main knows this. It's also a touchy subject, you can't punish friends/acquaintances for playing together, if you do, it cannot impact their gameplay too much.

    I've seen some ideas throughout time spent in Dead by Daylight and the removal of perks per friend makes the most sense to me and/or rewarding the killer more bloodpoints for their effors.

    For a Duo SWF, removal of 1 perk per player.

    For 3's, 2 perks and for a full 4 SWF, removal of 3 perks per player. They'll still play together, yes but it'll be a challenge to THEM as much as it'll be a challenge for the killer.

    ^ ^ ^This seems the fairest of all ideas to me.

    So 4 people would have one load out? LOL yeah, that sounds fair. 🙄

    in SWF NERF Comment by LALYTHIA
  • @Jayhulk567 said:

    Tell me how SWF isn’t nerfed. How is it fair that survivors have communications that can effect ruin, gen speed, and optimal ways not be nerfed. It’s a 4vs 1 game where the killers are already weak compared to survivors. I can’t believe the devs haven’t looked into this. I promise more than half of them are survivor favored. Just add this to the LIST of things the DEVS haven’t fixed. Terrible

    Devs have been continually making changes to the game for over a year to help alleviate the pain points of SWF on Killers. This latest patch is a prime example. It is a 4 v 1 game, but Killers are not weak compared to survivors. Perhaps less advantaged against SWF, but Killers have many features about their design that is intended to enable them to catch their prey regardless. This game is killer slanted in many ways for solo survivors because of the changes implemented due to SWF, and SWF do not make up the majority of match teams. So chill. Killers are doing just fine and will probably continue to get balance/QoL adjustments against SWF. Rome was not built in a day.

    in SWF NERF Comment by LALYTHIA
  • @Kate_Main_01 said:

    I need some positivity! Let's share wholesome messages we have gotten or responses to things we have said!

    I'm posting this because I will send 'gg' and other respectful messages to Killers so long as it was well-played game (clear effort, no face camping, no hook slashing or tea bagging, and frankly no moris). What I get in response are often some of the most vile messages... "Whatever c*nt" and "gg f*g" were the two gems of tonight thus far. I just do not understand.

    And to clarify something, I have never tea bagged anyone in this game. Not once. I believe keys are just the Survivor's mori, and though I see mori's about 1/3 of the game I have never used a key except to complete the "Escape with a key 2 times" challenge in the last Rift.

    I also thought that perhaps 'gg' sounded sarcastic and so I started taking the time to write, "Well played game! :)" and "Ty for the gg!" and I still get called a c*nt and a b*tch. It's just a game, I know, I try to just laugh it off, but as someone who always tries to post really positive messages in the forums and has been sending upbeat messages in the game because of seeing PS4 Killers say that Survivors are toxic and they feel poorly... It just sucks.

    So let's laugh about it together! And as always... Happy gaming, all! <3

    I think GG feels patronizing if you got particularly stomped in a match or it was genuinely a bad game for either or both sides. I know when I play survivor and a killer employs camp/tunnel tactics or is a super heavy sweat with iridescents addons and a mori...GG does not feel like the way I would describe the game. It only highlights the disparity in our shared experience. LOL I tend to go with "Thanks for the match" and "Have fun in the fog". If someone seems new to the killer (since I play more survivor) or specifically says they are, I will tell them they did a good job.

    If they were a nightmare though, I have no issue telling them that as well. 😂

  • @DwightOP said:

    One thing they should have done long time ago: remove the category cap of 8000 points but keep the 32k cap. People who get chased all the time or do objective all the time will gain more points with this change

    This would be nice, honestly. I dont mind running the killer for most of the gens, but it punishes me in the end because I dont meet any of my other objectives. :/

  • @Raptorrotas said:

    Well, at that point the struggle points are "bp for doing nothing"

    Normally those points reward you for not instantly giving up and holding out till others rescue you. You arent really earning anything if theres no one left to rescue you.

    My issue with it is that if you are the second to last person hooked in a terrible ######### match, you could at least hold on by struggling and you and the last person would receive a few extra points - AND THE SAME OPPORTUNITY TO FIRST TWO SURVIVORS HAD EVEN THO THEY DIED FIRST - but not you both get cucked. And why? It's pointless. It didn't solve a huge QoL issue for anyone, instead of was the cherry on top of a killer-sided patch sundae. It's ridiculous.

  • @Chrisko said:

    So instead of fixing the fact that the last survivor doesn't get struggle points, they decide to take it away from everyone if all are hooked.

    I understand speeding up the game but WHY NOT AWARD THE POINTS anyway while still ending the game???

    Giving those points does NOTHING to affect balance. It's just a middle finger to the last survivor or 2.

    Either give it to every survivor or give it to none.

    I made this same post yesterday - and you are absolutely right. It was already ridiculous that the last survivor didn't get the same opportunities as every other survivor on the map. But now, all survivors in struggle phase lose their opportunity at their points when the last person is hooked. It's absolute horseshit and a change no one even needed. Especially since survivors require more BP to traverse their web and earn less BP per match on average when compared 1v1 to a Killer. This change, in this patch, just seems like killer pandering. I'm super ######### over it.

  • @Steah said:

    https://forum.deadbydaylight.com/en/discussion/comment/1247434#Comment_1247434

    "B-b-but what about Irridesent add ons?!" we are talking about keys, try and focus.

    Yeah, it's super convenient to argue how unfair something is without taking into account the numerous comparable advantages you already have. 🙄

  • @Jordan_131201 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1247365#Comment_1247365

    Oh well you'll hate mobile. At least 1 key every game. I think that keys should have a rework so that they only apply to one person. You use the key on the hatch and it closes behind you. That will make it a little more balanced. OR you have to complete 1/2 gens for the key to be able to be used. So the survivor can't just chill out while everyone sweats on gens

    Keys only applying to one person would not work. If this concept was applied the same as moris, I would agree. Green key (which currently opens nothing) allows 1 escape, purple key 2, irridescent 3, since who needs the hatch for all 4? That's silly, since at that rate all the gens are done anyway.

    And I dont play DBD mobile, you're correct. I play PC, which key escapes are extremely rare in comparison to moris or other irridescent killer addons.

    I have never seen a survivor "chill out" and wait for everyone else to do gens to use a key. This mentality would be extremely stupid and risky, since the more people alive, the more gens have to be done and you would get absolutely no points for this. I dont believe this is remotely a thing.

  • No.

    This would just be terrible for every new player that's joined recently or joins fresh. It would lose a lot of first time DBD players when they couldn't progress because adept people are now Rank 20.

    DBD just needs to institute a new Rank system that will organically derank people who are less skilled back to where they belong.

  • @SpiritLover1133 said:

    Question to DbD community.

    As a killer, would you rather play against survivors who hide and difficult to find or survivors who are good at looping?

    Note: you cannot be good at hiding and looping at the same time. Looping takes time to learn and while hiding you aren't progressing towards it.

    As a killer, I prefer survivors who loop. Because unlike this post suggests, hiding does actually require some skill. Especially against killers with some time under their belt, who play both sides and know where survivors without any skill in hiding would go. You can also be adept at both looping and hiding - which is to loop until an LOS point and successfully hide while the killer is in active pursuit. Which again, takes some degree of skill and setup against a killer who has decent knowledge of the game/maps/survivor side of the equation.

  • @Steah said:

    https://forum.deadbydaylight.com/en/discussion/comment/1247365#Comment_1247365

    Legit dog ######### contribution. Nothing ever needs to be changed or discussed people just need to get over it.

    No, it's an honest contribution. Killer iridescents are much more common than keys in any match. This is one you truly need to get over.

  • Nah, they will never change moris. Just take your hot tunnel of death and rest peacefully in the solace that the killer has a tiny dick. 👍

  • I don't buy anything in this game anymore.

  • @Batman781 said:

    Just for kicks I kept track on a notepad of my last 100 games as a survivor as to who the killer was every match, this is what I found...

    19 Doctors, 17 Freddys, 16 Ghostfaces, 13 Spirit, 11 Legions, 8 Michaels, 6 Huntresses, 5 Trappers, 4 Pigs, and a Wraith.

    So not only are merely half of the killers on this list, but the the top 3 are the 3 least fun to play against(in my opinion). And the number 1,the ol' Doc, is not only the least fun to face, he's not fun at all. In fact he's downright annoying and so are his mechanics. 75% of survivors are probably like "Seriously, not this guy again." and have (at least a slight)thought of DCing right then. I bet if we could track the killers who were most DCed against he would be at the top of the list(I'm guessing).

    Then we have Freddy, who not only excels at slowing the game down but can teleport to ANY gen on the map with minimal cooldown. This combined with BBQ and Pop Goes The Weasel makes it seem like some games we spend 9 minutes working on the same gen for a total of 215% progress needed to complete. Now we have his portals, which get spammed in every chase making looping far more difficult(at least to a reasonable percent of players) and rescues as well(since it slows the process and makes camping a little easier and a more frequent tactic). Speaking of rescues, Borrowed Time doesn't proc if the rescuer is asleep, what a hum job that is. Maybe its me, but I feel dream pallet Freddy is more fun to face(as well as a little easier).

    Ghostface, don't even get me started. A tea-bagging Myers in a women's bathrobe. Not knowing where he is, being able to expose people limitless times, being a bit more difficult to keep track of in chase when he actives Night Shroud(for me at least), are some kinks I have with him. Gameplay he's not more difficult than Michael, I don't think. But a great many people who use him are toxic, taunting, A... hole-in-ones.

    Can we see some buffs/changes to some lesser killers to give everyone some incentive to switch it up? I'm not saying changes these killers(as Doc just got reworked, obviously), but I miss having a variety in my matches. I guess this goes along side most of my posts that request my martini shaken, not stirred... but I digress. Thoughts anyone?

    Because they like the sensation of winning and these killers are easy.

  • @Rin_is_my_waifu said:

    Killer main who plays both sides?? 🤔

    Everyone plays both sides when posting in the forums lol

  • @Magikazam said:

    https://forum.deadbydaylight.com/en/discussion/comment/1247320#Comment_1247320

    If you want to be dishonest with yourself that your problem, there is a reason the majority of the playerbase agree that SWF is the biggest game issues, and that include survivors.

    The only reason survivors agree is because the keeps changing to accommodate the dynamic between SWF and Killers while not doing anything to align SWF and Solo Teams. Since the game is already being tuned to SWF, this means solos would want to be brought up to the level of SWF, not the other way around. LoL so, yes... Both have thoughts on SWF, but not in the same way. Lol

  • @Steah said:

    https://forum.deadbydaylight.com/en/discussion/comment/1247370#Comment_1247370

    Then just make the Dull totems respawn too. Simple

    My joke was lost on you. 😕

  • Also, you can makes that comparison after iri heads, tombstone, and ebony all already get a signifant nerf.

  • @Magikazam said:

    https://forum.deadbydaylight.com/en/discussion/comment/1247317#Comment_1247317

    Alright then, survivor don't get to cry when facing iri build huntress, tombstone myers and any killer with pink mori then. ''just because you got killed whitout anyway to play around it by a killer ,who barely put effort, during one match dosen't mean the addon/offering need a nerf, put your bug survivor panties and get over it, they aren't common''

    See whe both can sound braindead if we folow your logic. no matter if something common on or not, getting rolf stomp cause someone had an add on/offering that gived them an incredible edge with no downside aint fun for the other side.

    I, personally, don't complain about any of those things. 👍

  • @Steah said:

    Lets have respawning pallets if killers can have respawning Hex: Totems that change spots on respawn :^)

    Sure, but once 5 are cleansed, your NOED still won't work. But those dullies will sure look nice. 😂

  • Keys are rare in matches. Get over it.

  • @Magikazam said:

    https://forum.deadbydaylight.com/en/discussion/comment/1243774#Comment_1243774

    I disagree, Survivor take less skill than killer. The only hard part for survivors are knowing how to loop correctly, and that far from being as hard to learn compared to how it is for killer to counter those loops, You just need to know in what windows to vault and how to run around it, you basicly just need to know where to run while you hold W. Killer has to learn how to mindgame you around those in a way to can get a hit on you twice. I can garantee you moon walking and learning how to hide red killer vission from survivor is harder then running in circle.

    Add to this the fact that second chance perk give time to your team and can reward extremly stupid play from a survivors. Considering killer gameplay is all about punishing survivor mistake, this is disgusting. I honestly think that if could play with 3 copy of myself as survivor, I could beat most killer while I only know how to run half the loop correctly and while im not a pro at mindgame. As long as there 4 survivors, you should alway have a minimum of 1 survivors on gens. KIller can't get more pressure then that unless survivors screw up.

    The only reason killer can win the game is cause survivor make mistake. so I don't see how the gameplay is anywhere hard when your on the side of the team that start with an incredible edge.

    Totally disagree. I go play killer to get a break from survivor. Figuring out how to out maneuver and hide from someone faster than you with hit priority takes more skill than chasing until bloodlust kicks in and getting a 10 foot M1 through a window.

  • @Toastyy said:

    I’ve played this map 3 times in a row today and every time there is at least one survivor who runs down here and realises they screwed up

    https://us.v-cdn.net/6030815/uploads/744/A11TM1R2NC3A.jpeg

    This spot got me day 1. I was just checking it out and the killer came through the new door. 😐 That was the end of my self guided tour.

  • @StutteringSpartan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1247291#Comment_1247291

    If they choose to proxy camp then the killers throw the game all together, the audio notification enables them to know instantly when to return to the hook.

    i get what you’re saying though

    Except camping and tunneling are rewarded and already a go-to strat at every rank. So, no. They would proxy and still do just fine.

  • @csandman1977 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1246860#Comment_1246860

    They said the 800 bps was negligible compared to wasted time. And as much as survivors complain about doing totems, which give even more, can you really blame them?

    Yes, I can.

  • @Magikazam said:

    https://forum.deadbydaylight.com/en/discussion/comment/1247300#Comment_1247300

    ''And survivors being able to pip easier just means when a 12 gets matched with a bunch of 5s, there probably isn't that much skill gap. Just saying.''

    And that were your a bit wrong. What happend is the matchmaking realise no one is near your rank and extand the range on the level gap, oh your facing rank 5 survivors? the matchmaking wont make differance on how many hours they have put in game, You may as well face 3 solo survivor who all got 300+ hours than you who run decent meta perk (Usual solo build that probably have ds or Bt combined with an exhaustion perk + Iron will and detective hunch or anything similar to that) just to have a fourth survivor who also rank but who's a potatoe who got carried by 1 friend in a duo SWF and who trying to learn with his first level 40 char and probably don't have good perk or unlockable. You face anything between those. It just that you are more likely to face people with more hours than you.

    That only change once you hit red rank and ocasionally end up on poor souls who are green rank as rank 1 killer. just cause there isin't enought killer in the game+ survivor pipe fast so they don't stay under green rank relly long.

    TLDR, due to how the matchmaking work, the lower your rank as killer, the more chance you have to face stronger survivor who got WAY more hours than you. The higer you rank, more are you chance to face lower rank survivor.

    I'm not wrong. Trust me. I play all day teamed up with potato red and purple ranks who shouldn't be there.

  • Respawning all the downed palettes at once would be OP. Respawning one every few minutes would be nice.

  • LUL

    Ppl would complain about something that's already been nerfed...on the heels of literally everything else being nerfed 🤣🙄 just because you got face rolled for 1 gen by a team in one match doesn't mean the add on needs changed. Put your big killer panties on and get over it. They aren't that common.

  • Bruh, there is no way to remove comms from the game and BHVR knew they existed when they made SWF. It's not going anywhere. LoL

  • @Magikazam said:

    https://forum.deadbydaylight.com/en/discussion/comment/1246413#Comment_1246413

    rank aren't a good way to mesure player skill in DBD. Killer require a 3k to pip, unless they got a extremly long game that usually don't happend with lower kill count. As a survivor, I had game I just cleaned 2 dull totem, worked on a single gen, got caught in chase kinda early and then got facecamped til I died. I contributed almost nothing to the team and did'nt escape, yet here I am with a pip. That or the killer find me early, I chase him for 4 gens, don't escape, double pip.

    The only reason killer rarely get matched with anything below purple rank is because you either need to depip willingly or get face camped at as the first hooked survivor.

    survivor also get point for almost anything. Hide? point, generator? points, killer find you when you hide? that a chase, here some point. You exist in the same game as freddy? Points. no seriously, survivor get points when they fall asleep....

    The matchmaking made it so if any side as to wait for long, it gonna pick someone from lower rank, Sadly both potatoes and god looper SWF can be from rank 1-8 and the matchmaking wont care about that.

    Killers don't need a 3k to pip. I can play "no kill" killer and pip. Also, your stated scenario isn't plausible. You would not have pipped from that. You also wouldn't double pip from running the killer for four gens. I actually don't prefer to run the killer that long because your pts end up being mediocre without other objectives. Although, I agree, it is much easier to pip as survivor, it is much easier to acquire actual BP on killer.

    And survivors being able to pip easier just means when a 12 gets matched with a bunch of 5s, there probably isn't that much skill gap. Just saying.

  • @PayneMacLeod said:

    I just played against a 4 player buddy group. It was the most horrible game play I’ve ever had. They knew where I was, they knew where each other were for healing. They can communicate all the way across the map, and I’m running around with the Hag like an idiot. This was the least fun and most frustrating experience I’ve had with this game.

    I did t get more than one hit on anyone, because they knew god loops, and when they lost me, they knew EXACTLY where to go to heal within seconds.

    I’m rank 17, going against a 4, 3, 7 and 2.

    each one had adrenaline, 3 had DS,

    Prove thyself, 2 had Borrowed Time, 2 Sabateur.

    I never had a chance. This was tilted, one sided and completely unfair.

    I have been championing how much fun and how amazing this game can be, but if this kind of gang up is where it’s going, I’ll be out, quickly.

    You should be blaming matchmaking. Not people playing with thier friends. Also God loops were removed on Tuesday. They are just regular loops now. 😂

  • I feel like if killers didn't get notified they would just proxy camp everyone. It would also hurt perks like MYC. But it could be fun to have a special game mode where players play more blind like this.

  • @McLightning said:

    Meanwhile, at red ranks, I'm escaping about 70% of my games.

    Yep, impossible.

    Glad this is your experience. The teammates I've had have been terrible today. 😐 So obnoxious seeing red ranks be idiots. Wtb better a rank system and skill based matchmaking. 😐

  • @emptyCups said:

    Smaller maps are a survivor buff...

    Get to gens alot quicker

    Go for saves alot quicker

    Hook Sabo quicker

    Since 4 survivors move around at the same time less distance for both "teams" (killer vs survivor) it means that the survivors can cover 4 times as much ground in the same time. Its a massive buff

    OK, this is a bit too far. The patch was in no way a survivor buff. Slow your roll.

  • @Stitch7833 said:

    im doing fine, just wish my team would actually do something... escaping is a team effort, you shouldnt be focused on escaping but doing well. besides maybe the smaller maps will push some red ranks back to purple/green where they belong skill wise

    Won't matter. You still get matched with them. 🙄

  • @Speshul_Kitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/1246733#Comment_1246733

    You don’t play enough survivor or haven’t been playing long enough to know that Hawkins has the highest kill rate of all maps, approximately +65%.

    If you bothered to asses the screenshot, you’d know that I threw on the map offering for the sole purpose of the “challenge,” yet the killer failed to achieve that even though I was indeed a 1 shot down.

    In conclusion, the killer actually underperformed even with the a map that holds the highest kill rate, along with a person who has 1 useful perk.

    I have over 1,700 hours in this game as a solo survivor main. I'm sorry that out of the 120 possible perk+addons+offering slots listed between those three screenshots I failed to see that one of them was a Hawkins offering. 🙄 Now they we're passed your superiority complex, Hawkins is killer sided, absolutely. And every stat has a percentage of win rate. You fell into that win rate. How does a single 2 in/2out match on Hawkins prove your point any more than before? On an indoor map, with a ranged killer who is 4 ranks below your entire team? In a match where everyone still got good points.

    You just aren't proving the point you think you are.

    And I'm glad you've played a bazillion hours on both sides of the fence to have great skill in this game - you still do not speak for the majority of survivors or their experiences. If you don't find DBD challenging anymore, perhaps its time for you to graduate to a more difficult game.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1246915#Comment_1246915

    Agree to disagree, then. Like I said, I mainly brought it up by way of comfort, because I do know how it feels to be in that situation and it always makes me feel better to be able to remind myself that it's actually not that big a deal and I can make up that 800 points really easily. I'm sorry it's not as helpful for you.

    Happy to agree to disagree. 👍️ I don't want comfort, when unnecessary changes are made that suck more fun out of my game, I want action on the part of those capable of fixing the issue.

  • @HypnoEmpire said:

    So as a killer, I have to sit there and do nothing for a minute because you want some bloodpoints? And you don't see the issue with that? 800 bp isn't the end of the world, if you're playing this game enough to complain about it on the forums then you'll probably make enough bp in your next match to get that brown offering you wanted :)

    Yes, you do. Because I want the bloodpoints that have been afforded to all the other survivors in the match and have always been available. 100%, yes. There is absolutely NO issue with you. YOU, as Killer, had every advantage in this game and are suffering zero point loss for hanging out for 60 seconds. I, on the other hand, am being robbed of points by this change. Killers got their precious EGC and Hatch changes, completely tilting the entirety of end game in their favor - LITERALLY THE LEAST Devs could do is NOT take away the tiny semblance of points one used to get as the last person hooked - IF someone else is still alive. I never said it was "world ending" I said it was a completely unnecessary change. And thats the point, really. They just tried to fix something that wasn't broken and all it did was take something away from a segment of their player base already having to deal with unfavorable changes. It's a small change, so there shouldn't be any reason it cannot be reverted back.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1246899#Comment_1246899

    You have as much control over the next match as you did over this one. I get that people want that guaranteed 800 bloodpoints, but pretty much every other action in the game gives more bloodpoint value than struggling does. You may not be able to control everything that happens in the next game, but you're not going to spawn in and then die straight away. Cleanse one totem or rescue one teammate from the hook, and you've already made up the difference and then some.

    Again, I understand that it feels bad. I'm just trying to explain, as much by way of comfort as anything, why it's not as terrible as it might seem.

    Again, I disagree with you. You do not have control over the next match. You have no control over the next killer being a horrendous, but all too common face camper. You have no control over whether the next match takes 5 minutes to get to or 15 minutes to get to. So, no. That's still not true.

    Also, I'm not disagreeing that other actions provide 800 pts faster, but those are 800 pts I was INTENDED to get in that next match. It doesn't MAKE UP for the 800 I lost because I didn't get the same opportunities other survivors did in my match, even though they died sooner than I did. It also doesn't negate the fact that survivors earn BP slower, so further reducing their BP gains is ridiculous. Especially when they spend more BP over.

    It wasn't a broken mechanic to begin with. Changing it is a ridiculous move with no real value for the players of the game. It needs to be reverted. As stated, the last hook mechanic was ALREADY unfair for the last person hooked. This is over the top.

  • @Nurgling7 said:

    It's so inconsiderate. Every 4 times this happens, the Survivor has been robbed of a brown node from the blood web.

    Unacceptable.

    It is unacceptable. :)

  • @Kyari said:

    Ah yes, slugging effectively and having survivors use the deliverance they saved until this exact part.

    I'm glad we agree? 🤷

  • @Fibijean said:

    60 seconds of struggle is inconsequential, especially in terms of the bloodpoints earned. That's why it was changed. You'll actually earn more points in the same amount of time if you use that 60 seconds to queue for another match instead, plus it's more fun for everyone involved to be in a match where they're not either mashing a button for 60 seconds or standing around waiting for other people to finish mashing their buttons.

    It does feel like you've been cheated in the moment, but from a more objective standpoint, it's probably the better option overall.

    I disagree with you.

    I don't think it's a better option. You have no control over the next match. You have no control over how long the next lobby will take.

    Survivors should get their maximum amount of struggle points like EVERY OTHER SURVIVOR ON THE MAP got who DIED SOONER. THEN, I will move on to the next match and procure the maximum amount of points possible in THAT match.

    This is completely unfair, and a slap in the face during a patch that is already uncomfortable change for solo survivors.

  • @csandman1977 said:

    Yes. Soon as all survivors are struggling on hook, the game ends

    That really sucks. The last survivor already got quite a raw deal as far as hooks are concerned, and survivors earn less BP than killers organically. This is a really terrible change.

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