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LALYTHIA

LALYTHIA

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LALYTHIA
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  • I wish the last survivor that got hooked, when everyone else is dead, had the same opportunities as every other hooked person in the match: kobe and struggle pts. In insta-bleed out would be nice, but killers would complain that it would remove their guaranteed 4k by slugging the 2nd to last person. 🙄 It would have to only apply to the last person alive and give the same pts as a hook if you didn't want to hear massive crying.

  • @Traslogan said:

    The game completely favors survivors. A 5% debuff to gen stacking is as far as they'll go to ever hurt survivors ever again now.

    But don't worry, incase anyone gets mad, they'll double the bloodpoints from every great skill check, whilst also slowing down moris so animations don't play until we lock it in, buying survivors even more time.

    Also don't fear, they will never touch infinite object of obsession, they'll never stop Decisive Strike being able to stack and be used by multiple survivors, they'll never dare do anything to actually rebalance the game. This patch is the weakest thing they could have done to help killers and even then they had to give survivors a massive buff to bloodpoint gain to do that.

    But Nurse being the only killer left with enough mobility to challenge SWF? nerfed. Most killer are low-mobility and need hex ruin to pace the game? nerfed. Sabotage that takes 10s and breaks hooks for 30-60s? nah too difficult, 2.5s and 20s break and if you have a toolbox killer can't properly interrupt you so you guarantee the sabotage.

    There's a reason no one is playing killer anymore without moris. There is no fun left for killers.

    LUL @ the game completely favors survivors. 🤣 Maybe there was a time. But that time has been over for a while.

    This patch will bring some of the biggest changes, in favor of killers, that DBD has ever made. Way to be ungrateful.

  • @KrazyAce13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1229075#Comment_1229075

    Wish I was but for it to make any kind of difference with people 4 manning a gen it really does need to be that drastic.

    Nah fam. You are on some serious #########. Or just completely delusional.

    Devs don't need to make a BIG difference. What you're suggesting would absolutely break the game. The majority of teams in this game are random. They are not SWF. So the gen speed change, combined with the map changes, loop changes, palette changes, etc. will make a significant difference in bridging the gap between SWF/Killer and only further cuck random teams - which, again, is most teams.

    Seriously.

    #########.

    😂

    Take the win bro.

  • LOL @ "Deal with it". The high horse is high AF today. 🤣

    But NOED is fine. I agree, super counterable.

  • Loops are getting removed.

    That's exactly how perks like BT are intended to work.

    I assure you, it is not a game centered around survivors.

    Old ruin is still frequently used, like you described old ruin, when it's not cleansed, it's an end-game nightmare.

    I'm sorry you have to be more strategic about how you play the game. That must be terrible.

  • @ButThatBootyTho said:

    This is the most stupidest thing you guys added ever. If people quit because killers are toxic than that’s fine let them leave. No killer plays by the rules unlike me where I make it fair. I don’t camp or tunnel survivors unlike majority of the people in this game. Maybe fix some things on the killers end or bump up the hook escape to 50%. But please take out this ban for the survivor side of it or add reasons of why u left. I hate getting a ban when u have to use the bathroom so u don’t wanna sit there in afk and let the killer get a free kill.

    I agree. You shouldn't be forced to play the game with someone who is hellbent on using every method possible to stay within the official rules of the game whilst making the game miserable for everyone else involved. The idea that the expectation that people play in a way that is mildly considerate of the fact that everyone is playing to have fun is somehow childish, is in itself childish. You learn good sportsmanship in kindergarten and the older you get the more you realize putting up with others ######### is a poor way to spend your finite free time.

    At the same time, having to pee is a terrible reason to DC. 😂 Losing a chase. Being the first downed. Not liking the character you're playing against or the map you're playing on - all lame reasons to DC. If you enter a match and need to go afk for IRL stuff - just hide in a locker. If you're so long you end up getting caught, that's fair. The rest of the people in the match were playing the game while you were AFK. You got found, thus you deserve to die and they deserve to get points off your taking up space in the match from someone who could have been more productive.

    I also like the idea of having a post-DC report option, specifically dedicated to determining the reason behind DCs and who is DCing frequently and who is getting DC'd on frequently, because I do feel like DCs were incredibly rampant because of in-game behavior that people really hate. Adding the DC ban is treating the symptom of a bigger problem, not the problem itself. I think the more info you can gather about the topic, the better.

    I also think the pip/ranking system needs a serious adjustment (although I know people keep saying its getting a complete overhaul, which is great, it needs one). If I put in an effort to get 25k BP on a survivor, I likely pipped or maybe even double pipped, even if I don't escape. If I put in the effort to get 25k on a killer, I may have depipped. I'm not justifying people who solely play extremely sweaty as killer to the utter lack of enjoyment for their opponents - but if they were equally rewarded for their efforts, they might be less inclined to feel the need to go so hard.

    Just my 2 cents.

  • @supersonic853 said:

    I normally play on ps4 and i just got my upgraded pc today heres my specs.

    Intel i9-9900kf 3.6 ghz

    16gb ram

    8gb nvram

    Graphics card= Nvidia gtx2080 Super.

    And i have a 4k monitor. Yet the game lags and looks worse then it does on my ps4 anyone have any advice id greatly appreciate it Thanks! Btw i can run other games like rainbow six siege overwatch ect on high framerate with no lag at all so if that helps and im on steam version.

    I have the same specs and the game looks good to me. Although I will say lately I've been getting little stutters in matches. For example when I'm running it will stop momentarily and then continue running. Or a slight hesitation when vaulting. I usually chalk it up to dedicated servers.

  • @KrazyAce13 said:

    Ok let’s talk about the coming gen speed changes. Am I the only one who sees this change as useless?

    so why is it when survivor nerfs happen they have an opportunity to completely bypass it as if it never happened?

    maybe if all 4 survivors are solo ques it might work, but once you get a 2,3 or 4 man swf 9 times out of ten one of them is running prove thy self . And this is going to make that 5% useless and we will have the same gen speeds as we do now. If you really want to make it a big difference to actually change the way the game is played for real the speed reduction will need to be 50% that way it takes 3 people to make a difference on one gen and 4 for a 200% repair speed. I don’t think a 5% reduction and then giving them an option to completely negate the reduction is a good change.

    You, sir, are smoking something. 😂 50% 😂 LUL

  • @lefty said:

    Plz fix the Sabotageing hooks. 99% hooks was the best now its not kool at all. And then the hook grow back with in secs really #########!!! And boxes running out super fast is super dumb

    Agreed.

  • @GrannyonAcid said:

    You never are required to tunnel and camp. You choose to do so because you're unable to accept that you might lose a match. I get what you're saying. But I'd rather let all 4 people escape and know that I made the game extremely difficult for them over killing all of them.

    Meme-thank-you.jpg


  • Yeah, I dont like playing him. I dont like playing against him. I am not a fan all around. LOL

  • @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/1227854#Comment_1227854

    But slugging is the only reliable counterplay to DS that doesn't involve not playing the game. Unbreakable is counterplay to slugging and requires a perk to execute. Teammates picking you up are counterplay to slugging. Staying in a locker makes the survivor invincible, and is especially BS when combined with Head On or Inner Strength. It's way too powerful for something that takes no skill or opportunity cost, besides just being unhealthy design.

    For starters, no it isn't. You can simply not go for the same person within 60 seconds of them getting off-hooked. You can also just take the 5 second stun and remove DS from the rest of the match for that survivor. You can slug them - most people don't have room in their build for unbreakable with all the other perks they have to carry to handle ######### killer game play - same for inner strength, I rarely see people carrying this perk. And if a survivor manages to get you back up, the killer can literally just smack you back down. You're injured, and they probably didn't go far. Nothing makes a survivor invincible - at most, it makes them inconvenient for a little while longer. The DS/Head On/Inner Strength combo you speak sounds nice, but I don't think I've ever specifically seen it. Survivors don't really have the luxury of running perks specifically for a situational locker self-save. Maybe in SWF, but certainly not in solos.

  • You aren't letting them get out, they are escaping because they had the forethought to bring a perk that counters what you're trying to do as a last ditch effort to secure a kill. Also, the ultimate sense of entitlement is saying that someone else's perk should stop working so that you can get one last (or a first) kill in the last seconds of end-game, after they did 99.9% of the work to escape, because you couldn't manage to kill them at any other point during the match. THAT is entitlement. 🙄

  • @Rey_512 said:

    You waste precious seconds to feed your ego while the other 3 survivors work on gens/exit gates... or provide an opening for another survivor to go in for the save without hook trading.

    Please continue to do this pointless animation which reduces your potential bloodpoint gain or rank increase! :)

    I definitely appreciate it when a face camper is hitting the hooked survivor. Saves me from having to take a hit to get the off-hook, then everyone gets away. :) 👍️

  • @elvangulley said:

    https://forum.deadbydaylight.com/en/discussion/comment/1227912#Comment_1227912

    If You got to play all the way to all gens being done and gates opening you weren't tunneled at endgame want ds to work endgame is pure entitlement

    Also, yes, I feel ENTITLED to have the perks I brought work when I need them. Crazy logic. 😂

  • @elvangulley said:

    https://forum.deadbydaylight.com/en/discussion/comment/1227912#Comment_1227912

    If You got to play all the way to all gens being done and gates opening you weren't tunneled at endgame want ds to work endgame is pure entitlement

    A) DS is not an anti-tunnel perk. Its just a perk. And it works as intended - and should through 100% of the match.

    B) Yes, it is still tunneling if you are off-hooked and immediately downed in end-game, it's just understandable game play by the killer because even if there are other options, they are not usually viable options as they otherwise are before the gens are completed.

  • I think all the people citing that the killer shouldn't tunnel and instead go after another survivor are being a little short sighted or perhaps haven't played much end game killer. I absolutely agree that DS should work in the exit gate. Why should a perk fail to work because it's not advantageous for the killer in the 11th hour? But at least understand the frustration. The killer has nothing else to do but defend their hook after all the gens are done and no reason not to go for the injured survivor when the doors are open and thats your best last opportunity to secure a kill. The choice to go for another survivor is usually futile in those situations because a healthy survivor is just going to take a hit, get a speed boost, the jet through the door. It is not the smart play at that point. I do think DS should continue to work. The person that brought it did so for that exact reason and shouldn't be screwed out of the benefit of a perk they didn't use all match when faced with one of the core situations the perk counters. But I understand why it's frustrating and it makes sense that the killer would pursue that person over a healthy survivor at that point in the match. I'm 100% in the don't camp/tunnel group, but in end-game it doesn't make a lot of sense for the killer to do anything else.

  • @Auron471 said:

    Give us a "randomize loadout" button that will randomize our item and addons, our perks, and our offering!

    I like it :D

  • In the past I have played killer over survivor simply because I found it to be less stressful. Would I occasionally get a sweaty SWF that ended poorly? Sure. But for the most part it was random teams that didn't play well together. I don't find playing killer to be particularly hard. What I have found, though, is that it is harder to rank up as killer vs. survivor. If I gain 25k points as a survivor, I absolutely pipped up. If I gain 25k pts as killer, I may have depipped. I think the ranking/pip system is way too broken. You have survivors in red ranks and killers with a similar skill level in green ranks. My inclination would be to make it easier for killers to pip, as easy as it is for survivors. If killers didn't have to sweat so hard to pip, they might be more pleasant to play against and I think you would have less skewed matchmaking.

  • @gantes said:

    The counterplay to gate DS is playing better beforehand so you don`t rely on double hooking someone within a minute in order to secure a single kill.

    What should go though is locker DS. Most reasonable people will agree that`s silly.

    Locker DS is counter play to slugging to run out the timer, so agree to disagree on this.

    DS, in all its functional glory, works as it was intended.

  • Spirit.

    Followed by Legion/Plague. Legion's games tend to be mind-numbingly long and boring. Plague is just annoying...making the choice between staying 1-tap all game or giving her damage inducing ranged vomit...what great options. And never being able to hide or get any use out of iron will is a big sigh.

  • I play Claudette when soloing and Jane when SWFing. The difference between being able to trust my teammates and not. LOL

  • I definitely think DC can be justifiable. I am in the camp that believes you shouldn't have to play the game with people who are intentionally trying to ruin it for you and/or everyone else. Everyone in the game paid for the game with the intention of enjoying themselves. Everyone in the game has a finite amount of time to play. I'm not going to waste that time in a match with someone purposely and blatantly being toxic. I'm going to move on and spend it with people who share the same love of the game I do and who actually give a ######### about other people.

    I have absolutely DC'd on matches where a player(s) were purposely trolling and/or hell bent on making it as unpleasant as possible. I don't feel any obligation to stay stuck in a game where people are purposely being toxic - why would I? If you simply lose a chase, is that a reason to DC? No. Of course not. I enjoy challenging games. I accept fair losses like most people. Have I seen people DC because they were the first person caught out of the gate or because three gens popped in their first chase? Yes. Do I consider that justified or your game ruined? No. But, we all know people can be unbearably toxic in this game and that it can happen game after game after game.

    I understand the DC ban and I don't necessarily disagree with it, but I think the DC ban fails to address the core issue of WHY DCing was such a rampant problem. It's treating the symptom, not the disease.

  • @BigTimeGamer said:

    Yes it should

    /endthread

    This.

  • I don't really understand why people keep saying this would buff SWF when the OP clearly said the basekit addition would not apply to people grouped together. 🤔

    I like the idea, but I am still of the opinion they should just introduce in-game comms. It seems complicated and dangerous to start trying to develop the game so that they can nerf SWF specifically while benefiting solo survivors and keeping killers balanced somewhere in between. IMO it seems easier to continue down the path they have already traveled pretty far down - balancing SWF / Killer - and bring solo survivors into the fold by leveling the communication playing field. It wouldn't make SWF vs. solo teams apples to apples, but it would go a tremendously long way to bridge the gap. The instead of tuning the game to the SWF / Killer dynamic, you're simply balancing survivors vs. killers. Will SWF always have an edge over solo teams, of course...you can't account for familiarity and like play styles.

  • I would rather the doors just do this by default. Nothing worse than being the sole survivor in a match with a killer who instantly finds the hatch and having the doors within sight distance of each other. 🙄

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1224785#Comment_1224785

    Maybe don't play toxic, forcing them to slug. Or, you know, relying on the survivor sided hatch mechanic.

    This isn't a one time issue. This happens quite often. The penalty does nothing if people really want to dc. Never has, never will.

    I never play toxic. Also, no one ever forces anyone to slug - slugging is a choice made by the Killer. And the hatch is 100% killer sided. Good try tho.

  • @DisappointedUser said:

    https://forum.deadbydaylight.com/en/discussion/comment/1224785#Comment_1224785

    1 time? This is quite a common “tech.” And your response is hilariously stupid. The game almost requires red rank killers to 4K to get a pip. Don’t be an arse.

    Yes, this OP gave one singular example of why they suddenly think the DC penalty isn't working. So no, my response is dead on. And no, the game doesn't require red rank killers to 4k to pip, although I agree that the rank system is broken AF - along with the match making system. You try not being an arse. ;)

  • @Bovinity said:

    https://forum.deadbydaylight.com/en/discussion/comment/1226319#Comment_1226319

    It shouldn't be an "automatic" anything, which is think is the point here.

    People arguing for survivors seem to think that they're absolutely entitled to escape if they had a "bad team" or "mean killer" or something.

    No one has said that, at all. In fact, the only thing I've said is that survivors deserve a fair shake, which they do.

  • @Nysos said:

    I'm always glad to see people try to make the game better. But honestly no, and here's why.

    1. Gen speeds will never be changed and they shouldn't but large maps are a problem

    2. In accordance with the 1st point not every killer has great map pressure especially with with good or decent loopers

    3. Nerfing ruin, alot of people didn't complain about NOED until this happened why? Because ruin dealt with the 1st two issues. Typically survivors would get annoyed look for the ruin and gen speeds were slowed.

    Most killers are M1 based or their power can be affected by the survivors choice/actions

    Gen speeds are actively getting changed right now? 🤔

  • @Zagrid said:

    I have seen a lot of people just disregard what this guy says because he only ever plays killer and only ever talks about how bad the game is towards killers. While yes a lot of what he talks about is bias, a good portion isn’t. Take his latest video which I can’t link because reasons that are obvious. He discusses why map changes won’t fix the fact that survivors have so many 2nd chances that they can still rip away any good progress the killer makes during the game, especially when in a group.

    To avoid a wall of text, swapping items just before the game starts doesn’t allow the killer to prepare their load out, already before the game has started the killer can feel helpless, stressed, and knows they could be bullied this game, removing 90% of the fun they could have had.

    As far as in game, I’ll do a quick example. Did you finally down someone? Whoops they are in a open field so you pick them up and get blinded. Try to find the dude with a flashlight, sure you can even down them, but the guy you downed before gets up with unbreakable.

    These situations where any play you make the survivors will have an answer for, is the reason your queue times are long and the reason your matchmaking is screwed up with ranking.

    Killers are leaving and map changes won’t fix the issues I stated. Or I should say repeated by that cosmic tropical fruit.

    Either way, you don’t have to believe me or tropical fruit, but in my experience and a lot of killers I watch and friends I have seen play. They usual all end up quitting killer because it is too stressful to play the higher rank you get and the more SWF bully teams you encounter, and those games are the only ones you remember because regular gameplay has gotten so dull over the past 4 years. Every game is either un memorable, or stressful.

    But that is what DbD wants, it was you to “feel emotions” like in that Mcote interview with King.

    "swapping items just before the game starts doesn’t allow the killer to prepare their load out"

    Survivors don't have any opportunity to 'prepare' their load out. I rarely see survivors do this in a match - if it's really all that common for you, run Franklin's.

    "Did you finally down someone? Whoops they are in a open field so you pick them up and get blinded. Try to find the dude with a flashlight, sure you can even down them, but the guy you downed before gets up with unbreakable."

    Um, if you picked someone up and were blinded, the survivor that was on your shoulder would be free. Not slugged. So unbreakable wouldn't apply here. If you dropped them on purpose to pursue the person trying to flashlight you (the only way unbreakable would apply in this case) then you're an idiot for dropping a perfectly good dying state survivor to go for someone who didn't even accomplish a blind.

    If you're going to try and make a case for how Killer is just the worsttttt...at least make it plausible.

  • @Gh0stDude said:

    Firstly I just want to say sorry for any English mistake, I'm not from any English-language country. I just had the worst match on my life, a puprle rank legion against a full red rank SWF on red forest. They pop the first gen in 40 seconds, the second one in one minute the third in less than 2 minutes and the other 2 at same time in 4 minutes and a half, in these time I got 3 hooks and 1 down (I did not hook the survivor) but I still got gen rushed, how this is even fair?

    And as if wasn't enough I just got stucked in a window while using my FF, I just wasn't able to jump it and I lost 20 seconds stucked there. I want to ask you guys (mainly killer mains) do you think Devs are ever going to fix this game? I just noticed that they were very willing to troll us on April 1st but i never saw this disposal to fix any bug (except for the Ds bug on doctor).

    Wow I feel bad for the people that don't read the part that I talk abaut the bug/matchmaking just paying attention to the gen rush. It's not so nice to get 60% of your post completely ignored.

    Maybe read the patch notes.

  • @evilwithinIII said:

    How about a rotation with perks that can't be used for the week. This way both survivors and killers won't be using the same perks over and over again. So there will be more new fun combo's in matches even in red ranks. Like as a killer it is really boring to see every survivor running dead hard, with ds and borrowed time. And for survivors it is probaly boring to see every game NOED and bbq.

    No. Since my perks counter ######### killer play styles - not their perks/addons - and those play styles can be present in every single match. Hard pass.

  • @matchmakingworksfine said:

    https://forum.deadbydaylight.com/en/discussion/comment/1226402#Comment_1226402

    I sure will. My headset did the fusion dance with my carpet atleast 3 times today alone.

    This game and I also have a very love hate relationship. A good break is nice. And when you come back after a patch, there's at least new stuff to look forward to. :)

  • Well, his stalk being broke AF makes him perhaps easy to play. *shrug*

  • LOL...so instead of killers have putrid oak...they would have 4 perks and NOED? Hard pass. 😂 Bring on the oak!

  • Enjoy your mental health break. 🙋‍♀️

  • @PigMainBigBrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1226187#Comment_1226187

    Thats equally obtuse. To say, "Well if the killer is trying too hard"

    like #########?

    You realize how ridiculous that sounds?!?! Let me throw in something similar for comparison....

    "If you get a sweaty SWF group the killer wouldn't have DC'd if you guys weren't so sweaty" <---- Passing the buck and rage quitting or DCing in either scenario or justifying it is goofy as hell...

    Killers get sweaty try hard survivors all the time, survivors get sweaty try hard killers all the time <---- Instead of making excuses for either side to DC when confronted with difficulty why not raise the bar to the level of play you're confronted with?!?

    This lazy mentality people have around here is the real toxicity. Be better....

    This ######### forum man yall.... I'm....

    https://us.v-cdn.net/6030815/uploads/178/D30AVTSUO08J.png

    I like your quote, but that's not what I said. And no, nothing about what I said is ridiculous. You're welcome to be of the "git gud" opinion, but its short sighted and fails to acknowledge the inequality of this game in end-game scenarios, especially for solo survivors. But you do you, booboo.

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1224785#Comment_1224785

    I mean slugging for the 4k is an intended thing within the game. you can do it and well within your rights to do so. DCing for the hatch is using the disconnect button to give your partner a free win which is not intended seeing as if you actually stayed in the game either downed or dying that player would have never gotten the escape. this screams entitled survivor main, and seeing as how i play both sides regularly and am red ranks, i totally get this mans gripes with doing so. It's just plain unfair to abuse the game as such, expecially when you can get away with doing so for free if you don't care about disconnect penalties/rank, and only care about depriving the killer of a kill that they earned throughout out playing you.

    Expecially when the game gives you tools to combat slugging... and you know, you can always just play better and not have to resort to such tactics or perks anyways

    I dont think I would go so far as to say it was INTENDED the way its currently used, but it happens and there is nothing to stop someone from doing it. That is true.

    Again, as I already mentioned above, I am not promoting disconnecting (although I think if you're paired with someone who is dead set on ruining the match for people, you have every right to leave), but I completely understand why people do it - especially in SWF. And as my statement suggested, it's merely a recommendation that if you dislike the DC for hatch dynamic that much, sweat a little less in an end-game situation that's already heavily weighted in your favor, and people are a lot less likely to do it. DC isn't going anywhere, so attempting to stop people from doing it is outside of your control. The only thing you can control, as the killer, is how YOU handle your side of the game to get the results you want.

    Also, Killers slugging to 4k is not the killer out playing you. Everything about this scenario the killer has total advantage. You cannot out play someone when you already have the upper hand. The only person in that scenario that could be out played is the killer. You can cry "entitled survivor main" all you want, but there is nothing entitled about wanting a fair shake at end game. Killers have already taken entitled one step further into straight on privilege, as everything that happens organically in end-game is now killer-sided: hatch, EGC, etc.

    Your response is honestly boring. This is basically the opinion that any killer who downs 3 people deserves a 4k, which is a fallacy, and giving the only advice killers know how to give: "git gud". Which is very easy to say coming from someone who has all the privilege.

    Also, behavior in this game has gotten so wretched for solo survivors that your entire build is based solely on countering killer's obnoxious and unjust play styles. Seriously. Who wants to run BT, DS, Unbreakable, Kindred every ######### match because all killers do anymore is camp, tunnel, and slug? It's boring as all get out. So do spare me the recommendation of what survivor perks to run to counter the cheap killer tactic of the day. I already know it all too well.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1224903#Comment_1224903

    The levels of entitlement and bias, my god! "If they team does bad, I should escape!" Every other team game in the world goes like this: the team sucks, they all lose. Instead, the survivors of this game think that "my team sucks, but I should bring home the trophy anyway." If no gens have been done, why is a survivor getting hatch fair? It's literally an undeserved escape. But you'll defend that to the death as well!

    I will defend that, absolutely. Why should a solo survivor having a bad team and/or a toxic killer mean they automatically have to die? The hatch is there, in part, to provide a means to escape in a situation where you're 1v1 with the killer, as the killer has the complete upper-hand at this point.

    The notion that the hatch is a free escape is stupid. You still have to find it first, which in itself is dangerous and stacked against you, since the killer is faster, has already been traversing then whole map with a higher likelihood of seeing it spawn, and if the killer is close to it when you find it, they can block you from being able to enter, even though you cannot block them from being able to close it. If the killer has killed all 3 survivors with absolutely no gens done, something has gone horribly wrong and it doesn't mean its that survivors fault by any means.

    I have definitely been in a match where, for example, an insta-down killer decided to face camp the first hooked survivor and two idiot teammates run in to save and get themselves hooked as well. There I am, sitting on a gen, watching them with Kindered hang on a hook to death. A few seconds before the last guy drifts off in the Entity's grip the killer can be seen finally leaving to go shut the hatch - something that hasn't spawned yet so I had no opportunity to locate it before hand. So there we are...a killer who can run around the map faster than I can and without worry vs. me. It really comes down to RNG at that point. More often than not the survivor doesn't find it and ends up dead anyway. The entire mechanics of end-game are totally stacked against the last survivor, so if by some miracle the survivor does get the hatch - they earned it. There is nothing entitled about it.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1224785#Comment_1224785

    You're entitled to a survivor always escaping, hatch or no. It isn't an enjoyable experience for either side having to slug for the 4k. Maybe we should just remove the hatch. No more cheap, undeserved escapes for survivors. No more of these posts for you to see. Everybody's happy.

    No survivor is ENTITLED to an escape. No killer is ENTITLED to a kill. Hooking the second to last survivor does not guarantee the last survivor the hatch. Removing the hatch would just remove a mechanism for some what balancing end-game, since it is dominantly in the Killer's favor. So no, removing the hatch is not an option, nor would it alleviate seeing posts about it. Probably quite the opposite.

  • @CosmicParagon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1226229#Comment_1226229

    I don't disagree there, and Killers ARE penalized for it if the survivors don't swarm the hook. I do firmly believe that slugging for the 4K is acceptable though.

    We can agree to disagree there. 🤷

  • @CosmicParagon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1226201#Comment_1226201

    All 3 of those point categories are primarily filled by either hitting the survivor, chasing the survivor, or hooking the survivor. All of those fall under the umbrella of killing survivors.

    My issue with the "killers gotta kill" statement is that it is typically used in response to killers NOT doing any of those things, but instead just standing at or near the hook for easy re-hooking. If a killer actually actively hunts down new survivors, goes on chases, hits them, breaks gens, etc. that would be swell...but it's typically not how the game is played anymore.

  • @PigMainBigBrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1224785#Comment_1224785

    DCing isn't a normal part of gameplay... why are you justifying this? Like I can understand some survivor whining about mori balance or people saying Do bones as a counter to noED, or killer mains complaining about gen speed and people saying carrying dying light or thano or sloppy butcher etc etc.

    But all those solutions involve PLAYING THE GAME!

    To sit up and say, you don't like something so the only way to counter it is to do something that isn't in the spirit of the game is childish to say the least.

    I didn't justify it, I offered a suggestion.

    To sit here and say that people should just take their game being ruined by someone who selfishly cares only about their own personal enjoyment of it is ridiculous. I don't play games with people I don't enjoy playing with. This is people's finite free time we're talking about - for a game they spent money to enjoy. So I'm not promoting DCing to let someone get the hatch, but I am suggesting that if you want to lessen the likelihood that it happens to you - don't play like such a sweat. If the last person gets the hatch because you hooked the last survivor, so what? You still got a 3k, which is higher than what BHVR considered balance. This idea that anything less than a 4k is a loss drives people to play this game in a way that just ruins it for everyone else. As a solo survivor especially, I am super tired of it.

  • @Shorty_Hutch said:

    https://forum.deadbydaylight.com/en/discussion/comment/1224906#Comment_1224906

    It seemed more fair the old hatch. If the killer was camping the hatch, work a gen and startle him a bit :) I loved seeing them panic when I complete a gen and they contemplate locating me lol

    I miss it. I had old matches where I'd be the last survivor with 3 gens to do and actually get them finished because the killer just wanted to loosely pat but stay near the hatch or hard camp it. Now, with high mobility killers and door RNG, if I am the last player standing I usually just go do totems or open chests and accept my fate. It is a much less enjoyable way to end a game.

  • @OutcastEric said:

    https://forum.deadbydaylight.com/en/discussion/comment/1224785#Comment_1224785

    Why should we have to play around survivors? This is how it goes everytime and the survivors will always win. The survivors need to learn how to play around the killer for once

    Survivors play around the killer every. single. match. My entire build is built around killer's obnoxious play styles. You can slug to 4k if you want - but don't be shocked when you get the DC/hatch trade off. Get used to it.

  • @Mister_xD said:

    it could encourage lobby dodging, so they dont want to show it in the lobby.

    tbf, that reason really doesnt have much to do with balancing, as SWF will always have an advantage over solo, so there will always be some killers dodging them in order to get the easiest games possible. thats just a problem with the mindset of some people.

    though i definitely think it would be a good addition for the result screen.

    imo at the end of the trial SWFs should be revealed and the killer should get a certain percentage of bonus points. lets say a 4 man SWF brings him +100% BPS, a 3 man SWF gives 75%, a 2 man SWF gives 50% and two 2 man SWFs give 75%.

    that way you'd know who was playing with who, so false SWF accusations (yes those exist) wont be a thing anymore, and a lot less players would complain, considering they got tons of bonus points from that.

    Killers already have an easier time accrewing BP. They don't need/deserve extra just because you decided to play some DbD with your friends. The game has continually changed and adjusted to advantage killers against swf. That's enough.

  • @Godot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1222427#Comment_1222427

    Switching to perks that would counter a certain killer would require nerfs to said perks in one way or another because some of these perks would literally negate some killer powers, like for example Calm Spirit negating Freddy's (dream snare), Doctor's and Clown's powers.

    No.

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