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LordGlint

LordGlint

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LordGlint
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  • @ShanoaLegendaryPlz said:

    Maybe he can get a hex perk

    Hex : C___ block : while this hex is active, any survivors healing eachother give you killer instinct mapwide.

    A joke about how hes always going after couples having a good time lol

    A perk that blocks altruistic healing would be neat

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076471#Comment_4076471

    "Tunneling gens." Killer propaganda is actually something else. If you think survivor is that much easier, I implore you to give solo q a go for a month straight.

    I feel like "tunneling gens" was said in jest...

  • @Mr_K said:

    Tunneling 3 out of the 4 is just what a toxic killer would do.

    Considering that I once had the last survivor accuse me of tunneling him after I caught him on an exit gate... there would probably be someone who would ACTUALLY complain about anything.

  • @SOULWARRIOR71K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076338#Comment_4076338

    At what point does it make sense to run a perk that has a 1/3 chance of being able to get 5% on a gen when you can just use a toolbox, prove, hyper focus/stakeout, deja vu etc and guarantee consistent value?

    The perk isn't stopping you from a toolbox. All im saying is dont purposefully waste time doing laps. Go for unhooks that make sense rather than crossing the map twice so you can return back to your favorite gen rather than any of the ones you passed on the way.

    Besides that though, we're talking permanent progress. Unlike everything you mentioned, you could dump that on the first gen you see and walk away knowing the killer cant undo it. Do not equate this to a normal gen progress perk.

  • @SOULWARRIOR71K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076285#Comment_4076285

    Just think about what you just said. If I let someone else get the unhook, fast track gets no value. If I leave a gen to get the unhook, the time investment to get the unhook and get back to any gen outweighs the 5% time save gained by fast track after a great skill check. Both scenarios are basically stay on your gen (unless teammate is going next phase) and use a different perk/item to get a better effect lol.

    How about the crazy niche scenario where you unhook someone at a point where it makes sense to do so instead of assuming you HAVE to go for all 6 times your 3 teammates need unhooking.

  • @AGM said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076275#Comment_4076275

    I think you're right: people need to do more listening and less speculating, because when it comes to perk balance, BHVR doesn't have a lot of incentive to lie about their reasons. It's a very low stakes situation despite how passionately people can feel.

    In regards to the stated reasons for the change, even older devs realized how bad of a design that was when dealing with original Hex: Ruin. In spite of Ruin's ability to be cleansed, Killers were getting a great deal of passive slowdown without interacting with other players just for equipping the perk, which was bad game design, so they changed it, giving nearly the same justification as these devs did now for Fast Track.

    On a separate note: now that there are at least 4 separate ways to reduce a generator's maximum charges, it'd be a nice quality of life base kit feature for killers to have some way to see if a generator has had its maximum charges reduced.

    I feel like if they're gonna keep adding this effect to perks, they might wanna consider capping how much the maximum charges can be reduced.

  • @SOULWARRIOR71K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075697#Comment_4075697

    What’s being missed here is that the new version is effectively pointless. You will end up losing more time than you gain back by having to run across the map to maybe make the save, running back to your gen and then having to hit a great skill check. 5% is about 5 seconds saved but you spent more than 5 seconds to charge the token. If you just stay on the gen and let’s say use a toolbox, why would you even run fast track at that point?

    Because the survivor would die if hes not unhooked? Unhooking your teammate isn't some extra step you would normally neglect doing. You ALSO shouldn't be running across the map to unhook your teammate, then running BACK across the map anyway, perk or not. You'd be better off either letting a teammate who's actually close to the hook get it, or pick a gen to hop on after getting the unhook.

  • @Rokku_Rorru said:

    It was an update 47gb full of bugs for everyone to discover and enjoy.

    Jokes aside, my Steam Deck now sounds like a jet engine running this game after the engine update so that's neat

    Thats actually WHY it was 47gigs. Jet engines are big.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075402#Comment_4075402

    I didn't say about removing her teleporting through walls. I'm asking for nurses identity to be ruined. I just want to have some way of counterplaying her that is semi reliable.

    An item that makes you faster than the killer on demand while being easy to use is too much. If you can just remove the killer's powers, she can't even close distance. This is a much different case to Xeno who is still a 115 killer. Likewise, giving every survivor sprintburst in a bottle isn't counterplay. Thats just letting survivors completely avoid chases by holding W since nurse once again... wouldn't be able to close distance.

  • Im gonna go with Sadako. The jumpscare she does at the menu screen is BS. I can't relax and spend BPs in peace. It was fine for awhile since I could turn her model around, but they decided to "fix" that...

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4074418#Comment_4074418

    Maybe with iri flesh and beast marks plus that singularities slugging perk he could win in one go but that all depends on survivors you face and how cocky and careless they get.

    Some survivors have that bubba sydrom where they dont care how hard he will camp them or tunnel then or hump them on the floor they just love bubba and getting his attention, but others may not like it and play safe with clear mind so they dont fall for it.

    Best use where people mostly throw is hook near highly progressed gen with killer that can injure fast or has mobility that helps him in chase that place is like magnet for survivors so they might let their guard down in hope you leave that place as killer but this isnt always the case.

    Im just saying that because I've done plenty of Basement Bubba games where I go to the Basement immediately to camp a chest...not even a gen. I'll end up with the entire team down there to check it out. They COULD escape... exit is powered... but that chest is too damn alluring, lol.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4074423#Comment_4074423

    The basic rundown is this:

    The survivor you've downed cannot do objectives, but neither can the survivor who comes to rescue or the survivor who you occupy in chase while they're rescuing, leaving only one survivor doing gens for that time period. Even if it's short, skilled play has you looping it, continually slowing down the game.

    Now, comparing that to slugging, things get a little messy because of the awkward position slugging is in right now. Realistically slugging probably does provide basically similar slowdown… but that's only because the vast majority of survivors, even the coordinated teams, aren't prepared to deal with slugging.
    If they are, then slugging just provides weaker slowdown across the board. The survivors have longer to leave their teammate on the ground, that survivor isn't immobilised so they can crawl to teammates to diminish downtime, the methods of picking yourself up are way more accessible than methods of unhooking yourself, so on and so forth.

    My point isn't that hooking is just flat better than slugging, though, to be clear my point is that if you're going to be talking about what hooking gives you then you need to talk about what hooking gives you or the conversation isn't starting from the right place.

    I feel like even if you look at a survivor's ability to crawl clear across the map to their teammate... the survivor team is being LESS productive if their teammate is down for that long. Whether you hook or slug, its going to require a teammate to come for the rescue either way unless a perk comes in play... which can happen either way.

  • @jesterkind said:

    There's a major element of the game missing from your rundown here, which is what you get for hooking- it's more than just activating perks, there are basekit benefits to hooking that are very relevant and important to the conversation.

    To simplify those benefits, hooking both efficiently progresses your own objective and efficiently slows down your opponent's objective. It's already good at this, spreading pressure this way is as effective as it should be proportional to your skill in keeping it up, and if you just directly buff killers for hooking you run a very real risk of tilting the balance too far towards making killers - especially the stronger ones - far too powerful.

    The issue that does exist here isn't that hooking needs to be incentivised over other options, it's that other options can be too good for the effort involved. Slugging is completely fine when it's done in limited, situational ways, but countering very aggressive slugging strats can be dependent on communication and preparing with specific perks ahead of time, which isn't exactly the best spot for something to be in.

    To be blunt, the way you fix this issue isn't by adding basekit incentives to hook, it's by just weakening the cheese strat some people employ. It really is that simple.
    Something like 9.3's PTB info and bloodlust after hooking could work, to encourage players towards the already good option that currently exists, but even that is a little handhold-y.

    Just a quick question about this. You said hooking slows down survivor objectives. How so? Downing someone makes it so they can't do their objective, but hooking someone isn't going to provide anything beyond that.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4074409#Comment_4074409

    Slugging is super risky when 3-4 survivors are up on their feet because they all can move and pick themselfs up and save so only few killers with high mobility or being at two places at once can only make this easier but than again if all 4 loose because they get slugged its on them thats like killer running around single gen thinking he will win because they cant do his gen.

    Ironically if you had an insidious Bubba guarding 1 gen the whole time... he might just win. Survivor teams will throw to do THAT gen.

  • @NeverSolus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4074401#Comment_4074401

    That's sensible. Do you feel like having incentives to hook could overcome that behavior in you, or would it take something more?

    Honestly, not sure. You're STILL giving the survivor team a big window to do anything knowing I can't pressure them. The HUD tells them there's a 0% chance im going to hit them with a hatchet or something. The only thing that would make THAT go away is if they did remote hooking like with 2v8. Hooking takes up basically no time in 2v8, but I know plenty of ppl threw a fit when killers got remote hooking during the anniversary event.

  • My biggest reason for slugging is generally that it slows down pressure to hook. While yes I could buy myself abit of time by proccing a slowdown perk, it just feels like only working to at best undo the time sink of hooking. Slugging puts you in a position where you could keep multiple survivors down while with hooking... Your giving a giant window to unhook when you pick up almost ensuring youll never have more than one survivor on a hook at a time if the survivor team are paying attention at all.

  • @ImWinston said:

    • When survivors perform a good loop, they're toxic.
    • When survivors hold W, they're toxic or hackers.
    • When survivors pre-drop pallets, they're toxic and annoying.
    • When they're greedy with pallets and don't drop them, they're toxic.


    So what exactly should survivors do?

    Stop being toxic and learn how to climb up on the hook.

  • Have they done anything about knotted rope yet? I've been on a break from DBD for like 4 months now so wasn't sure if anything happened with that since it was suppose to be a temp thing.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4036236#Comment_4036236

    That and who’s to say it would even be functional upon releases. 😅

    BHVR has a tendency of not wanting to touch a killer after they've released it. They might do tiny number tweeks, but itll be several years til they do anything meaningful. Having killer specific map balance would require them to go back and focus on every killer everytime a new map is released. I dont see that happening.

  • @Anti051 said:

    Trying to make players happier by boosting maps for various reasons is not the "work smarter not harder" move. They're going to need to make resources spawn dynamically, based on which killer is played (or at least on how deadly the killer is in chase). This will allow for greater practical variety on the killer end of things and reduce the rate at which the game starts to feel stale from both ends. Working on this and in-game video demonstrations for new players will create an environment that allows DbD's player retention (and thereby sales) to grow. So stop telling the studio to shortcut, just have them do the damned work and abandon this pathetic blood transfusion model that hits like a wet noodle.

    While having killer specific pallet spawns on each map might do alot for balance... Its alot of work and I dont see BHVR spending that much time on something like that.

  • @CautionaryMary said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4036205#Comment_4036205

    Yeah, I just remember them (if I can recall as it was years ago) that the bubble was there to obscure the killer and keep the element of the surprise.

    Even then, it does more harm than good. If someone brings Kindred (an aura perk) - they should get value and not have the blurb obscure the killer and oftentimes the blurb will just hide the killer as a whole, especially if they have mobility to get out of the bubble.

    It serves no purpose and just an outdated mechanic that Behavior refuses to get rid of, it would make the game look cleaner, in my opinion.

    The game is due for a lot QOL, just Behavior is slow at just implementing proper QOL.

    I just hate the idea of a person who is actively alert catching a huntress hatchet to the face because they're just not allowed to see what's happening. If they want to give the killers a chance to get away from the hook without auras giving away a direction, there's better ways to do that than to blind all survivors of the part of the map they should be paying attention to.

    This is true for all cases where vision is getting obscured. What's the reasoning with covering up the exit gate switches for killers for so long after they're powered?

  • @CautionaryMary said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4035474#Comment_4035474

    Yes, I really do not understand the purpose of the bubble - the only thing that it gives me usage of is knowing how long a BBQ procs for, but I'd rather outright remove the bubble itself.

    It hinders the ability of Kindred and I know the argument from Behavior is that it allows the killer to have some surprise on where they go, but a person doesn't have to use Open-Handed to compensate for how long the bubble duration is.

    The game would look much cleaner without the bubble mechanisms in my opinion, even if I use it for information on a BBQ.

    I feel like if BHVR didnt like Kindred telling survivors where a killer is heading immediately after a hook, they should just tweek the perk itself rather than effectively blind the player of everything in that direction. Not being able to see what's going on in a situation you'd normally have LOS feels awful.

  • @Rickprado said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4016398#Comment_4016398

    Tbh, i play with friends in comms and we escape much more than we should just because we can coordinate saves, chases and gens.

    Although not every single 4man is absurdly skilled we can't denty how strong coordination can be in this game. You don't need to be very good at chases to win games in DBD if you are in comms.

    But its also true that the top tier 4 man Swf are a rare thing, the same as top tier nurse and blights as rare too.

    I also feel like people confuse bully squads with squads that escape alot. Often times the squads that make things the most frustrating to play against arnt the ones with high escape rates. Its the ones that'll take the time to put a blast mine on a 99% gen instead of just finishing it and working on another gen.

  • @I_Cant_Loop said:

    https://us.v-cdn.net/6030815/uploads/U2JJ3QZ5QXJ3/image.png

    4-man SWF escape rate across all MMRs is actually lower than solo queue LOL. The only outlier here is high MMR 4-man SWF and that makes sense. Coordinated, experienced teams are very difficult to deal with and get more than 1-2 kills, especially if you’re not playing with S-tier killers.

    I draw two conclusions from this: 1) solo queue is not nearly as bad as some people here make it out to be. I can speak from experience on this as well as my lifetime escape rate is 43%, and probably higher more recently as I was much worse in my early days than I am now. 2) 4-man SWF really only “breaks the game” at the high MMR range. This makes sense as coordination alone really doesn’t help teams win consistently. It’s coordination plus the ability of every survivor on the team to take killers in extended chases.

    I feel like that mostly just points out that people are more likely to troll and mess around with friends. It can also be indicating an increase in altruistic actions that result in extra deaths. A random on hook during endgame is more likely to get left for a 3 man escape while a 4 man SWF will risk it all.

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4007999#Comment_4007999

    That's not auto aim! It isn't even aim assist. The splat just points in the general direction of the survivor. What do people expect to see? A full 180° spray? That would be double what is already happening!

    People complain about the dumbest things. There is so many thing wrong with the new killer but they choose this hill to die on. Complete madness.

    The splash shouldn't be changing direction dependant on the survivor location.

  • @Mr_K said:

    My experience, there's no auto aim, even with the splat. Had a survivor stand still and I hit the wall behind them, the splat completely missed going both left and right of the survivor.

    https://youtu.be/dNPJH40tCHs?si=RcSuZixqqeJQOt-q

    Theres definitely auto aim with the splat as long as a survivor is within afew meters of where the projectile hits.

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004547#Comment_4004547

    how often to you think killers are going to slug now they know they dont need to slug the whole team to get them to turn into easy bot opponents? only need to slug 1 person twice…..bot. repeat….bot. killer picks up easy 4k by killing bots.

    This is while ignoring perks like plot twist too...

  • @Mr_K said:

    Probably trying the achievement while it's still possible.

    the achievement will be even easier

  • @Wolf65 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003082#Comment_4003082

    I dont talk about lowering my MMR. I mean a complete different MMR for every killer. For example, I am realy bad at playing the Huntress and pretty good with Doctor, so it doesn't cut it for me to just lower my main MMR from Doctor. I am worlds apart comparing my skills as these killer. (I am also one of the really bad Nurses.)

    Thats actually what already happens. The game already does assign and track a different MMR to each killer character, it just doesnt assign you the MMR of a brand new player when you start a brand new killer. The devs understand that game sense and game knowledge puts you above a brand new player, even if you've never touched a particular character.

  • Like others have said, try afew matches in custom against bots to get the feel of it.

  • @Dokta_Carter said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002408#Comment_4002408

    Yeah, I mean in way we already have a "survivor " turning Killer(blight) so seeing it like happen in real time would definitely be super cool

    Would also allow for all 5 players to play as the same guy

  • @Dokta_Carter said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002384#Comment_4002384

    Honestly. Jeff would totally snap. Every Jeff i see ends up just "kill me" or "and this guy here deserves a hook" when pointing at the survivor who failed a skill check

    That WOULD actually be pretty sweet having a survivor turned killer.

  • The Rocker killer is just Jeff after his meghead teammate misses 1 skillcheck too many.

  • @BlackRabies said:

    Otz posted a recent vid during the last week explaining the problem of what your saying calling out the same problem. Think it was the Demo add on video i don't remember the exact name of the vid.

    Any killer could have like maybe 3 add ons that are good and rest are just straight up bad so of course those 3 add ons will be mostly picked. Nerfing the few good add ons will just make things worse for everyone instead of making all the other trash add ons worth using.

    We can only hope in those cases they just do a full addon sweep. It was the same issue with pyramid head. Only his range addons were any good.

  • @Dokta_Carter said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002063#Comment_4002063

    I understand that 100%, gens going fast really is upseting/disheartening. And I wish they wouldn't go so fast.

    I wish there was some sort of middle ground, or another objective that survivors kind of have to do(other then Totems)

    I wish gen regression didnt feel line it was as necessary.

    Its not even base gen times I have an issue with, just the drastic disparity between the base gen time and what a genrush build can do. How do you balance around both a 90 second gen AND a 40 second gen?

  • I feel like people wouldn't feel so inclined to use them if gen speed stuff didnt work how they do. Alot of survivor gen speed stuff can be used as soon as they load in and can half gen times. Trying to offset that with gen slowdown stuff that often times requires downs/hooks to activate... it feels like your always on the back foot playing catchup if survivors go in with a speed setup. Wouldn't mind scraping alot of the gen speed/slowdown stuff on both sides so it doesnt feel like you HAVE to stack your stuff just incase the other side stacks theres.

  • @OmegaXII said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001292#Comment_4001292

    I wouldn't mind if you let survivors go occasionally, hell, even I sometimes do it too, if my opponent's clearly newbies.

    But doing it EVERY SINGLE GAME??

    Honestly if you think winning means being mean to the other side, you shouldn't play any PVP games at all. Hell, you can't even play chess because you afraid of winning.

    Besides, you're actually NOT being fair to survivors you play. YOU ARE SMURFING. You clearly has much higher skill, but you decide to bully the new players instead of people on par with you. THIS IS NOT FAIR.

    Thats something I feel so frustrated with when im playing survivor. I remember playing vs a Blight that was significantly better than us... but the game took so long because he wouldn't kill anyone, just kept slugging ppl on death hook.. We EVENTUALLY got a 4 man out and im assuming he then moved to even lower MMR survivors.

  • Yall can say what you want, I love playing Legion. Throw on something like batteries and he can really punish ppl who stay injured.

  • @BigStan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001323#Comment_4001323

    No, I get it. Everyone is saying I am fighting the babies. All I can do is keep spouting the same stuff since everyone else is doing the same thing. I can play a match or ten in front of you if you need proof of skill. It's not like I have 2200 hours of experience and learn to play the game in that time. I definitely never hit iri 1 and went months of struggling in matches as I learned the ins and outs of the game. Nope, just babies. The entire time. Anything I ever did before my current playstyle doesn't exist. Completely invalidated and rightly so. It's shameful that I ever thought about anything other than stats and kdrs.

    This thread has been so soul sucking. I regret ever making it.

    The iri 1 thing has nothing to do with MMR, thats essentially just to give a BP reward for playing alot that month. Thats even more so since they removed the ability to depip. For MMR purposes, the game doesnt factor in hooks at all, just kills. You getting constant 0 or 1ks means the game is counting you as getting just back to back losses. A 2k is a tie. Im not trying to be mean, and I can tell your getting abit stressed from your replies to various people.

    Your probably more skillful than the people your playing against, which is a feeling I had too anytime I made a new account on a new platform before the account merging was a thing. Playing Bubba with just a tier 1 BBQ would still net me an easy 4k until my MMR evened out to where it was suppose to be. I REALLY wish they showed MMR so we could see yours to see what the huge losing streak would make it.

  • @Foggyguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001334#Comment_4001334

    There's a loud noise notification when hooks break and only one add-on for duration. Which funnily enough if they use they won't be able to get the hook broken quickly enough to break and get away so if they do you just drop the survivor and pick up the new slug.

    Im pretty sure they'll be able to get away just fine... Please explain exactly how equipping the addon would change if they get away or not?

  • @Foggyguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001325#Comment_4001325

    Yeah but it also gets much easier to down someone as the game goes on as more and more resources are depleted. Also there's the simple fact that survivors can't sabo an already broken hook. If they break one just pick a survivor back up right before it respawns and then hook them. Counterplay does exist even if it's hard.

    That doesnt make sense... Theres no way for the killer to track when hooks will respawn. That respawn time is determined by survivor addons and doesnt have a visible indicator or anything for the killer to know when its going to come back. That approach is ALSO dependent on the killer assuming things like flip flop and breakout isn't in play.

    All of this of course while ignoring the obvious... sabo plays occur AFTER the killer has picked up the survivor and during the transport. Killers basekit are slower than survivors basekit while carrying. If a killer sees a survivor going for a sabo play... the counter is to slug.

  • @Foggyguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001315#Comment_4001315

    Oh tunneling is much stronger than slugging and there is counterplay to this it's just difficult which it should be if essentially the whole survivor team is there instead of on gens and they all dedicated their build to it.

    That counterplay goes away entirely once you've reached the point of survivors picking themselves up after 30 seconds (or sooner depending on perks). The weakest part of the basekit unbreakable occurs essentially at the beginning of the game when survivors are at their strongest due to pallets and resources. After that... its quick pickups.

  • @BigStan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001298#Comment_4001298

    I think I am being kind because I am killing the survivors evenly. I am reducing the worst thing survivors deal with. Downtime. It does not matter if I let them go or get the 4k. It's what's BHVR is trying to fix, it's what has to go. The best way to do that is prevent dying within the first 5 minutes to scummy tactics. This would make life so much less frustrating for survivors and should have been dealt with years ago before people got use to the scum.

    I think your having a major misunderstanding here. Your MMR is not the same as your emblem. Your MMR doesnt care if you get 8 hooks or 0 hooks, all it cares about is kills. If your constantly letting survivors go, you're tanking your MMR and ensuring your in the lowest ranks. That doesnt give you a very good idea on things when your facing survivors who are also at the lowest ranks.

  • @Foggyguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001300#Comment_4001300

    Right I'm not gonna continue this until you stop deflecting. Yes or no, is this stronger than a four man gen rush build?

    Its really not an and/or thing here. Thats like me saying which do you want, tunneling or slugging. I think its not unreasonable to expect a killer having counterplay options to the things survivors can do. I also am not a fan of stacking effects in perks and addons in general. The fact a survivor team can finish all 5 gens in the first 3 minutes isn't something I think should be possible because it really throws off all attempts at balance and requires no interaction with the killer to do it.

  • @Foggyguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001280#Comment_4001280

    I really don't see the issue here. Yes or No, is having more survivors on gen stronger than this or no? Personally I don't see how anything you are saying is stronger than four survivors running gen rush builds it just seems like you don't enjoy having to deal with a different playstyle.

    Im fine countering other playstyles... the counter though is being removed. The counter is slugging until you no longer have people hovering around preventing hooking. Slugging mind you already has a basekit counter, which is the same basekit counter to hooking. Your teammate gets off gens to come get you back to your feet.

  • @Foggyguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001272#Comment_4001272

    So… your complaint is that you have three people not doing gens? Also you can still slug people with the changes it's just not as strong. 90 seconds is an eternity in game time. If you don't believe me go afk at the start of a match for 90 seconds and see if you win or not. If you can't get another person down in that time and then hook them that's on you.

    If it was 90 seconds per down, you'd have a point. Its not though. It doesnt even have to be 90 seconds one go to unlock that. Slug someone for 60 seconds even and they'll pick themselves up next time by the time they fill their own recovery bar.

    This is of course while ignoring the basekit tenacity. If you take your eyes off the slug to handle their teammates, they're not gonna be in the same place 15 seconds later. They're gonna be hiding in a bush while their 90 seconds total slug time is filling.

  • @Foggyguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001259#Comment_4001259

    Really? I thought that most killers thought that was totally okay because that's the response to dealing with tunneling and slugging? Just bring perks ahead of time to deal with it. But I digress, I'm sure your not one of the massive hypocrites who were against the tunneling and slugging changes of course.

    Anyway, I'm just gonna cut to the chase here. What is more powerful for survivors? Sabo or just having more survivors on gens?

    depends on time spent. If you have 3 ppl following the chase the whole time, obviously no gens are getting done. As long as you leave at least 1 person on gens though... the killer is effectively stalled completely if they arnt allowed to hook or slug. You can't really be against slugging and call it boring, while ALSO allowing gameplay to deny hooking. Those go hand in hand.

  • @BigStan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001151#Comment_4001151

    I never said I never kill anyone. I said I usually don't.

    Out of tunneling, camping, and slugging, I do slug. I have stated such in this thread. When I find someone that has two hooks already, I slug instead of kill them. It would be too hard if I just always let people that are two hooked run unchecked. Better they take a quick nap instead of being removed from the rest of the game.

    Yes, I cannot go above rank 1 for gold with this playstyle. I imagine this does impact my MMR in some fashion. There's more that goes into MMR than that, but I understand the simplicity. I am more than happy to show you me playing against iri 1 people. If I do and you see that I am not just good against babies, will you concede that the nerf is not a big deal?

    Even if you just USUALLY dont kill anyone, your still purposely losing over and over. Thats like an Overwatch player at the bottom of bronze saying their opponents arnt THAT hard, so everyone is exaggerating.

  • @Foggyguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001170#Comment_4001170

    Real question. Why not? The survivors are spending a long ass time off of gens to do this strategy that's only somewhat viable because of the changes and is hard countered by just throwing on agi or heck even franklins if they try to bodyblock the hook. So again, do you want survivors to keep gen rushing or not?

    I can't go back and equip a perk if I find out the survivors decided to do a sabo approach. Your question comes across that I should just auto-lose if a team decides to do this and I dont have the perk to counter it.

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