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Marc_go_solo

Marc_go_solo

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Marc_go_solo
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  • Nurse is overall more powerful because she can break the rules of the trial. An excellent Nurse player is like a homing missile, which requires a lot of skill and even more luck to beat. Blight is powerful, but doesn't break the rules. He relies on speed and confusion, but a cool-headed player has more of a chance against a Blight.

    As for the win streak, it is an impressive feat but people shouldn't look at it with the feeling one cracked player represents the majority average players out there. It's simply fallable to consider this representative of the playerbase.

    Also, as a side, I'd like to see a streak to not include dc's. If one person throws their toys out the pram early on it cascades. Even as killer I don't consider those matches a win in the true sense; to quote a fun quote from Dr. WHO when the Cybermen asked the Daleks if they were willing to go to war with them, the Dalek replied: "This is not a war. This is pest control".

  • @MrPeanutbutter said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410035#Comment_3410035

    Does anyone know if this source is trustworthy? If so, then that’s great - I would love to see reliable counts on all platforms. This one is a bit sus, though

    The source is an estimation based on data. By "estimation" it doesn't mean there are numbers picked out randomly; the playerbase is around about this figure.

    However, it does include all platforms, so mobile is included, which another forum member reliably informed me is effectively a different game. There's also the free Prime accounts.

    Yet, whilst it does take into account those figures, it still shows a huge amount of players who play this game. Another source states between 500,000-700,000 players play on average a day, which is in line with the monthly average the site shows, so there is correlation.

    In summary, don't take this as the perfect figure, but at the same time it's a more accurate representation of DBD as a whole, rather than the Steam Chart which only shows a small portion of the base. In the end, people ought to not base their "DBD is dying" beliefs based on what figures are out there, because a true, 100% perfect figure is simply not possible. It's just better to have more than one source, as this does offer a decent estimate.

  • Dredge. The Dredge is just so much fun on console, or at least I found it to be.

    Otherwise, Wraith is an nice, easy pick. Oni is tricky at first, but rewarding once you get used to him and learn. The Artist is also a good choice.

  • It is the easiest way.

    However, I wonder when many people (not saying yourself, just generally) who play as killer become frustrated at the game and survivors are those who use this tactic to get higher up mmr, only to then come across survivors well above the killer's skill level, because the tunnelling and camping quite simply doesn't allow those killer players to improve (because it is easy). By struggling to improve mmr by any means, they ultimately may make their experience miserable overall.

    I do think that BHVR need to change the winning criteria to hooks over kills for killer. Likewise, for survivors they need to make the criteria more about their overall average in the 4 criterias they are scored in, rather than escapes alone. This may result in a healthier view of the game overall.

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410057#Comment_3410057

    https://us.v-cdn.net/6030815/uploads/B6CE74RI86T6/grafik.png

    That suggests they do include mobile in the stats though.

    The big point stands tho: there are some trends / impacts that are so universal and/or drastic that they show in the stats (as in: in the stats of different stat sites) even with all the incomplete or inaccurate data.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410053#Comment_3410053

    Might differ depending on how you look at it - but to me DBD mobile is so drastically different that it is essentially a game of its own that happens to share the name of the PC/PS version. It's incomparable.

    However, as I said: if a trend shows across stat sites that, to me, reads like something that is universal/significant.

    --- Is dbd going to die anytime soon? I doubt it; regardless of how incomplete/distorted the numbers are, you don't have to search long to find the community being active and engaged and you don't run into the ever same people in game. That to me reads: the playerbase may be smaller atm but in a healthy range. However, looking at steam and looking at that site I am also very sure the last chapters & changes were received overall negatively.

    Oh yeah, I agree the last chapter was a dud. That was half a million loss in players, based on that website.

    I guess what I'm trying to do here is offer more sites and information to look at when looking at the state of the game. People have often refered to Steam because that was all there was. Then assumptions were made that, if it went up or down there, then it must be the same elsewhere. We have no evidence other than guesswork to declare that. At least this website offers an alternative.

    Not saying you're saying this at all - you're giving a good counter-argument - but if people were to dismiss this site completely I'd say that would be a big error of judgement. I'd rather an estimate of the whole (which will still have basis on data) than achart which only analyses one small part of the total playerbase. At least there's somewhere else to look at stats that people can refer to.

  • @Peanits said:

    Just a quick note, while this site is more inclusive, it's not necessarily accurate. Dead by Daylight is on a lot of different platforms, most of which don't have publicly visible player count information, so a lot of what you see there is an estimate (as the page also says).

    It's neat and all, but I wouldn't read too far into it. Even Steam player counts aren't too relevant these days since the game was given away for free on the Epic Games Store; many new players will naturally end up playing there instead of Steam because they already have the game on Epic.

    It's still a more inclusive estimate than Steam and although it is estimates, it must be getting data from somewhere and this still offers another set of stats. If anything the estimate is still more accurate of the entire playerbase than Steam is. I'd just say that using Steam as the basis for any stat-based argument isn't reflective on everything overall and people need to start thinking awau from that.

  • @Halloulle said:

    The issue with that site is that it is too inclusive. As far as I can tell they also include the mobile players. But since that's an entirely different thing (different devs, different mechanics, different player-pool etc.) it should not be included / should be displayed separately.

    I do think dbd mobile is doing much better than the other cross-platform enabled version that is for PC/PS. But even with the aggregate data from that site and whatever distortion comes from mobile being included, the big trends are present there as well.

    That's not a failing though. It shows the popularity of the brand. If people went by Steam alone the figures there are even more distorted of the entire plauerbase since it's so specific. I'd still say the numbers here are a far better representation of the entire playerbase than Steam.

  • @Steel_Eyed said:

    If those numbers are accurate that is truly impressive.

    I think they're as accurate as possible with some margin for error. It illustrates a different picture to the current belief given by Steam charts, although you can see the hit to the playerbase it took from Skull Merchant. Nearly half a million loss! But it's still healthy.

    I'd use this as a more relevant chart than Steam.

  • The Steam chart is a poor indicator of player numbers. Use this stat chart instead, because it takes into account every platform:

    https://activeplayer.io/dead-by-daylight/

  • Excuse my ignorance, as I'm guessing this is Steam and I'm Xbox, but do you have a button where you can record footage of the past couple of minutes? Xbox has that, so if anything like that could happen I could just rewind back to get the name. The anonymous bit is annoying, but maybe the timestamp or something could help? Am unsure though.

    Also, stick this in the Feedback section. Mods are more likely to read this there.

  • Was this video from using a mod? Because he had the perk "Lethal Pursuer", which I don't think was around before the Stranger Things licence was removed.

  • Nope. One guy with potentially little else to do with their spare time other than go for this streak does not warrant a nerf based on that information alone.

    If BHVR wanted to change the "meta" of killer tiers, such as they are doing with perks, they should not do it based on one single person.

  • I read somewhere - and sorry, I cannot remember where - that the devs are looking into an anti-camping mechanic. I don't know how it's gonna look, but no skin off my back since I don't camp anyway.

  • Amongst the plethora of things that should be done, at the very least dramatically reduce or remove the Exposed status. I've no issue with the tracking, but Exposed lasts obnoxiously long for such a brief moment with the drones' radius.

    Personally, the drones should be altered so that all they do is track when stationary (and only by using the tracker - no killer instinct or aura-reading), but make them more mobile and auto-chase a survivor (with limitations), thereby preventing the 3-gen issues.

    In return, maybe add a meter whereby after a period of time of observation, the drones can become hostile and attempt to ram into the survivors, causing damage, but also eliminating that drone temporarily.

    ... or get rid of her. The Knight already is a similar but fairer style (not great, but as a one off the Knight earns his place). Also, in a time where killers ought to chase more, bringing in killers that promote the exact opposite doesn't seem fitting now. Chase and/or stealth is what killers should be moving towards.

  • I always randomise my build every match, so it always changes. DBD Randomiser is too much fun for me to drop!

    However, perks which has served me pretty well throughout my trials have been: Autodidact, Quick and Quiet, Bond and Bite The Bullet. Those are the 4 which, when they appear in my build, get a lot of success out of.

  • From the UK here, so my experience is based on that server (unless I'm thrown on the German server, as a fellow player said it could be).

    This weekend has been the best weekend I've experienced since I can remember. This isn't just my games as both killer and survivor, but also the post-game chats. I'm on Xbox and everyone I've integrated with has been really positive and friendly, whether they won or lost. I've had some tough matches against brilliant opponents, and have experienced little in the way of tunnelling, camping or bming from survivors. Even teabags during game felt more like tactics to chase, which I did because that's what makes this game fun.

    Basically, what I've noticed as killer is just to chase. Even when gens are donw and I hook a survivor there's no interest for me to camp - I just go hunting! This has actually been advantageous in some games and of course, a couple of losses, but the game doesn't feel like a loss now to me.

    As survivor, it's tougher and requires more patience and coordination. As soloq it's tougher, but my fellow survivors have been working well as a team through a vast majority. I've even had a streak of 9 escapes in a row (which was ended by Nemesis, of all things!), of which 2 were hatches and one was pure luck with the gates versus a Bubba.

    Overall, I am loving this patch! My last 5 killer matches were 4k,0k,4k,3k,3k, and last 5 survivor has been 3 escapes (1 by hatch), followed by 2 deaths - I had it coming, but it's still been fun!

  • @KenwanObinobi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3408521#Comment_3408521

    It is not cause high MMR is not SWF and the MMR range goes from 1600 to 3000 :)

    So high MMR does not mean anything. Fact is a good killer cannot win against a good SWF when there is no perks/items restriction.

    Kill rate in tournaments is not that good while there are forbidden perks, unique perk usage and unique item usage without add-ons and still the survivors have the upper head.

    And the stats do not mean anything as the kill rate is inflated by hard tunnelers.

    Good thing I never mentioned stats then!

    There are videos online alone which show a good killer versus good survivors and the killer winning. And that is a tiny portion of all games played.

    Also, we're not talking competition level here (although even some of those have been killer wins, restrictions or not). I won't argue either way whether it's survivor or killer with the upperhand, but again those high level games it would just be 0k every time, which it isn't.

    Regardless, competition has got nothing to do with regular games and I find it confusing when this is brought up, because it's irrelevant to the 99% or so of players who are not in competition.

    My own opinion is that if exhaustion perks were a massive problem, then every killer would be getting 0k or 1k. It's not happening in that way. And I don't find it a problem personally, so I am certain that's the same for many, many others.

  • I'd say that grabs should still be a thing, yet I would also add that if a survivor is grabbed whilst healthy, then if they somehow escape they should be healthy after. Afterall, the killer is grabbing then and not hitting then with a weapon. Same with injured.

    A grab normally results in a hook anyway, so on a rare occasion a survivor does escape they can escape in the state they were grabbed in.

    A killer who grabs a survivor who is healthy can choose to drop them, in which case the killer can throw them to the floor to cause then to become injured.

  • UK server here. It's pretty rare in my experience, but has happened. As a percentage, maybe 4% of my games? 1 in 25?

  • From the UK servers this hasn't been my experience. Team mates have been decent (competent at worst) and killers have mostly been spreading the pain instead of tunnelling and camping.

    As survivor, my last 6 trials have been escapes, with 1 being a hatch and one getting lucky with the gates at Mother's Dwelling versus a Cannibal. The other 4 have been escapes with other survivors. The killers I faced have rarely tunnelled and only camped once gens were done.

    As killer, it's been up and down in terms of results. Surprisingly, the only result I have not got is a 1k. Yet they have been irratic, whereby one trial I would get 4k, immediately followed by 0k, before climbing up to 4k after. The toughest team were 3×P100s and another high prestige player, which ended as a 0k with 4 hooks, but I still had a lot of fun (also of note, until then I had doubts over prestige, since some previous P100s I faced were worse than some P20s or 10s, so for me prestige isn't always accurately representing skill). However, it's always been fun.

    As a time stamp, I played Saturday afternoon for a few of hours and an hour at night (I'm older, so nightlife is not for me anymore :D). Not sure how many servers serve the UK or Europe in general. However, this has been my experience and it's defibtely not been boring. Is this a regional thing?

  • @KenwanObinobi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3408090#Comment_3408090

    A chase is won once it lasts around 1 minute... so basically every chase at high level.

    Were that the case then every match at high level would be a 4 man escape. It's not, so exhaustion perks are not a problem that needs looking at.

  • Looks more like Felix is playing leapfrog with Mikaela and has just buggered up his go.

  • They're not a problem. They function as really a once-a-chase aid against a killer, which also benefits from a faster base speed (except Nurse, although she easily compensates for that), bloodlust, perks, their powers and unique add-ons which may also grant speed increases or slowdown.

    If survivors no longer had exhaustion perks, killers would become overwhelming and some even will have no weaknesses a survivor may gain an upper hand with.

    Finally, every match I have as a killer has exhaustion perks. If they were that much of a problem, I'd be losing every single trial. There are plenty of counters and plays throughout the trial, which cannot be won on the basis a survivor used Lithe once through a vault.

  • So long as it's a killer of sorts then anything goes.

    There would be limits, of course! But honestly there are a fair few killers that - although won't ever be in DBD - could still fit from non-horror or spooky franchises.

    Finn Kelly (Neighbours), Judge Doom (Who Framed Roger Rabbit), Sweeney Todd, Villanelle (Killing Eve), Adachi (Persona 4) ... all technically would probably look out of place in the game, yet in a realm where the Entity has taken many, many more survivors and killers than what we see, each of those would easily be around somewhere, killing happily.

  • Hillbilly player currently, on the UK servers here. Trials have been working better than usual. Gens are a little quicker, but not ridiculously so. Matches I've won feel earned and trials I lose I can put down to either being outplayed or making mistakes. I also play with randomised builds every trial, so maybe I've been used to relying more on playstyle than perks, so if anything this feels better.

    However, although I can't empathise with your scenario, I do feel maybe the matchmaking is a little skewed? My penultimate trial today featured my Hillbilly with 2 perks (one I think was Septic Touch) versus 3×100P and 1×87P survivors, which went about as well as expected and was happy to get 4 hooks honestly! Still a fun trial though and got some helpful experience.

    Basically, might matchmaking be off for you? Otherwise, it's more a case of adapting and what helps me is aiming for hooks and hinting over kills. Ironically, I tend to kill way more with that mentality than I did when trying to secure kills.

  • He's a lot of fun to play now and it's just so great to be seeing more of him also. He's certainly one of the most exciting to face, alongside other chase-based killers.

  • Deja Vu is heavily underrated, especially when trying to avoid 3-gen situations. A great, strategic perk.

    Forced Penance is very useful. The fact you don't often get feedback from it is what can put some off, but especially against Boons or healers it greatly stalls them.

    Spies From The Shadows is unbelieveably useful and has even caught people so off-guard that I've been accused of cheating for it. Because it's not often used as a location perk, it's surprising how much use it gets.

    Dark Devotion, especially with a killer such as the Dredge, can cause some chaos, if you are willing to give up a chase. The effect can be very profitable.

  • It is possible to bait out, but it is also a mind game between the 2 players, assuming the auto-cheat isn't in place. I'll twitch my killer or nod quickly which can catch out some. I've been outplayed and succeeded in landing a hit against the same player using DH in the exact same match on several occasions, so it's definitely involving some element of mind-game from both sides.

    The point is the perk will not protect the survivor some of the time and will other times. A perk isn't supposed to be fool-proof, but neither is it supposed to be useless. It was nerfed of its dash, which is what most people complained about it for originally. It's weaker than what it was but still useful when either winning a mind-game or simply dealing with some killers who are just hitting without thinking.

  • There's still potential for both. I don't think they're failed, but I'm surprised it's been a while since any have been updated as such.

  • I feel tunnelling has no real fix above being more aware and perks. Any fix would be to such an extreme that other aspects of the game could suffer terribly.

    There are better tactics that could be used to avoid it. The simplest is to wait until you know it's safe before unhooking. People still unhook under the killer's nose and of course a killer will target the unhooked survivor because it makes sense and requires a bit of patience.

    Perk-related protection like Decisive Strike, Off The Record and Borrowed Time should be used if experiencing tunnelling more frequently in trials. I'm still in favour of bringing DS back to a 5 second stun, since it doesn't activate in the endgame.

    Also, if unhooked I've found bodyblocking using that temporary endurance state (again, unless used with the right perks) is very stupid. The killer will just wait it out, knock you down and send you right back to the hook. If someone wants to use that tactic, come prepared.

    BHVR have done a fair bit of changing towards tunnelling, but they can only go so far in gameplay. They could make more aggressive, anti-tunnel perks. Other than buff DS, perks could be made to grant an extra hook state for a survivor if hooked within, say, a minute since being unhooked. Alternatively, create perks that reward safe unhooks, such as if unhooking a survivor and then healing, gain a gen buff increase.

  • Currently, I'm also playing "A Sunless Sea" which is a rather fun, nautical exploration game that feels a mix between Lovecraft and Terry Pratchett. It's about exploring the Unterzee deep within the Earth and close to Hell, when London was abducted by bats and dragged deep down and people described this event as "terribly inconvenient".

  • Because it was still waiting for the cooldown for the gloaming.

  • It's possible the concept of time doesn't exist. People may have been in there hours, yet felt like years and vice versa.

    Also, the multiverse idea of many worlds being affected could mean that Dwight's world had been around much earlier than Vittorio's world, so at the time humanity had evolved up to Dwightism, yet on another world they had barely made it to the middle ages.

  • Werewolf, although the Mummy is a close second.

  • I don't feel this could be well implimented. Unlike the map changes which prevents a repeat, killers are chosen differently. If you had 4 survivors who each faced a different killer, then the queue could be forever if killers are prefering a select few, bearing in mind this will be happening in many trials. It's hard to see this working, although it's a nice idea to have.

  • I'm not that fussed about this.

    However, as a perk idea, this could be a useful tool. Although there would need to be tweaks to it.

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/368331/ormand-upper-floor-hook-request

    You could always slug them

    I mean, it seems that's what they're asking for anyway

    I had to with this one. Which meant they could do nowt but bleed out. Uninteresting for me and, as much as that survivor knew what they were doing, it's not exactly fun neither. And it encourages toxic behaviour, especially in post-game chat. I didn't get any and neither gave any, but I've read chat where it did occur.

  • They've made a great game that has stood the test of time thus far.

    They've also continuously tried to balance what is, in effect, a game which cannot be balanced by its asymmetrical nature.

    Most of all, for me, they've continued to put a lot of love, dedication and hard work into a game to please their player base, despite the moaning, entitled, bitching, juvenile responses they've had along the way. There's a difference between constructive criticism and being a twat.

    They have made a couple of missteps, such as the nft debacle, but they rode through it. For a game people have said is "dying" for years, it's surprisingly successful.

    Ultimately, this has become a genuinely memorable game that will be remembered. It's also a game that has survived years despite one huge factor that they have not been able to change: a toxic fanbase.

  • Onryō: Both as and against. There's a lot of missing potential in her and I love jump-scaring or phasing through people out of nowhere.

  • No, I never dodge lobbies. For me, if I see a lobby of 4 flashlight survivors I'd still want to play as that's how I learn. In many cases, it's no where near as bad as it was first thought. It's how I get better.

    As survivor, I'd never dodge because a survivor doesn't have a high prestige. It's elitist and dumb, especially since the prestige is per survivor, not player. A player can be starting as Jonah, but has prestiged every other survivor to that point.

    Honestly, I'd be happy is they got rid of the ranking being viewable at the start. It does nothing other than make players react with prejudice.

  • It's that lack of open-mindedness which is the biggest problem with DBD. A lot of finger-pointing is thrown at the devs, but the attitudes of a fair few players is the main problem with the game. Sort that out and people will be surprised how fun this game actually is.

    I've been fortunate enough to have some games, both as killer and survivor, against some great players who have also had great attitudes. In one match where I was starting to try the Dredge out (love that killer!) I had one player compliment me and even apologise for a "gen-rush build" they were "experimenting with". I said they should never apologise for doing their objective and that I need to improve my early game, not them alter their style.

    It's about accepting that if mistakes are made, the only thing a player can do is learn and improve. Not just rant at everything else being the problem.

  • @Sonzaishinai said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372630#Comment_3372630

    Problem is that when they dodge lobies the matchmaking scrambles to find a replacement fast and favors speed vs fairness at that point.

    If you ever hear from 1k and up hours getting matched against new players it most likely is cause their first opponent who matched their skill has dodged the lobby

    People always complain about mmr but they completely screw with it at the same time

    I can only comment from my experience and that has never felt to be the case. Besides, the amount of killers/survivors who are available within the mmr who play every day in each region must be massive enough to deal with that.

    Lobby dodging isn't an issue for me. It's the way people play in trials to deliberately affect their mmr that's the main problem. From my experience, this is far more common.

    Unfortunately, until people grow up, this will continue to happen.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372630#Comment_3372630

    Dodging lobbies seems to massively negatively impact match quality.

    I can only comment from my experience and that hasn't been the case from my trials.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371036#Comment_3371036

    -"There is a viable way of making them more evenly distributed without creating even more issues."

    Some of the maps in DBD already have fair map distributions. Largely speaking the only fair maps are those that are smaller than 9000m².

    Small maps allow killers with normal speed to patrol and chase without issue. The same killers on a large map must immediately play : 3 gen or gtfo. Nobody enjoys the game that follows. Any map that has a "3 gen or GTFO" map scheme is not fair. Any map that has stupidly linked tiles is not fair. Any map that has way too many pallets is not fair.

    Each of these three reasons makes Dead Dawg, Coal Tower and "The Game" unfair maps even though they are small sized.

    Wrecker's yard is literally the perfectly fair map. There are multiple possible 3 gen locations. The map has strong pallets but not too many. The map is small so at least once per game you will be chasing player one and end up chasing player two as well. That "double" chase effect is what makes DBD fair as a 4v1 game. Large maps completely delete this as an option - so the killer just tunnels and 3 gens.

    First of all, you need to copywrite "3 gen or GTFO maps". That's a great phrase!

    I hear what you're saying and absolutely agree on larger maps a Trapper has to adopt that sort of policy, unlike a Nurse. It's the safest solution for a killer to save running about as much. Not to say that's impossible, because people who have played Trapper have won on larger maps. Their tactics just change.

    Back to the rng aspect, on larger maps it can still be altered. Taking into account what you've mentioned, larger maps would probably need a min/max distance implicated. There has to be a sweet spot between making it fair for survivor and killer. It would be easier to impliment than redesign the large maps again.

    Also, you made an interesting point about the excessive pallets and also those link tiles. There could be an rng element to that too that could be introduced. Maybe also add some more types of tiles which are less intricate or change the value of how many pallets there are based on map size.

  • I agree there needs to be some change, but at the same time the 2 Skull Merchants who used this tactic that I've versed have been beaten. I'm not sure what skill level they are though and 2 is a very small number. Yet it's not impossible.

    I'm more in favour of changing gen rng so that they're spread out more, although a change to the exposed status with the drones (so that if drones are less than x distance apart, only one with have the exposed status) could be worthwhile.

    It may also benefit the Skull Merchant players, because she has more variety in her abilities than simply standing by a 3 gen.

  • I rarely see any lobby dodging and I never dodge myself. However I don't see a problem with dodging lobbies, especially if someone has been having a crap time of it and the flashlights cause them some anxiety. It's if someone disconnects during a trial which vexes me (although sometimes that cannot be helped).

  • Nearly every perk has its place. Not saying that changes are not needed, but every perk has some use. Sometimes, a perk doesn't give much feedback that we may not be aware is actually working, like Blood Echo or Deathbound.

  • I have to disagree here with regards to your comments on the gen spawns. There is a viable way of making them more evenly distributed without creating even more issues. It's already a system in place with the sacrificial hooks.

    The hooks currently have a set distance they need to be minimally spaced between each of them. The branch offerings either increase or decrease the spacing and there are many around the map. There are only 7 generators to take into consideration.

    The same system can be put into place for the gens. It may already be in place, but if so the values clearly aren't correct. RPD is a perfect example, as I shouldn't need to use just one flight of stairs to get to 1 gen from the other. Each map could have a distance value between gens in relation to its size. It's a method that would balance it better, IMO.

    As for the Skull Merchant, perhaps put in place something to make the exposed part fairer. With 3-gen situations, her drones can more or less guarantee an exposed status along the area. Maybe have an RNG in place for how far drones are apart to activate exposed? That way, the Skull Merchant has to choose between information gathering and fast knockdowns.

    3-gens is a valid tactic and you're right a change to the Skull Merchant is needed, but gens can be looked at and a better RNG value on them would make the balance fairer.

  • A couple of people here seem to have missed the point: it doesn't just concern endgame chat, but the abuse OP's friend is getting on his profile from people they don't even know who just so happened to follow the streamers. Basically being harrassed away from endgame chat and spammed with abuse.

    This is like the abuse people get online on social media, not just some endgame barmy done by a bunch of juvenile pricks, so either a couple of the comments here have not bothered to read the main OP bit, or are victim-blaming (which is disgusting).

    Hopefully your friend can get some peace, now they're on private. He could do with some help if he's considering self-harm as I reckon he has more going on than just this game. Best of luck to him.

  • Killer perks:

    Scourge Hook : Silence is Lonesome: You desire for survivors to embrace the loneliness, free of the burden of others.

    4 hooks become Scourge Hooks in the trial. Whenever a survivor rescues another from one of these hooks, the rescuer will no longer be able to hear, see or interract with any other survivor. They will be notified of where a glyph appears on the map and will need to interract with the glyph to remove the silence. However, the survivor who is rescued will gain an additional 6 seconds of haste and immunity.

    The glyph will spawn randomly within 40m/80m/120m away.


    Tunnel Vision: Those you stalk you wish to see the world through your eyes.

    Hitting a healthy survivor with a basic attack inflicts the survivor with the "tunnelled vision" effect. Within 5 seconds, the survivor's viewpoint changes from 3rd person to 1st person. This affect lasts for 20 seconds.

    The perk takes 60/50/40 seconds to reactivate.


    This Slaughter Life: Swat the flies about you!

    Whenever there are 2 or more survivors within your terror radius, this perk activates. You can now swing your weapon without a cooldown for a missed hit, and a 20%/30%/40% cooldown reduction for a successful hit. The affect lasts until only 1 survivor is in your radius.

    There is a 80/70/60 second cooldown for the perk. Whilst swinging, the killer's speed is reduced by 0.2/0.3/0.4m/s

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