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Massquwatt

Massquwatt

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Massquwatt
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  • Everything seems fine altogether steadfast should just be reworked into something entirely different. Buffing it risks having some really stupid interactions with stuff like hyperfocus, bardic inspiration, one two three four, stakeout, etc.

  • I think the issue was that Fast Track was honestly pretty strong. Gain stacks passively through your teammates getting hooked that could be cashed in for perma progress on generators is a pretty huge equalizer in the flow of a match, especially if multiple people are running it. Killer's "losing" perks either give you incrimental buffs or specific effects at the end. Like sure, Fire up gives you a pretty nifty buff but you don't actually get the full value out of it until all the generators are done and that's when you're at your weakest. It's just not comparable?

  • Voice comms should never be added into the game. Given the kinds of people that play this game and the horrendous experiences you've had with them, would you honestly want to actually hear their tantrums over voice? Absolutely not and as 98% of the rest of the playerbase wouldn't. It'd just be a feature that most, if not all people would immediately disable anyway.

  • I would much prefer them to remain as independent NPC's because I think they're far more interesting that way thanks to their behaviours. Outside of cleaning up behaviours and pathing I do think having a dedicated button on cooldown that kills all the zombies on the map and respawn them would be very nice, especially for depleted ink ribbon.

  • We already have an abandon system that allows for free DC's at specific outcomes and that's fine. We really shouldn't be advocating for no DC penalties because practically, it's going to lead to a lot of matches just being half bots or worse and nobody wants that. Secondly, other people do play the game and we have to respect each other's time because it's only fair. Your average dbd match goes 10-15 minutes. This isn't like Dota where you need commit 40+ minutes to a match, if you can't tough out a single dbd match because you aren't having fun then I hate to say it but you should probably take a break from the game for a while.

  • Excessive/mass slugging rarely ever happens so I don't see it as an issue. In regard to tunnelling honestly all we need is a 5 second unhook notification delay. Long enough to allow the survivors to get away and reset but not long enough to allow under the hook healing with impunity.

  • Ehhh from my experiences versing him it's pretty fine. Rules against Nurse pretty much apply with Vecna, lose line of sight, move and route in weird and unpredictable ways to make it harder for him to hit you and so forth. Increasing the cooldown of his ability just means they'll reserve it for garaunteed hits making him far less fun to go against.

  • @Defnotmeghead said:

    I mean, there are a lot of interactions that are basically useless untill you consider 1 aspect:
    If the mushrooms only respawn when you lose your body, you can infect all 4 survivors once, force them to eat mushrooms, infect them again and now 3 of them are permanently broken. Infect the final one by turning into headform and hunt him down, and start slugging.

    It would basically be like facing Demon Strike Oni the entire game.

    That sounds like an incredible amount of effort and luck to make happen and at that point you're just better off playing Plague since it only requires 10% of the effort with real dangers of cleansing. I think they need to rework Krasue's infection mechanic slightly to make it more dangerous outside of chase.

  • Either give distortion more tokens or reduce the chase time needed to gain a token.

    Make it toggable to allow the user to consume stacks when they want to.

    Give the perk a visual indicator to let the user know WHEN their aura is being read when the perk is turned off.

    These changes will make distortion better overall and give added agency to it's users without it undermining the rest of their team. The old distortion was just simply too unhealthy if you didn't use it.

  • I will once again say that we should have a low-priority queue for quitters with an optional ability for regular players to join the queue for BP incentives. The best to prevent quitters to have them play with other quitters.

  • It's just not very practical. Behaviour are already having to balance perks around 30 killers, individually tailoring certain perks to certain killers is just even more balancing on top of that and it's just way more work for arguably little gain.

  • I don't know about reworks but I saw somebody here had the idea that hooking an infected survivor keeps the infection, however it get transffered to the person who unhooks said survivor so that would be a pretty nice change.

  • I'd rather we keep haddonfield in some form regardless of balancing, just for variety sake. We don't need less maps in this game.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4042527#Comment_4042527

    Or, in the case of totems, only make them give you progress on your stack when you complete the action.

    Which I seem to recall is already the case for AFK detection?

    You can absolutely do that, however it's just a lot easier at the end of the day to keep the activation to just a single action for the sake of balance and intuitiveness. If you don't want chases then I propose gaining stacks off soley repairing generators. 30-40% of generator progress to gain a stack of Distortion, that way it still requires a substantial enough cost and prevents any potential cases of perma-removal of your aura.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4042382#Comment_4042382

    I'm gonna say no on the conspicuous actions because numbers wise that's a lot harder to balance around.

    How?

    Even with 100% uptime, Distortion is not overpowered. It is a counter-perk whose power is limited by the build opposite it. It only ever blocks aura reading and returns the game to the default state.

    The problem with balancing around that is by this image alone the times vary wildly depending on what you're doing, having the requirement to gain a stack be too low then people can effectively just sit on gens or abuse totem blessing to gain "technically" free stacks of distortion.

    Why would 'free' stacks of distortion be a problem if they're contingent on survivors actively engaging with the game?

    'Perk functions if you play as normal' doesn't read like a problem to me.

    Frankly, it's just easier to keep the chase requirement because you're paying for the stacks by putting yourself out there in the killer's attention. A simple give and take.

    Not really. A perk whose only purpose is to keep the killer from finding you with zero effort requiring you to let the killer find you in order to function is essentially an oxymoron of game design.

    After thinking about it some more, it can still get abused. If progress it measured purely from time spent doing conspicuous actions then somebody can just cleanse a dull totem to 90%, stop and redo it again to get stacks which would quite literally be a case of somebody doing nothing useful to use a perk. You either have to ratchet the requirements up so you'd have to have to do generators to gain stacks making everything else moot or you leave it at chase time which is a far easier measurement to balance around.

  • @Terror_Misu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4042349#Comment_4042349

    Distortion isn't dead, the perk still functions as advertised it just has different conditions to it.

    It's dead for a lot of players. It's dead for what it did vs what it does now. It's dead because the condition for getting tokens is literally against the reason to bring it in the first place. I know one of the jesters here on the forums is a highly positive advocate for current distortion being just fine. I disagree completely, as its not doing what it needs to do. There are other perks that simply do it better now. So I disagree, distortion is dead to most of the player base.

    You can advocate for numbers changes on it's current iteration whether it's more stacks or less time spent being chased to get those stacks back, the fundamental problem with old distortion was that it was a very passive perk with very passive conditions to it (just being in the killer's terror radius and not getting chased.) and because of that, it promoted very passive game play for the survivor using it.

    And uh.. why is this a 'fundamental problem'? Ill need you to define this as it makes absolutely no sense here to me. Passive play style? Stealth would be the term, and when you call it 'passive play style', you're just trying to dump a negative connotation to the term. It's stealth. People can abuse this of course, but that goes for anything in the game. So if we're nerfing things that can be abused, what kind of game is left? How was Distortion causing dbd to be unplayable that it needed to be gutted? Still waiting on this from anyone.

    Rats? Do you mean rat play styles? Distortion had nothing to do with it, its being done even better these days (again, without distortion), and once again, a group of players lied in the echo chamber and bhvr paid attention. IT was said Distortion getting nerf'd would fix problems. It didn't. The other problems got worse as there was basically no aura defense anymore. Now tunneling is the big thing to complain about. Was tunneling as big a problem pre Dist nerf? I cant recall but I'd wager there's a correlation, even if minor.

    @Firellius is on the mark with conspicous actions being the right call. It still encourages engagement as you claimed for your reasoning. It still allows the players to play stealth as they should be allowed. This literally fixes everything for everyone. But would you accept it? Will you find some mundane reason why 'that won't work.'? Genuinely wanting discussion on this!


    There were definitely correct ways to use old distortion as you highlighted but people's problem with it was for every person who used it correctly there were way more using it to just be passive.

    No, yet another echo chamber line. Please tell me where any of this information you just decided to type came from? Forum people? Personal experience? Its all Maurice crap. Again, this is the rat style you're referring to. It wasn't a pandemic, it wasn't out of control, in fact it was rare as hell across the board. It happens a lot more in new/low mmr as new players are… well, scared and terrified. That goes away after a few days of playing, but while its happening, its the peak dbd experience imo, and it only lasts a few days :(

    I think a good compromise for the perk is either we give it an extra stack or reduce the time spent being chased down to 15-20 seconds to get a stack back. Once again I am not advocating for killing the perk, I just want it to promote more engaging game play.

    I appreciate you attempting a fix. Its more than a lot of others here. But I'd like to hear your thoughts on @Firellius suggestion. The requirement of being in chase needs to go. The perk is literally made to NOT be in chase. Another BHVR single cell idea.

    And compromise? This is a survivor perk. What do you mean 'compromise'? We want to stop you from seeing our aura. You don't want that. The perk is not OP, only drowned because, again, 'rat playstyle'.

    I'm going to be as concise as I can, old distortion only encouraged passive gameplay, it was a blanket cover that required no input other than being in general proximity of the killer. I view survivor more of a team effort and that includes things like being chased, taking heat and sometimes giving up a hook state or two. I do not want the kind of gameplay that old distortion encouraged, I don't want stealth to be rewarded with more stealth and I've given my best compromise above your post:

    Reduce the time for chase to be 15 seconds to gain a stack.

    Distortion can now hold 3 stacks.

    Give the perk a special button to toggle it on/off.

    As a bonus, if the perk is toggled off the icon will flash red indicating that the killer's aura is in use.

    It'll provide everything that the old distortion does however, you gotta get chased a bit to earn stacks but once you do you'll have complete control over their use. The point being is that it'll provide you cover for when you need it the most crucial times, I feel like this makes it a far more active tool and far more rewarding one for both sides.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4042349#Comment_4042349

    Reducing the required chase time would really not matter for the perk's function. At that point, you might as well just make it directly require getting hooked, as there's little distinction between the two.

    The problem with this is that it competes directly with OTR, which also blocks aura reading after getting unhooked, and also requires you to get chased/hooked before recharging.

    Distortion should recharge off conspicuous actions, not chases.

    I'm gonna say no on the conspicuous actions because numbers wise that's a lot harder to balance around. The problem with balancing around that is by this image alone the times vary wildly depending on what you're doing, having the requirement to gain a stack be too low then people can effectively just sit on gens or abuse totem blessing to gain "technically" free stacks of distortion. Have the requirement be too large then Distortion is effectively rendered useless.

    Frankly, it's just easier to keep the chase requirement because you're paying for the stacks by putting yourself out there in the killer's attention. A simple give and take. If anything I think Distortion should be given an activation button so you can toggle it on/off at your own discretion so your stacks are only eaten when you want them to be.

    image.png
  • @Terror_Misu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041343#Comment_4041343

    Gaining stacks based on chase time is ultimately the better thing for it.

    Its an opinion, but it's not making the game better. At all. It has just as big a downside that something like Lightborn has: it could just be a dead perk.

    Using old distortion I'd argue was indirectly harming your chances at survival because if the killer focuses on people who can be sussed out by auras then they're gonna die faster leaving you with less options.

    Then I'd have you argue it. The idea that if someone brings old distortion, they're automatically a bad apple or directly/indirectly/inter-dimensionally hurting their team is ridiculous to me. Not saying its absolutely incorrect, I just believe it to be so.

    Now, less options? Nah, the distortion user would be cranking gens. Tunneling exists with or without distortion, and its much more effective, so your scenario is already happening in a more effective method. Also, and this is just a minor note, if the other survivors are outted and killed because I had Distortion, then hopefully they learn a thing about the game and can bring Distortion next time.

    Through my experiences, avid users of the old distortion weren't the kind of people to help share hook states either

    Some use it to be in the right place for a flashlight save. Some used it to stop Blight's ridiculous addon that reveals on bump.
    The list could go on and on. But all of them need to fall because 'Oh, had a rat in a game once. They had distortion, so that perk should die.'
    Rats still exist, just as they did, without the need for any perk in the game. Just another example of the echo chamber doing its job with BHVR.

    Distortion isn't dead, the perk still functions as advertised it just has different conditions to it. You can advocate for numbers changes on it's current iteration whether it's more stacks or less time spent being chased to get those stacks back, the fundamental problem with old distortion was that it was a very passive perk with very passive conditions to it (just being in the killer's terror radius and not getting chased.) and because of that, it promoted very passive gameplay for the survivor using it. There were definitely correct ways to use old distortion as you highlighted but people's problem with it was for every person who used it correctly there were way more using it to just be passive. I think a good compromise for the perk is either we give it an extra stack or reduce the time spent being chased down to 15-20 seconds to get a stack back. Once again I am not advocating for killing the perk, I just want it to promote more engaging gameplay.

  • Balancing and technical issues aside, Dead by Daylight's biggest problem has been and always be, the quality of your teammates (and lack thereof). The issue of having teammates who feel entitled to their defition of a fun match and either quitting or self-sacrificing when they don't get that is a problem that's only gotten worse over time and it's something you can't just balance your way out of either. I can power through against crummy killers but watching my teammates DC over completely winable matches just kills the enjoyment of the game and I feel like BHVR really need to work on new systems to curb this kind of behaviour. I truly feel like the game's community is at it's worst in a long time.

    If I were to put it into numbers, it's currently 30% balance issues, 30% technical and 40% attitude problems.

  • @Terror_Misu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041263#Comment_4041263

    And the idea a perk should be deleted because someone 'doesn't' bring it is absurd.

    And its not refusal to engage the killer, its trying to stay alive, which is one of the survivor goals. If the killer is running around trying to find players, seems like it's doing its job nicely. Which means its time to nerf the ######### outta it.

    I never advocated for it's deletion, I think it's currently okay-ish for what it does right now. Gaining stacks based on chase time is ultimately the better thing for it. Using old distortion I'd argue was indirectly harming your chances at survival because if the killer focuses on people who can be sussed out by auras then they're gonna die faster leaving you with less options. Through my experiences, avid users of the old distortion weren't the kind of people to help share hook states either.

  • I think the thing that people tend to forget with old Distortion was that it was a fairly popular perk so you'd have multiple people running it which isn't a problem unless you're one of the people who aren't running it so if you aren't running distortion along with the others you tend to attract the killer's ire more because well, you're the only one they can see. People on both sides can get pretty lazy with aura reading and I'd rather not go back to the days where I have to take the brunt of the attention because my teammates refuse to engage the killer and try to stealth it out.

  • It's been a problem for a while now and to BHVR's credit, they've managed to iron out most of the egregiously bad practices in the game but there's only so much that you can do outside of just straight up removing mechanics or heaping on more basekit perks to keep both sides happy. Everybody wants their fun matches but there's a large amount of people who don't want to put up with the bad ones and choose to DC instead, unfortunately you can't balancing around everyone's definition of fun but I'll keep saying it but the best solution to handle DC's is to just introduce a low priority queue. Don't lock people out of matchmaking, throw them into the low prio queue where they get to play others just like them and to keep matchmaking times acceptable in low prio queue give regular players the option to queue up for those matches to recieve extra bloodpoint bonuses.

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040364#Comment_4040364

    Infecting survivors around you still works to prevent them from body blocking you.

    Cleansing is "easy", but it still takes a lot of time and works for her as passive slowdown, because survivors need to travel to get those mushrooms.

    Eh I'd say the travel time is negligble to get mushrooms. As Krasue you'll be switching to your head form quite a lot in high traffic areas and doing that spawns mushrooms so survivors never have to walk more than a few meters to get one due to the sheer abundance of the stuff.

  • I really wish there were some more interesting management between the leeched status effect and the mushrooms. You much on a mushroom for 2 seconds and you basically cleanse yourself after a short while. You can't even really spread it around because as soon as you spit on someone and leave them alone, if they got a mushroom in their hand they're just gonna eat it. It's like if you gave survivors water bottles to fill up at Plague's fountains so they can cleanse themselves any time they like.

  • That delayed hook notification wasn't a half bad idea. Just have 3-5 second hook delay will do wonders, it gives people just enough time to move away but not enough to allow them to heal under hook with impunity. While it doesn't directly stop the killer from proxy camping totally but they have to dedicate more attention to the hook now rather than elsewhere like generators so it puts a bigger risk on the killer's side.

  • You can't really change Kaneki's power on a fundamental level without completely breaking it. I assume getting locked in place during a tentacle grab is mostly to the game's benefit because allowing the survivor to move around while getting grabbed would create some seriously awkward interactions at the best of times and things just straight up not working properly at it's worst. As for the hitscan BHVR have gone on to say that it needs to be like as they've tested the tentacles being projectiles and it just doesn't work and I'm inclined to agree on since I'd imagine trying to play Kaneki as a projectile-based killer would be the same as playing as Deathslinger on rocket powered ice skates. It would be an extremely frustrating experience. Unfortunately in terms of balance, the most you can do is number tweaks and slight alterations to his power, anything more than that is just straight up breaking his knees.

  • Honestly the best cure for killer anxiety is just good ol' fashion playtime. The more killer you play the better you get handling the anxiety, at a certain point you just unleash your inner Department of Transport employee and just stop caring altogether.

  • @azaxydbd said:

    lots of cheaters nowdays, not just in dbd, in all sort of games, eventually even dbd will be like official csgo.

    Yeah it's pretty bad out there. As someone who plays Fortnite on the side Epic also unbanned a whole slew of verified cheaters lately too for reasons that God only knows, predictably the comp scene there right now is absolutely plagued with cheaters galore.

  • Like others are said the feature is mostly intended to stop facecamping. What we currently have is alright and can always be tweaked around number wise but a killer shouldn't be punished with a free self unhook just because they hooked a survivor in an advantageous spot (e.g. near a highly contested generator or three gen)

  • I don't think there will ever a solution to tunnelling that'll please everyone that isn't just changing the game on a fundamental level. As a killer, it's your job to kill and the best slowdown you can get is killing someone early. So unless you're willing to remove the concept of killing/dying entirely from the game the only feasible way is to punish killers for killing too quickly but punishing the killer for doing their job doesn't work either. I think given the constraints the best solution there is to make the tutorial better for newer players to promote better teamwork and fairer conduct as well as reworking some of the general perks to help fight against tunnelling.

  • We just need a low-priority queue for people who ragequit. The best punishment is having those people play with each other really. You could have the grace be like one free DC per day, anymore than that and you're thrown into low prio for 6 or so hours and scales up from there. To keep queue times managable Killers could have the option to opt into low priority matches for a bloodpoint bonus or something like that.

  • She's good still but the loss of Leech after hook really kills her momentum throughout the match. With the sheer abundance of mushrooms throughout the map and how long it takes to get fully infected the Leeched status is kind of a non-issue outside of chase? You're not really able to spread the infection anymore because of how easy it's to cleanse so Leeching is purely for the head mode in chase now. It is what it is but I feel like she's a far less interesting killer now since her macro play is basically non-existent now.

  • I'm still going to cage survivors regardless because it's cool as hell and I love getting captive sacrifices in the game but you're generally right that there really isn't much use for them anymore aside from denying pallet saves. I think we can make them more of an attractive and unique option even with the current changes. Because endurance/No unhook notification is a thing I propose changing cages so that you get the skill checks on the first phase, they just won't kill you for missing. Second phase no longer has skill checks but the cages themselves relocate every 30 seconds to put pressure on survivors who don't go for the save. A bit stupid maybe but I'm just throwing my two cents in.

  • @MarylinMonhoe said:

    Damn, such discord exists ?

    Probably, it's a thing that happens. There was a pretty infamous community in TF2 a few years ago that had their own website that they would regularly update as a 'blacklist' of sorts. If you slighted them in some way they'd put your name down and the reason why they didn't like you so the next time you'd try to lobby up in Man vs Machine they'd just kick you instantly if a member was present. It's pretty silly stuff.

  • I think the best thing DBD can ever do in regards to quitters is implement a low-priority queue. Send ragequitters and other unwanteds into low priority so they can play with each other. It worked wonders for Dota and it'll work wonders here, I guarantee it.

  • My biggest reason for not enjoying killer is frankly all the DC's and self-sacrifices. I try to play fairly as I can as killer but the amount of survivors just giving up early or half way into the match is just getting silly now. Even when I go out of my way to make things as fair as possible sometimes they'll still just give up and it makes me feel like my time isn't being respected so why bother playing matches myself? They really do need to rework the tutorial and make it better, I'd even add that they should rework the base game survivor perks into something more like Deja Vu where they help teach good fundamentals to survivors.

  • We could just go between what we have and what we had before in terms of pallets, just need a little less around the map. The Asylum main building doesn't need every single one of it's god pallets present every time.

  • I kinda wish they'd bring back the original planned functionality of hoarder where chests would only give brown items. Although to do that Behaviours needs to change how chests already function along with plunderer's and that's probably not in the scope of things.

  • I really do think what this game needs most is a really good, robust tutorial system that helps teach new players the fundamentals and most importantly learning good habits while playing the game. I don't think we should be changing the game too much in order to railroad players into playing the approved way, dbd as a game does benefit a lot in it's ambiguity. Especially information, having or not having it creates a powerful dynamic in the match.

  • Probably more of the same, not that the proposed changes are bad in themselves really. Although I could see the 30 seconds of endurance being pretty annoying on smaller indoor maps.

  • I've spent a lot of time playing ghoul and I came to the conclusion he probably needs his ability to be hitscan, without it he'd be genuinely awful to play. It'd be like trying to shoot survivors as deathslinger while moving at the pace of Billy's chainsaw sprint and admittedly, getting those snap grabs after whipping around a corner at mach 1 feels pretty great.

  • I mean, it's kind of in the very nature of the game itself. You play as the killer to kill people. You could change the game entirely to function around hooks but you wouldn't be a killer anymore, you'd be a hooker or something. I think there should be more value in spreading out your hooks but the emphasis shouldn't be on that alone, it should be the ideal way to work towards killing the survivors which is your ultimate goal.

  • I think the haste and BP bonus is pretty alright, it helps less mobile killers get to where they need to go. As nice as the inbuilt pop was in the previous iteration, it affected perk balance too much and frankly I don't think the solution should be to just heap more basekit perks onto roles.

  • It's nice getting the vaulting scans back but dang the anti-hostage changes do kinda suck. A lot of the fun was knowing all the naughty spots you could sit drones on for cheeky scans. Forgotten Ruins was primo stuff for drones.

  • If those Japanese stats proved anything it's that soloQ isn't bad on it's own, they do generally quite well over there because your average survivor in Japan seems to be more confident in their role and what's expected of them and their teammates. SoloQ's problem has been and will always be that most players are just kinda bad? And I don't mean that in a derogatory way, it's just this game does a very poor attempt at teaching survivors good fundamentals like being aware of your situation, knowing when to do what, etc. If there are two things I'd advocate for it's a better tutorial and having the hook meter show up on the HUD. We don't need kindred basekit.

  • The fact he retains his full movement speed on EWIII activiation is actually pretty goddamn spooky. Especially with some stealth addons or perks, just pop it, come around a corner on some poor person on death hook and instant mori. I actually kind of love it. Good changes overall though.

  • It's only niche because it's a perk that demands appraisal be taken otherwise you only get access to maybe one fragile pallet for the match. I don't think they're strong enough to warrant such an insane cost associated with them.

  • Apocalyptic Ingenuity:

    -Now has a 2 minute cooldown

    -Opening or rummaging through a chest decreases its cooldown by 50%

    A nice, easy change. Now you can use it as much as you like during a match while keeping the original functionality as a bonus but still limited resource.

  • @Rokku_Rorru said:

    I think what makes this pallet update so wierd to me is I've seen deadzones still in the likes of ormond, but there is also areas where there is like 5 pallets concentrated in a spot now?

    Like is anyone else still seeing deadzones? I do appreciate more tiles on the edge of the maps (Z-walls, locker walls, short pallet walls, H walls) I think that's a good change, but the extra 10 pallets spawning concentrated in smaller areas hasn't really fixed the issue I had where there is some tiles where there is nothing to interact with in the middle of maps sometimes.

    Borgo is a lot more bareable now thanks to the change, it was near enough deadzone the map originally so there is some positives.

    I think this was mentioned in another thread but the pallet distribution is completely borked to the point where it even affects hook spawns. It didn't realize how bad it was until yesterday where I played a match on Temple of Purgation and all the hooks barring one spawned on one half of the map.

  • @MDRSan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4015126#Comment_4015126

    I would prefer a player not be able to dictate when a match is over for other players just by quitting. If you're done - great. Abandon. You're out. Whether someone else is continuing to play has no effect on you. If they're done then, well, they'll leave too. If not then that's up to them.

    You know killers earn BP for hooking or performing a mori on the last downed survivor even if that survivor abandoned, yes? That said, I don't think it's about farming BP from the killer anyway.

    Like I said though, I'm kind of over even entertaining this as a possibility. No, killers don't get to abandon. I was on board until it became part of the design spec that it absolutely needs to affect other people too.

    I think for the purposes of EGC I think it could also be perfectly acceptable to program the end game collapse to function without a killer. An afk killer bot won't really do anything other than generate a miniscule amount of points from standing in the terror radius. Just have it so the killer can abandon during the EGC if they wish and the match continues until the timer runs out.

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