MrMori
MrMori
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I've had it pretty easy till now but after getting so many kills it's starting to happen to me too. I don't rush a single slowdown perk so I'm letting survs go now. Full BP build, no cares. If the games are over in 5 minutes I get pretty good amount of points even if I don't max every single category.
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They'd need to contact the license holders to get special high prestige items. But I do actually agree, I'd love some high level prestige cosmetics.
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Removing depipping makes sense, depipping in general shouldn't be a thing anymore now that grade serves no matchmaking purpose. Not only is it confusing and might trick newer players into thinking grade is tied to matchmaking, but it's also discouraging when you're close to getting a grade up to depip, it causes a lot of frustration on both sides knowing that your only reward after a tough game is to lose a pip.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/3009943#Comment_3009943
Most mediocre survivors aren't why dead hard needed nerfed lol those sort of survivors would've dead harded into a wall or not lasted any longer in that chase. It takes both perks to be run by a good player to really see their strength.
By mediocre I mean dead average in chase, but know basic predropping and looping, and are able to DH for distance. Maybe you mindgame them a few times, but DH robs you of that and massively extends chase. It's super painful when strong survivors use it too. Like wow, finally got you, but who am I kidding. You were expecting an alch ring blight, that's why you're using DH right? And then they get to a god pallet, and ypu may as well drop chase.
Either way, if SB really is stronger at high level we'd see it used more in top MMR, but it remains around 13% usage if I remember correctly.
Something people forget too is that if you ever catch multiple survs, that's multiple SBs spent. That isn't the case with DH.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/3008404#Comment_3008404
The thing about Sprint Burst is that your never out of position. You'll always be able to run to a loop before the killer hits you. Plus they can reach more loops so they'll choose tiles that are stronger. This plus the 99% sprint burst once you get close.
I'll be honest I'm surprised it also isn't getting changed. I'm not saying it's worse because it definitely is not but I do think people will quickly get annoyed at it.
And all that requires game sense and some map knowledge you don't need to get free DH distance exactly when you need it in a chase. The best part of DH getting nerfed is that while SB may be stronger at times, most mediocre survs that can easily extend chases with DH will never utilize SB to its full potential. So they'll run other exhaustion perks too.
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@Pizzaman said:
Who says it will get nerfed?
"Looking through our statistics, we see Dead Hard having the highest usage in the game. We've concluded to do a full rework of this perk.
Cause old Dead Hard is now BASE KIT baby, you see our stats ALSO told us that brand new survivors have very short chases, and that's a very clear signal that survivors need more tools in chase so chases don't feel so one sided."
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It's pretty awful to search the whole map for the last 2 survs when they hide in lockers. I think the injured sounds are fine as thry are. But I genuinely hate when survs hide so maybe I'm biased.
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@Grandpa_Crack_Pipe said:
Can people complain about salt without writing out a manifesto?
"The survivor mains, you never respected me, and now you will all pay for it. Survs, all I ever wanted was to have fun together, have fun with you."
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You're not a true surv main unless you DC during the hook animation but before the hook is scored to deny your BBQ stack. Bonus points for staying 10 minutes in post game to complain once the match is over.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/3009769#Comment_3009769
Yea that's exactly how it went dude.
I got tbagged one game and thought "wait, this upsets people?"
Then I got tbagged in a couple more matches and I was still trying to conjure up a reason why it should bother me, and I couldn't find one so I asked here.
I get tbagged in my killer matches too and it doesn't bother me but now I've been tbagged from both sides and I fear there is something wrong with me as I'm struggling internally to figure out why it would be upsetting
This post upsets me.
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Agreed, I run a build with no slowdown and use Speed Limiter, spread my hooks a bit. It's a good time. Bubba is perfect.
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I've had surprisingly little BM during this anniversary, probably cause of so many casuals coming to play. But I also never nod, shake, hit on hook, camp or tunnel.
Maybe I get ######### in post game chat but I keep that ######### closed.
Anyway, if you're not just trying to dismiss anyone who dislikes BM from survivors as oversensitive, and you genuinely want to know why it's frustrating, then how about putting your money where your mouth is and playing killer? Make it a goal to reach Iri 1 on killer, maybe within 2 weeks. Try to win, and pay close attention to pips.
You'll understand. But I doubt you'll do that.
If you're already Iri 1, go for a 20 winstreak (3k or more) on a killer you find challenging and fun.
Don't play surv to destress during these challenges. You'll get why BM can be uncomfortable when you're already dealing with the stress of trying to win as killer.
I do agree that too many people play killer when they definitely shouldn't be though. If you're not having fun, take a break. Even a normal match can be very frustrating if you're very tired or stressed or something.
I could explain how playing both roles impacts how I play as killer too, but this post is long enugh as is.
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DH giving infinite pickups would be better than Unbreakable, even if you don't gain bonus self pickup speed. I do like current DH being part of No Mither though. I'd be okay with that. But it has to be an exhaustion perk, being able to have both DH and another exhaustion perk would be incredibly strong.
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I'd like an option to disable chat completely, not just hide it. Mentioned this before, but a setting that disables it and requires a restart to reenable. I never open chat anyway, let me get rid of it. Then you can remove the censorship completely, it's not like chat bans exist, might as well just let people go all out while I can't see a thing. Bonus points if everyone is notified that I have chat disabled.
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Even SupaAlf, a Nurse main with many thousand hours agrees the range addons need to go. But I honestly don't think Nurse will ever be nerfed since she'll then be completely unplayable for beginners.
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Also add combos and blockstrings.
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@Veinslay said:
Survivors cry about how NOED is "unfun to play against" but they certainly have zero sympathy for how aggravating dead hard is to play against. Most of the time you don't even run into NOED where as Dead Hard is in your face on every survivor every game
Yeah, when I play surv I never ever use DH, or exhaustion perks as a whole. I wanna get good at basic chases. For alternative chase perks, I like Fixated the most, good for stealth and advanced fast vaults. Resilience + Spine Chill just feels like it would prevent you from truly mastering vaults since they make vaults too forgiving. I do run DS a lot though. Still think 60s is too long, 40 would be enough really. And the whole lockers and gate thing.
As for meta perks after DH is hopefully killed off or reworked entirely , I'm betting a mix of Lithe and SB will take its place, Overcome come in third, with a few Balanced and Head On. It'll be great.
While Sprint Burst is strong, it's far easier to handle for most of the cast than DH, and using it to extend an already long chase is hard, whereas DH extends chases all the time.
Can't wait for the info we're getting next week.
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Survivors are facing killers they're not actually better than due to DH artificially extending every chase. They've also gotten used to being able to greed, or play sloppily between pallets and still make it to a new resource safely. So kills will skyrocket, but only for a short while. It will even itself out as players learn to stop relying on DH and start to play slightly safer, as well as boosted survs getting easier killers after they die over and over.
It just feels so damn cheap. I've mindgamed the surv, we both see each other at the same time as I turn the corner and move my camera to check if my mindgame worked, boom, Dead Hard. Or even more frustrating, you do a little trick with your stain, they hesitate, you make just barely enough distance for a hit before the pallet, Dead Hard. It feels so bad to play against. Nerf slowdown to #########, I don't really care. If I could have matches with a mix of different exhaustion perks and no exhaustion perks, I'd be so happy.
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I never use gen regression so I don't care. Gut Dead Hard, I'll take Sprint Burst any day over Dead Hard. All chases are extended by this perk, by a very large amount of time when used by good players. We won't see 75% SB usage because it actually requires a little skill to 99%, and often won't come out mid chase after you've committed. People will run Lithe, SB mostly. Probably most Lithe cause it's easy to use.
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I think it should not work against Myers in Tier 1 or Ghost Face in night shroud, because they rely on looking at enemies. Other stealth and undetectable killers can look away at least, although it feels awkward and unfair that you have to do this in order to use their power.
I'd be fine with it being countered by Undetectable but having a stronger effect, like someone mentioned.
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To get the unique reward you must be P3 before the update hits. Your characters will gain Prestige levels after the update hits too, but you won't get the reward if they're not P3 before it hits. So a P0L50 character that gets bumped to P6 due to having all perks will still not get the unique reward.
But a P3L1 character will get the unique reward. So the choice is yours, should you Prestige now and lose your items, but gain a unique reward, or should you wait to keep your items?
I personally feel like any character that gets bumped up to P3 or more should get the unique reward anyway, since prestiging kind of always was a scam, you shouldn't be punished for not having done it by losing out on a special reward. And I say this as someone who rushed every character possible to P3 without caring about rare items or offerings being lost.
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Yeah, people will defend going into lockers as the last surv but there really isn't much to be said, I guess it's just a way to disrespect when you're clearly dead. I think being able to kill the last survivor if they entered a locker would be good, but obviously never gonna happen. I already have the achievement so I don't really care if I kill or sacrifice the last surv.
My pro tip is start letting everyone go on Myers, unequip slowdown so you get to super low MMR. Then play in the evening when matchmaking is skewed in your favor and there are more casuals playing. Kill the best player with your tombstone first, or he'll use lockers, then the last 3 probably won't even know you can use lockers like this against Instakill Myers and you can get your achievement, unless the last survivor gets hatch. STBFL is a must of course.
Just want to point out, I'm fine with survs going into lockers when they're not the last survivor, they're just trying to stay alive. But the last survivor straight up has zero reason to other than to deny the achievement, and I can guarantee anyone who does this knows full and well about the achievement.
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Kind of belongs in feedback and suggestions, but what I personally would like to see is that the moment gens are done, EGC starts, but it's always 4 minutes. Blood Warden, No Way Out and Remember Me scaled down in power to even things out. That would be a great change.
I know the moment this is suggested people immediately think "The devs said EGC is meant to prevent stalemates and nothing else", but does it have to be this way? Adding some tension to the endgame would mean the game would be over a little faster, and there was more risk to going for altriusm in the lategame. Some tension.
It would lead to more kills for sure, but maybe we could nerf the hell out of Noed to compensate? Have the totem immediately be visible as soon as gates are done, exposed effect shown to everyone, and speed bonus only last for the first 10 seconds of EGC.
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I don't care cause I already have P3 + all perks on my favorite surv. I'll be prestiging all the survivors I can to get their stupid FOMO unique reward, but I've already P3'd the meta perk carriers anyway.
Although, consider that the perk rework might shake up the perk meta a bit. But that's probably just wishful thinking. I just hope I have enough energy to get it out of the way before midchapter comes.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2997134#Comment_2997134
I believe the official stance (as given by the community managers) was that they don't see 99ing gates as a problem, as the endgame collapse isn't meant to aid the killer so much as it is to force the game to conclude. So there isn't an issue with survivors delaying the collapse until conditions are favorable for them, especially when the killer can choose to start it at that point.
Wouldn't mind a perk that regressed gates, though it'd be pretty situational (as endgame perks tend to be) and I can't really see it being run outside of full endgame Blood Warden builds.
If that's their statement it makes you wonder why they haven't implemented a faster way for killers to end the games faster when they are clearly over with all survs waiting at gates to taunt. Right now you just have to walk up and force them out. But hey, at least they're nice enough to leave just before you get a hit on them, to save you some time.
Just give me a surr option once gates are open man.
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I don't necessarily dislike it, but it doesn't really work when during peak times there's 20x the survivors in queue than killers. It's hard to matchmake a game where the first half of the day there's 3x as many killers, then the second half there's 20x the survivors. So during those times the difficulty of matches seem random.
I'll say my games have been far more enjoyable after they did the matchmaking tests though. I hated MMR in the beginning since almost every match was sweaty, but now it seems there's a bigger disparity in the survivors MMR, so there's usually gonna be a weak link etc. Kind of like the old rank based matchmaking.
The way I deal with it is I don't obsess over the 4k. 1 month is plenty to get pips enough to reach Iri 1, although I hate depipping, and there's little BP incentive to get a 4k instead of a 1k, unless you go for late sacrifices for big BP. And if the survs slam the gens in 4 minutes, fair enough, my MMR goes right down and I'll be less likely to meet such players next time.
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Some of these indoor maps need a few guaranteed hook spawns. It's also super outdated and unfun that hooks never respawn after someone dies on them, just means you straight up can't hook any survs from certain spots, ever, which is just terrible design. Just have them respawn after 30 seconds and this wouldn't be a problem.
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It takes 12 seconds to open a door. I dislike that they can be 99ed but that's just me. I can understand regression being received poorly, but at least have it regress like 3 seconds or something you know?
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@SOULWARRIOR71K said:
It's rare, but if it's 3 or 4 survivors waiting at the gate for the entire egc in order to force me to watch them teabag, dead hard and leave at the last possible moment, I'd rather sacrifice the points. If my time is going to be wasted, I'd rather it be in 5 minutes of solitude and not tolerating bm lmao.
No way, just open a gate, or walk up to the gate forcing them to open it, then go to basement and tab out for 2 minutes. Way better. If you had a 10 min game and they choose to BM, don't let them rob you of your BP because it's frustrating to deal with taunting at gates. As soon as EGC has begun the game will be over in 2 minutes, tab out instead of DCing, big tip.
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Why not just remove the CD from Territorial and let you always see people in basement if they step in, then as well as have the tiers reduce the range requirement? It's not like anyone uses it for anything but Adepts.
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Have you tried putting -dx12 in your launch options? Using DX12 competely solved crashing and hitching for me, and I had huge lag spikes for months before putting it on. It used to crash when using DX12 mode, but not anymore. I think it's cause I updated my redistributables too.
You can do that by following this here guide https://forum.deadbydaylight.com/en/discussion/153/master-fixes-and-general-guidelines#latest , specifically the section I've pasted a picture of below, and reinstalling Microsoft Visual C++ Redistibutables. You go into your program files, find the redistributables in the "Uninstall Programs" page in windows, then find and reinstall them from this link, in the right order.
This article lists the download links for the latest versions of Visual C++ Redistributable packages.Your post should probably be in technical issues section btw.
I also recommend turning off FXAA (anti aliasing) if you haven't already, it makes the game look blurry and less detailed in an attempt to smooth out edges.
https://steamcommunity.com/sharedfiles/filedetails/?id=2287410795
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I agree the genspeeds are really damn fast in high MMR which makes slowdown feel mandatory against semi-decent survivor teams. But the issue with doing something like changing the time to repair solo to 100 seconds, or in general just increasing time to repair by 25% across the board is that now survs have to sit and glare into a gen for even longer. Gens in low level games would never get finished.
I think the solution, other than to rework gens to incorporate searching the map for parts, would be to incorporate some form of basekit Corrupt + Lethal. My thought was there's a dark fog for three seconds or so that shows where survs have spawned. If they're multiple together, you can't tell how many are where, just that they are in the locations of these dark clouds. Similarly, a straight up 30 seconds Corrupt would be good, with the perk being nerfed to 90 seconds instead of 120.
That would make the whole "1 chase = 3 gens popped" thing far less frequent. Ideally gens should be made more interesting, or require moving around the map for parts to complete, anything that increases interaction between the survivors and the killer, but that's too much to ask right now of BHVR. These basekit changes would be a good place to start.
Another issue is of course a Freddy with full slowdown is just completely different to face than a good Blight or Nurse with good slowdown. But I don't think they'll even out the power levels of killers for a long time considering how long it took them to buff Legion and Ghost Face. Great changes and all, but it's just so slow when lots of easy changes to killers would make them better to play as and more competitive and less reliant on slowdown.
As a final note, I'd increase the time on hook between hook states by 20 seconds after adding these basekit changes, to make camping hookstates/proxy camping and then tunneling a survivor out of the game at least be less effective of a strategy.
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There's nothing wrong with camping during EGC. There's also nothing wrong with camping to secure a hook state. If a Bubba decides to facecamp, you can easily get 3-4 gens done in the time it takes 1 survivor to die on hook from first hook state. And even then if you have BT and you're sneaky enough, you may be able to get a trade going if the Bubba isn't playing smart.
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I'll bite, what kind of effects should killer perks give then, if some of these buffs for survivor perks were implemented? How can killer perks be powerful and interactive?
I don't think what you actually mean here is "good perk designs", and then list off some random nonsense about how "you can feel them, they have strong effects and are interactive or whatever". I think what you mean is that DH, BT, DS, COH are one of the few good perks. I'm all for other perks being buffed. Survivor perks in general have horrible restrictions to them for no reason. Ace in the Hole could give 1 brown addon, why? Technician giving you a massive penalty for missed skillchecks while Bite the Bullet does the opposite, Corrective Action existing, I agree survivor perks are terrible.
But the solution is to figure out how to make the issues things like DS and BT try to solve more manageable without perks, then buff other perks.
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I'm looking forward to Residual Manifest, and the locker perk since I hate looking for hiding survivors. Residual Manifest just fits my playstyle like a glove, I've been running an Ace Plunderers Appraisal build in search of flashlights, so this perk is straight up perfect for me. Gonna be so awesome to be able to hoard flashlights.
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Why? It gives information you can use. If it didn't show breakable walls you'd have less info to work with.
Also if you're an indoor map you can sometimes tell what door the killer is breaking with the aura, like a budget alert.
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Fixing him would be easy.
0.25 ADS
0.5 Lower Sight
24m Lullaby + TR, if they insist ranged killers should never be able to have true stealth. Or just return his 24m TR and rework his TR addons.
Though I think him being a stealthy ranged killer is badass and unique. Beaides, if he shoots you from 16m you still can run a good distance as he reloads.
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I think survivors mains are far less likely to play killer than killers are to play survivor, so they have no idea that it's unfun to play against. From their point of view they're having fun, so who gives a ######### what the other guy feels?
I always leave immediately when I play surv. Doesn't even matter if I get smacked tunneled and facecamped. I'm out, don't have time for nonsense.
Another thing is BHVR genuinely do not care if their game is made frustrating by unsportsmanlike behavior, as shown by how they've never tried to combat it. I just head to basement once gates are open, even if I opened them myself and tab out. Would be nice with a tray notification on your taskbar once the game was over since it's random whether survs stay for 1 minute 59.99 seconds or only 1 minute.
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It would be nice to have a surrender button in the menu or a portal in basement killers could interact with to end the game after EGC started.
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I don't know where you're getting these exact dates from. The only official news we have is "tentatively slated for release this summer"
Mandy from BHVR has stated that we'll be getting more news about the reward as it comes closer, so obviously it's not going to happen anytime soon. If I were to take a wild guess it would be sometime in July with the midchapter.
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Considering the queue times I don't think this is feasible.
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Remove the distance so you can't Dead Hard for distance.
Remove the iframes so you can't dodge abilities.
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150% haste? Have you gone mad? It lasts for 8 seconds man.
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Many have said that the Self Care part of CoH should be removed, and I agree. At least if only the person who placed the CoH gets Self Care I'd be okay with it. Then when DH gets reworked I'd be happy. But what has to happen then is Blight and Nurse needs nerfs so other killers can get buffs. Killer variety is very important to keep the game from being stale. It doesn't matter if they make 10 new killers if only 2 are viable for serious gameplay.
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No, because then you could bring zero perks and swap to strong perks last second.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2978002#Comment_2978002
Nobody needs to try to work out the math - we're not monsters ya know, I'd never inflict maths upon someone!
In all seriousness, put the number you see there in the tally screen - if the visual issue with BBQ occurs, do not worry as we will evaluate this on our side as we're aware of the issue.
Okay good, then I'll definitely participate.
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@iifreyja123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2977963#Comment_2977963
"I shouldn't be getting hit through windows by the Legion's tiny knife. Even when I play killer, I notice I'll be landing hits I shouldn't be landing, and it takes the fun out of my competitive attitude when I don't feel deserving of the down I just got."
Right didn't read that. Well from a technical standpoint, it would be extremely hard to balance the game around different reaches for the weapons. Then you'd have to somehow make killers with shorter weapons fast enough to be able to catch survivors and hit them in loops at the same time as killers with longer reach, and that just isn't feasible. I think the solution here is to just acknowledge that the animations look wonky, but know and accept that the range is the same on every killer, for balance reasons.
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I notice you have never mentioned how it feels from the killers perspective. I suggest playing killer before jumping to conclusions about the hitboxes feeling unfair as survivor, as you then may get perspective of what feels fair and what doesn't to the killer.
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@ACleverName4Me said:
So let's say you get hooked and the only other survivor has no borrowed time. You still run to the exit gate and both you you are injured. The killer downs the first survivor who saved you and decides to try for the 4k. You go down just outside the exit gate. They pick you up and boom his 4k is gone and you are butt dancing at the exit thinking you're better when the killer wasn't out played they were out perked. Btw you leave your teammate to die.
Yeah I truly hate how it works with EGC. Okay fine, you want to be able to jump into a locker and be invulnerable, fair enough I guess, but can't DS just disable when touching exit gates and be completely deactivated when EGC starts, even if you had it active before? This would also incentivize killers to open the gate more, which I guess is something the devs want.
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Agreed, make it a Scourge Hook, buff the numbers a bit and also make it turn basement hooks into Scourge Hooks.
