Nameless
Nameless
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@tendyhands said:
I want to see the number of hooks/kills before last gen pops for noed and non noed users. I'm so bored of the noed games. Killer gets 0-2 hooks before endgame, you know they have noed. They don't know how to mindgame or basically do anything. You know they have noed because they just run into every pallet and vault every window. Then noed pops and they get 1-2 kills pending on how hard it is to find noed. Fun games.
I mean... What exactly are you going to be able to conclude from those stats? That Noed carries? The devs literally said in the patch notes that Noed can shift a match in the endgame and that they would like to keep it that way soo... Yeah...
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@Gorgonia said:
After reading so many of your posts, I've come to the conclusion that these changes are exactly what the devs want, even when they know they're screwing up part of their players.
They want killers to feed off solo Q survivors to build up their kill rate and to have them stop complaining about not getting 4k every match... they sacrifice solo Q survivors for the "balance's" sake... balance = better kill figures in their charts. If kill rate is higher, killers can't complain about how weak killers are... so they're basically screwing up solo Q survs to cheat killers into thinking they're getting stronger and killing more.
My god that's brilliant! The devs are willingly ignoring the majority of their playerbase simply so those damn killermains can stop whining on the forums. And if the game eventually dies because this majority leaves then they can also blame it on those pesky killer mains! Clearly this is a very smart thing to do and a foolproof plan! Those cheeky devs!
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@JeanCharpentier said:
https://forum.deadbydaylight.com/en/discussion/comment/3025098#Comment_3025098
Did not do the maths but now it is clear.
That 1 second of invulnerability is stronger than the current DH dodge forward.
So it means that the new DH version is a HUGE buff cause you will get 4 meters of invulnerability, enough to reach a pallet/window, and if the killer hits you it will grant the survivor an additional speedboost that will allow him/her to draw a 14 meters distance from the killer.
And if there's no animation to DH, then the killer will always hit you as well as they didn't get a heads up. There's literally no counterplay but that's if and only if this is really how Dead Hard works now. It's also just the PTB and nothing is permanent.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3020038#Comment_3020038
we always said approximately 40...CoH was previously adjusted and not scheduled for this update at all.
Could you share with us when it's scheduled to be deleted entirely kind sir/ma'am. The perk traumatized to the point I fear I will never recover.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3019916#Comment_3019916
If one second of running at normal speed is enough to get to the pallet or window, it wouldn't be a Dead Hard For Distance situation. The entire point of using it for distance is that it takes you further than you'd get by simply running, completely for free and with no counter on the killer side.
Now, if they want distance, they have to get hit and waste time mending. Now it has a requirement, and can be played around by the killer, unlike before.
The distance might differ. I'm not going to sit here and pretend that I've done the math and that the survivor can use it at the exact same distance as Dead Hard now, but the point is that the lose-lose situation in the end is essentially the same. The killer won't be able to hit them for a second, which might be all the survivor needs to get to a completely safe position. It's the same thing as Dead Harding for distance right now.
And sure they'll have to waste time mending, but that's only assuming you left the chase, and if you don't leave the chase you'll have to catch up to them again as they got a speed boost from the killer hitting them. If you do leave the chase, you're left without pressure so again: a lose-lose situation.
As I said, it needs to be tested either way before drawing a permanent conclusion, but I'm just throwing my worries out here.
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I'm not sure tbh. Dead Hard for distance might still exist but have a different shape.
@[Deleted User] said:
Current Dead Hard has two elements: being able to dodge a hit AND the distance to clutch an extra loop to reach a window/pallet. The first part of the perk has counters, as you can bait it out. The second one doesn't have a counter. They are removing the component of the perk that doesn't have a counter, while buffing the part of the perk that has a counter. Seems fair to me.
Are they though?
Like, what's stopping survivors from using it the exact same way?
They get injured, loop around and when they can't get to a pallet just in time, they activate Dead Hard and get invulnerability for a second which gives them enough time to get to safety. Just like before, the killer either has to swing and eat the endurance effect and giving the survivor an extra speed boost, or they don't swing at all allowing the survivor to get to safety.
It's something that I'll need to test on the PTB because I'm not convinced the change is actually that much healthier for the game.
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Change does not necessarily nerf, though in most circumstances perks did get nerfed: Noed, Pain res, Tinkerer, Corrupt Intervention, Pop are all meta perks and they all received nerfs. Considering the basekit buffs killers will get, it only makes sense that they did it as well. Slowdown perks are less meaningful now because
A) Their effects aren't as strong as before
B) The basekit changes allow for more creative builds
In other words: the meta will change.
There were some buffs too like Overcharge which will probably become more prevalent in the meta but we'll see. Either way, the statement "the killer meta won't change" is probably going to be wrong in my opinion, but only time will tell.
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I'm still P3'ing the characters I was working on but yeah, it's not really worth it
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I disagree with the idea that hook phases need to be increased by a lot. They could maybe look at it so camping doesn't become a bigger issue like you said, but I think the suggested change is too much. Most of the basekit changes for killer are fine I think (kicking faster, kicking with regression, wiping your weapon speed).
The bloodlust change is definitely a surprise, especially after the bloodlust testing weekend. I wonder how they ended up with the conclusion that bloodlust needed to kick in much faster. I'm not a big fan of getting outplayed by game mechanics like this but perhaps this is where they want to go in the future with DBD: a much faster paced game. I really don't know how to feel about it, but I guess we'll find out soon enough when the mid chaper comes to the test servers.
I feel like survivors do need more in game mechanics to counter camping and tunneling though. I honestly thought that some version of DS would become basekit but I guess not.
Either way, I'm sure the devs will follow the results of these changes closely to make adjustments in the future.
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I'm a big fan of most of the changes. The anti tunneling/camping mechanic probably won't be enough I believe but at least they're working on it.
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@ad19970 said:
It's not nearly enough. Immediately the first thing I've noticed. The Endurance Status effect and Haste status effect duration needs to be 12 second at least, I would even say 20 seconds. And the hook phase timer absolutely needs to be increased to 80 or 90 seconds, now that gen time is being increased.
I don't get why they would be so careful with survivor buffs when they are buffing almost everything of killer.
Well none of these changes are permanent, so I'm sure they'll revisit these anti tunneling and camping mechanics. Don't think I agree with the hook phase timer, but I do hope they'll look at DS again and make some sort of a version basekit because I do agree that the anti camping and tunneling mechanics won't do much in most situations.
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With the upcoming changes to Dead Hard, it would make sense to look at Nurse as well. While Dead Hard is complete bs against most killers, against Nurse it's almost a requirement.
She needs a full rework imo.
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/3008242#Comment_3008242
How does tunnelling ruin a game for someone.
people agree that chases are the most fun but get pissy when they are in chases for the whole game.
1st of, not everyone agrees chases are the most fun aspect. Some people prefer hiding.
People enjoy the whole package of the game, and the chase is a part of it. Tunneling changes that completely as only one guy gets chased all the time and is hella stressed out because this killer has decided to tunnel them out of the game. Meanwhile everyone else is forced to hold m1 on gens. Tunneling straight up breaks this core dynamic of the game...
Also, what are you trying to say? That people secretly enjoy being tunneled? Whut?! Are you playing the same game as the rest of us? People can still believe that the chase is the most fun sequence of the game but also dislike the fact that the killer has decided that the survivors game will end in 3 minutes, 1 of which they had to spend on the hook.
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Yeah I think changes like this would break the game as most loops are adjusted to 115% movement speed killers. Not all of them (The Game and Eyrie) but I feel like the devs should aim towards making changes to these maps rather than giving m1 killers a speed buff.
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Yeah ngl, as usual, visually the map looks stunning but honestly... In terms of fun map design or even healthy map design imo, they keep missing the mark.
The Game, RPD, Eyrie and now this map...
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Out of all the cow pictures you sent on here, which one is your absolute favourite and why
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@cordonrouge said:
https://forum.deadbydaylight.com/en/discussion/comment/2993871#Comment_2993871
i mean interactive in the literal gameplay sense, not interaction between killer and survivor. it's an added gameplay mechanic. you literally get a dodge button. perks that are just free stats stickers like 10% healing speed are not really interactive.
So what you mean by that is active abilities and not passive abilities. Sure passive abilities are always more boring than the active ones but that doesn't mean that the active abilities are interactive or well designed perks at all.
I feel like you're putting the bar real low if the only requirement for a well designed perk is an active ability, which still isn't that active anyways because it's not like smashing a button is so hard or fun to do. By that logic doing gens is hella fun because of skillchecks. After all, not only do you get to push a button, but you have to time it as well!
Only... Gens are by far the least fun part about DBD for survivors.
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Mind explaining what's so interactive about being able to press the E key to get to a pallet? Because I don't see the interaction between the killer and survivor there. You didn't outplay them or so, you just happened to press a button that granted you the distance you needed to get to a safe space and the killer can't really do anything about it.
Also, perks are definitely meta because they're the best. That's the whole point about them being meta...
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2989373#Comment_2989373
Well you do have the option to not read my replies, or respond to them, but you chose to do that anyway.
That is true and we are so happy that it is optional. It's just... I think it should be optional for other people to just not see your comments, you know.
After all, what would it hurt you or anyone if there was an option on the forums for the forum user to disable comment visibility on the forums just for that person?
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Dredge is a balanced killer but he's just a BHVR classic with kinda lame counterplay requirements, aka the one and only W key.
Idk maybe my opinion will change over time...
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I think BHVR should call Musk and shut that twitter account down because clearly it breaks the DBD forums rules.
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I don't think this would be a healthy change because it could punish non-campers. On the other hand, I feel like this change wouldn't really combat camping either, and hell even if it did... it would just be another plasterfix. I would prefer it if they just fixed the bloody issue rather than plasterfixing everything with perks.
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@GoodBoyKaru said:
"So you guys know Ormond?"
"Yeah."
"You know how we reworked the map to make it better?"
"Yeah."
"We made Ormond in the sand :)"
"Oh, si-"
"Old Ormond."
I hate sand. It's course and rough and irritating. And it gets everywhere!
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Oh no how could the big bad BHVR remove my favorite strategy of standing still in front of a puzzle box!
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Dredge has potential but he's nowhere near Nurse's capability of straight up ignoring loops.
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Clearly because the word "circle" is an objectively offensive word that shouldn't be taken lightly. I don't know who this player is, but if I were you I would report them immediately. I expect they will be banned indefinitely.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2959958#Comment_2959958
No Perk should counter tunneling, there shouldn't be any Perks that stop the Killer from sacrificing, just like there aren't any Perks that stop Survivors from doing Generators, they just delay them
Uhh... What? Tunneling and sacrificing are 2 different things? I sacrifice people all the time, but I don't always tunnel to get my sacrifices... Sometimes it's necessary, most of the time it isn't. Tunneling might a method to get consistent sacrifices, but it's not the only method.
So a perk that stops tunneling or at least makes it more challenging doesn't stop sacrificing...
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@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/comment/2959923#Comment_2959923
https://forum.deadbydaylight.com/en/discussion/comment/2959926#Comment_2959926
Again, tunneling is fine, it's a strat. It's OP when survivors don't have BT. When they do, there is counterplay.
You're not listening to what they're saying lmao. You literally just replied with "Tunneling is op when survivors don't have BT", but these people pointed out that BT won't stop tunneling in the first place. Logically, wouldn't this suggest that tunneling is op?
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@Viskod said:
https://forum.deadbydaylight.com/en/discussion/comment/2958339#Comment_2958339
Blight, Nurse, Billy, and Spirit can't teleport across the whole of Red Forest from anywhere, at any time. Dredge's ease of use, puts him ahead.
Any of them can use their power to get to the exact location they want to be. Meanwhile Dredge teleports to a locker (not necessarily the exact location they want to be at) that could also be locked by survivors.
I'm also not at all saying Dredges mobility is weak. In terms of teleporting killers I think he's the strongest. But I believe there's better mobility killers out there.
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If you ignore killers like Blight, Nurse, Billy and Spirit....
Sure
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@MB666 said:
still no news about reworking some useless BP offerings
Exactly. Like, what's the point of the grind reduction for veterans when we'll still be stuck with a tedious bloodweb mechanic that requires you to spend so much BP on things you don't want.
@AndyKuky said:
That’s a cool reduction for when new survivors and killers come out.
I hope you don’t HAVE to prestige to get access to tier 2 and 3 perks. I only prestige killers.
They weren't very clear on this, but you won't lose addons, offerings or addons if you do prestige so there's no real setback anymore. Basically they're taking thresholds away that keep you from prestiging, so prestiging won't be as tedious anymore compared to before.
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Hug tech has been announced a bug and will be fixed, slugging until bleeding out just to bm is a reportable offense, they already worked on Bubba's facecamping abilities so I'd argue it's safe to say that they acknowledged this problem, CoH is still very much alive and the DS literally granted survivors invulnerability for a whole minute. I'd argue that's a fair nerf.
For someone complaining about people whining about non-issues, you certainly seem to part of the issue you're describing.
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I would love to see what the devs would do with a creature from Little Nightmares
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I disagree with the idea that any power related to looping needs a rework if Dead Hard gets nerfed, because at that point you're assuming that Dead Hard is a necessity to counter them and that's just not the case. I've been playing without Dead Hard for a while now and I seem to manage. I'm not even an amazing survivor either.
I do agree that certain killers are incredibly boring to go against because they have abilities related to looping and require you to press the W key rather than actual looping. There's just hardly any interaction between the survivor and killer, but that does not make them overpowered and Dead Hard doesn't plasterfix this either...
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@ShinobuSK said:
https://forum.deadbydaylight.com/en/discussion/comment/2946524#Comment_2946524
And how many more years are you willing to wait for that?
@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/2946524#Comment_2946524
A bandaid fix could be doubling BP gains permanently and it will take them around 1 minute since they already have the code for bloodhunt events, its literally just making a bloodhunt last for a year instead of a few days.
There are ways to at least mitigate the grinding with barely any work on their part, they just dont want to do it.
I'm a very patient guy, but yes... BHVR has been getting on my nerves with this. And if it's something simple like double BP then yeah it shouldn't take them long to implement.
Still though, I wouldn't want BHVR to get the idea that the issue would be solved after a plasterfix, or put it later on the agenda simply because they slapped on a temporary fix. I want them to fix the problem permanently. That's really the only reason I would ever be opposed to a temporary fix. Because I'm scared they'll go back to their routine of laxity.
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I'd prefer it if they invested their time in a long term fix rather than a short term fix.
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@Souplet said:
https://forum.deadbydaylight.com/en/discussion/comment/2944891#Comment_2944891
Yes because one isn't at all linked to the other. Right.
Im not the one talking about it btw, and all the comment on david being "not gay enough" or all the sexual content that followed make me consider its noyhing of a great deal.
My point remains
Linked does not equal the same. You implied there's sexual behaviour in this game with the addition of David's sexuality... Only there isn't. Last time I logged on DBD, I still didn't see a David butt naked with another survivor having a good time. So no, your point doesn't stand. You simply made up some random stuff to justify your argument and to mask your homophobia.
But don't worry, your secret is safe with me.
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@Souplet said:
https://forum.deadbydaylight.com/en/discussion/comment/2944864#Comment_2944864
And yet you seem to care about sexual behaviour in a game that is about a killer killing people
And if we dont want to see this kind lf content in the game that makes us instantly anti lgbt or smth
Go outside more, really
I'm confused. Do you have trouble understanding the difference between sexuality and sexual behaviour? Did your parents never give you... You know... The talk? You should probably ask them because it might clear up some misconceptions you have about the difference between sexuality and sexual behaviour.
@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2944874#Comment_2944874
Well yeah that might be correct but i would care even less about the killers sexual orientation than with the survivors because the entity pretty much erases their old self.
Might be interesting for lore fans but completely meaningless for everyone else. And when now someone comes and tells me that they want to identify themselves with or want to be represented in this game by a certain killer then i would guess that this person should get professional help.
Well that's entirely subjective. I haven't read the lore at all, that includes Davids lore as well. I just don't really care about the lore, but the fact alone that there are people that care is good enough for me to support the idea.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2944861#Comment_2944861
Beside the topic but which killer except for trickster isn't a monster in DBD? Maybe huntress but that's it, the rest is deformed and mutated by the entity.
Humanoid yes, human no.
At topic, i would prefer wraith (like in the samination animations) or doc (with his rod 😜).
I think the point they were trying to make is that pretty much all killers except for Demo were human and thus it's perfectly normal for sexuality to be part of their lore, considering they all had normal lives before the entity mutated them.
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Awh man I sure love a killer that ignores everything I do. That's a sign of amazing game design right there.
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I might be missing the point, but why should the survivor be allowed to escape after the killer clearly got to a position where they won?
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Man, can this thread be forever pinned as a beacon of positivity?
Such a touching story and amazing comments from both staff and forum users
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Eh... I feel like most of the hemorrhage value is an illusion. Simply because you don't interrupt healing that much anyways. When you do see a survivor healing and you're interrupting them, you're usually going to commit to the chase anyways which defeats the entire purpose of the effect in the first place.
If you're commiting to a chase, your intention is to down them... So what's the point of them losing healing progress?
I would argue it comes in handy the most when you're interrupting survivors who are healing each other, but those days are pretty much gone since CoH became a thing.
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You forgot the Pig nerf. You need to have a Pig nerf in there somewhere.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2929002#Comment_2929002
Better people? Do explain.
You made an assertion, I explained why I disagreed with you. Your only response is an ad-hom.
If you're implying that I'm a bigot of some sort, I don't think that it's in any way bigoted to say that kids that young lack any sort of sexual identity and thus teaching them about this stuff at that age is simply not appropriate.
Why not just let kids be kids, for as long as possible?
Are you saying kids can't be kids if they have the knowledge that different people exist? Should we shelter those kids from different cultures too then? After all, you're saying kids are too stupid to understand that people can be different, yet... They are smart enough to understand gender roles and gender norms... It's called the socialization process where parents and their social environment teach their kid what is expected of them in our society. They teach boys to play with toy cars and girls to play with dolls, boys to like the blue color and girls to like pink, ... So children do know differences and it's way more than biological differences. Genderroles and gendernorms are social constructs.
Children are smart as hell, at a young age they learn everything of what it means to be a boy through all kinds of media. So why not adapt the content of this knowledge to the 21st century?
It's not like your kid gets traumatized by the knowledge that not everyone is the same. My uncle is gay. From the moment I was born, I knew not everyone was heterosexual and it's not like I woke up from nightmares of my morally corrupt uncle kissing another man in a dark alleyway.
Like, how can you sit there and claim that the idea that you need to shelter your kids from the LGBT+ community isn't insulting.
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/2924659#Comment_2924659
The problem is : only masculine gays receive representation because effeminate gay are seen as stereotypes. And its very rude.
What makes you think BHVR is stopping here with adding characters from the LGBT+ community?
Just give them time and who knows, maybe the next character is going to effiminate.
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BHVR took their sweet time but here it is! I'm happy for the people that are a part of the community and are able to feel more at home in the DBD community!
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BHVR you heard the man. Fullfill our desperate wishes, we need another Pig nerf. It's been too long.
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I would love to tip my hat and m'lady the survivors as Victor
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I'm always amused by these threads because they usually look at it from a perspective of "survivors need something to counter slugging for the 4k", but if slugging for the 4k is the actual issue you want to get addressed, we could also look at it from a different perspective... The hatch mechanic is the core problem here. Killers that slug for the 4k do it because they want to prevent the last survivor from escaping through the hatch.
Just delete the hatch and slugging for the 4k won't be a thing anymore. EGC would activate after like 10 seconds of killing the 3rd survivor and ta-da!
- You addressed slugging for the 4k,
- You removed a build in 2nd chance mechanic,
- And you still kept a mechanic that forces the game to end (which was the point of EGC and closing the hatch in the first place)
Problem solved
Alternatively, you could also just let the 3rd survivor bleed out and get to a gate.
