Nameless
Nameless
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"Soon"
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What do you mean. Getting kills is clearly the only metric necessary to calculate skill. This Pig was just better than you!
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2790057#Comment_2790057
That is not fair counterplay. The combo is too strong. 45 seconds is a long time to be unable to do the objective. Imagine if a survivor perk caused the killer to be unable to do anything for that long.
You also can't hide in this game. Maps are too bright and sparsely populated.
But you are able to do the objective. You just have to move to a different gen. The only time you've lost is the time you're wasting and waiting at that blocked generator. I do believe the Artist/DMS combo is a bit much but on any other killer, I don't think it's too strong.
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@GentlemanFridge said:
Dear god.
With the new rift skin, she no longer has a snoot to be booped.
What a time to be alive.
Oh no... We are all screwed. She is gonna be unstoppable...
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2779705#Comment_2779705
How is it useless in solo it takes no team effort to pull off?
"Useless" might be an overstatement but it's extremely niche. I never made it work in soloqueue, but in SWF we managed to pull it of multiple times. There was Breakout in play, the Unbreakable Boon, Sabo, toolboxes, ... . It's also just a matter of being able to get the killers attention much better when there's no one actually playing the game and everyone is just in the library.
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Why is this an argument in the first place...
Boil Over is a terrible perk. It's just a niche perk... Except when you want to use it in a bully squad. So, why not change it so it finally gets to be an actually useful perk without being only useful in bully squads. Not to mention, it promotes garbage gameplay where survivors end up being slugged for several minutes.
- It's useless in solo queue
- Only really useful for bully squads (I'm pretty sure this isn't the type of gameplay BHVR wants to promote)
- It makes for boring gameplay because killers will just slug (which is something survivors have been complaining about for ages now)
I don't see any point in keeping it this way...
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- Probably another unimaginative chase killer that will be extremely annoying to go against but won't have any mobility and thus will lack when it comes to the 4v1 core game dynamic.
- Another survivor skin
- Either a bunch of mediocre perks no one is going to be using after everyone got the adept challenge or broken perks that will be the hot topic for the next couple of months considering it will take the devs time to realize themselves that the perks in question are in fact stupidly broken.
- A Pig nerf
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While I empathise with those who have phobias, this would only make the already long survivor queue times even longer.
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This is some quality BHVR stuff. I love everything about this situation.
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This post will serve as origin story for my villainous turn into bait threads. The lack of a Felix pfp in the non-bait section is a true tragedy and I don't think I'll ever recover from this.
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I'll be honest it took me some time to realise, but BHVR are absolute professionals when it comes to promising fixes and then straight up leaving their community in the dark for literally a whole year, only to tell them afterwards that it's not gonna happen.
Yup looking at you, you bloody beautiful Early Game Collapse. The anticipation for something like this to come live sure had us all excited.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2742050#Comment_2742050
That doesn't make it broken, that makes it useful. You can't rely on random teammates in solo.
Yes... Yes it kinda does make it broken in combination with the fact it has 0 counters because one perk allows all survivors to heal themselves up quickly which kinda deminishes the main point of breaking of chases and injuring survivors. In other words, playing this game in a 4v1 fashion becomes insanely hard for killers with no map pressure. There are no counters because survivors can literally re-boon the totem and it's definitely worth re-booning as the killer will have to go out of their way to snuff it out.
If your whole argument is based around the fact that solo survivors are not reliable enough to get yourself healed up, then allow me to introduce the wonderful and balanced perk: SELFCARE.
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/2733309#Comment_2733309
Um... Pig got buffed.
Oh wait did she? Wait that's illegal!
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Calm down. At least we had another Pig nerf. It's been too long, I was almost losing hope that the devs wouldn't keep the Pig nerfs going.
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@yougotexposed said:
https://forum.deadbydaylight.com/en/discussion/293899/deadhard-the-3-boon-totem-perks
hmmm, it’s almost as if i could pretend to paint the worst case scenario ever as a “survivor main” so my post gets traction and get people hating on it thus demanding change whilst making a oopsie and stating my true intent on nerfing swf and boons because i actually play killer in my follow up replies…. oh wait.
What exactly are you saying? That a SWF using meta perks is a farfetched scenario? The entirity of the first part of that paragraph literally makes zero sense, and the 2nd part is really just trying to prove a point that is irrelevant to the situation anyways.
Who cares whether or not this person plays killer more or survivor? Is the point they're trying to get across somehow invalid if they play either side more?
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Whether it's on the forums, youtube or twitter, the people voicing their opinion on this are probably still the minority of the playerbase. There are probably indeed players that just say they'll quit DBD and not go through with it, but I wouldn't generalize this to the overall population of people hating on BVHR right now.
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/2571714#Comment_2571714
If think you are voicing your opinion. And I agree with that.
But the majority of the forum are lile "Im uninstalling blah blah blah" "Behaviour are monsters lets boycott!!!! Yayyyy" "I wanted to leave, kow I have a reason, peace"
And its just ridiculous and childish.
But... A boycot is just a form of protest? So, is protesting for what you believe in childish? I'm not following your logic.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/2522512#Comment_2522512
Even if killers were given a chance to put their totem in any location it seems like it would not work well. Killers always say they don't have time to do things but having to find the best totem spot would surely waste a lot if time since you aren't given the location of dull totems. And if you are given the location of the totem level it still wouldn't work. It's still being left up to rng since you have no control over where the best dull totem spot will be at, also if a survivor notices you putting down your hex totems then it makes all the effort you went to to hide the spot wasted since they will know the location. So having killers Pic the spot seems like a big time waste.
Yeah... That's true
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@dspaceman20 said:
I think it sorta balances out. Sure the survivor has the chance to put the boon totem in a very hidden spot but that means the survivors is going to be wasting time to find the hidden spot which can be difficult given the map and you don't have totem finding perks. This includes the time it takes to bless a dull totem as well as the time for the killer to destroy it.
So I would say both has its pros and cons.
Hex perks pros
The effect is instant at the start of the game.
Con
Has the potential to be in a bad location
Boon perks pros
Can choose location
Cons
The survivors have to find the location of the dull totem first and bless them to get the effect which could take up time.
Only the effects of Hex perks aren't always there at the start of the game. It's always lit and can be broken, but that doesn't mean it's active or you get immediate use out of it at the start of the game: Devour Hope and Retribution for example. Neither is there a real con on the survivors side because there are other survivors doing work while you're looking for a good totem spot. Also, the way I see this going is that there is no real need for the survivors to really hide the totem either. They just put it on the totem where all gens are done and voila the killer will now have to waste his time going to a location where no one is and thus can't pressure anyone.
I'll be honest, I didn't really look into the new changes to the game too much so I don't really know the effects of boon totems (maybe they're not even known as of yet), but if those effects are going to be strong enough to force the killers hand to actually look for it, then being able to place a boon totem at a spot where the killer has no real business is going to have massive impact on the game.
Overall, I don't really see why only one side should be able to choose the location of their totem and in my opinion there are way more cons to having RNG choose a location for the totem rather than yourself. Not to mention that the survivors have several methods of being able to choose a good totem spot really quickly by using maps or specific perks like Detectives Hunch. But maybe having both sides being able to pick a location is their plan going forward and they're just trying it out on survivors first.
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@TGB said:
Because 4 happy players at the expense of 1 is "smart business".
That's the answer.
Other posts don't matter.
Only you need all 5 players to be satisfied because there wouldn't be a game without a killer...
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I doubt this perk will become meta. Pop is still better and the killer has much more control over when the perk activates, and on which gen. Is it worth blocking a gen that's pretty much 99'd? I'd say it's not, because the survivors will just come back after 30 seconds and finish it. In the meantime they'll just work on another gen, open the chest nearby, cleanse your bones or heal each other. Perhaps they can't work on this one generator but they can still do pretty much everything else to progress the game. The progress on that gen is going nowhere.
What are you going to do about that progress? Waste your time and kick that one gen with base regression? Sounds like a terrible idea considering the survivors can just nullify that kick with a simple tap. Or are you going to hope you find and down a survivor in the meantime for Pop? Because that just means it's not going to be very consistent since you're banking everything on finding and downing that survivor in time.
The old Corrupt Intervention + Pop combination is still going to be far more consistent I think than any combination with Deadlock, because Deadlock itself only activates 4 times during the game and the killer has no control over the perk.
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I haven't seen any of the Hellraiser movies so I wouldn't know, but I saw people commenting that the bell was a hint too.
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I believe that totem spawns are pretty terrible and you're pretty much required to use Undying if you want a decent shot at getting use out of your hex perk, but I'd say that the Ruin + Undying experiment has proven that having Ruin up all game is really, really annoying and oppressive.
If Ruin were to be made a regular perk, there would have to be a time limit, similar to Corrupt Intervention. This way the value you get out of the perk is limited, but you're at least certain you get any value out of it.
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They already announced that all maps would be reworked at some point.
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I think the syringe is in a pretty balanced state right now.
The BNP can be questionable at times, especially if you run it with several other teammates and a green toolbox.
I think the BNP is a problem of just the bigger picture, being a lack of a 2nd objective for survivors and gen speed being pretty fast in general.
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Why does it need a buff though? It doubles the amount of time you need to heal currently but you won't need a teammate to get yourself healed up. I'd say that's a pretty fair trade. In terms of time efficiency it's exactly the same, only you're not depending on other people to heal up.
Not to mention, that right now survivors need to actually figure out themselves when it would be a good time to heal themselves and when it would just hinder their team. The need to develop this "skill" would decrease as well as a result of a Selfcare buff.
To be honest, I think Selfcare is one of those perks that is at a great spot atm. It's got benefits and downsides. And people need to learn when those benefits outweigh the downsides or when they don't. It's not like one of those braindead 2nd chance perks where the benefit will always be there when the perk activates like Noed or Dead Hard. There is actual skill or knowledge involved.
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I once had a conversation with a flat earther and it reminds me of all the FNAF supporters who are in denial. Don't worry buddy, I'm sure they'll leave a bunch of questionable clues for the next chapter and you'll have your chance to create a bunch of FNAF threads again. Sooner or later the devs will get the memo and add the mechanical teddy bear to DBD.
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You know... I used to be indifferent about Springtrap. I didn't play the games and I didn't care to either. If he ended up in DBD then he would be just new content like any other killer.
But to be honest... With each upcoming chapter having to read the same threads over and over again, I really just feel a warped sense of joy when the chapter is revealed and it ends up being something completely different. These threads are making me crazy...
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@Aven_Fallen said:
Killers really need to stop thinking that SWF is activating some secret Godmode. 4 Potatoes playing in an SWF will not turn into Team Oracle, they will be 4 Potatoes on Comms.
The only problematic teams are tournament squads and you dont even see them in public games.
Every Killer has probably beaten hundreds of 4 man SWFs already, what should those groups do when they get nerfed? Lose even harder?
I mean you're not wrong. But the coordination of a SWF, even a casual one, is really beneficial. It inevitably makes the game much harder because each member of the SWF knows when to go for a safe, when to work on a gens, what perks the killer might be using or just straight up where the killer is most of the time.
It doesn't improve their individual skills, but it does improve their teamwork. Seeing how most of the killers we have are mostly designed to be really strong in a 1v1 but really aren't as strong in the 4v1 (Deathslinger, Nemesis, Huntress, Clown, ...), it does create some issues. There is also just the aspect of ranking: in red ranks, there aren't that many potato SWF that are just completely terrible and only make bad choices during the game.
It's really just a complete mess, originating from terribly designed killers who are oppressive in the 1v1 (and as a result will be really strong against soloqueue due to their lack of coordination) but will struggle against the 4v1 (which only gets worse if you add some coordination to it). The irony of it all is that most people absolutely hate going against these 1v1 killers as well, whether they are soloqueue or in a SWF, because their powers are just borderline stupid so there really aren't any winners in this situation.
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Blight is still bound by his environment, whereas Nurse completely ignores it.
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I... don't see the problem? If they want to reskin popular skins, then why not? I don't remember BHVR ever saying that the skins in the shop would only be purchasable and there wouldn't be any other way to get the skins. In other words, I don't believe they ever said they were exclusive?
In fact, when the first rift launched, they made it pretty obvious that the rift would be a way for players to actually work for these reskins, rather than trying to get a hold of their moms credit card and buy it. Seeing how nobody cared at the time, they proceeded.
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I'm remaining hopeful they'll do something about the key-problem, but their communication is just awful. I don't recall hearing anything in the past couple of months regarding keys (or any of the other problems for that matter).
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The cooldown of his power is honestly kinda stupid. Wraith and Pig can stealth whenever they like. I understand that Ghostface can stalk people with his power and expose them so a cooldown would be somewhat necessary, but they really overdid it.
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@Kebek said:
https://us.v-cdn.net/6030815/uploads/7Y1ZUIZSC4JL/image.png
She was nerfed before and people said exactly the same thing. It's going to be same this time too.
She's still got one of the most superior chase powers that also gives her mobility. Losing some tracking won't harm her as much as many may think so, bad spirits it might but good one, not at all.
I mean... Losing her hearing is pretty much all her tracking as she can't see survivors. Sure, there's scratchmarks but those aren't reliable, at least not in the current state of the game. They're pretty much all over the place.
We'll see though
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They don't want to give prestiges too much of a benefit because people would feel like they're forced to prestige.
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@WexlerWendigo said:
Does it though? Is it really a big deal if you get a 3k or a 4k? The game would be much better if the killer didn’t slug for 10 minutes to get a 4k
That's a hatch problem though... The killer is just adapting to the hatch mechanic. Is it boring? Sure, but your frustration in my opinion is directed to the wrong people.
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I mean... In their defence I saw a bunch of threads on here all asking for this Stridor nerf. If there's anyone to blame, then it's probably the people demanding for a plasterfix, rather than an actual one.
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@Lycidas said:
https://forum.deadbydaylight.com/en/discussion/comment/2372515#Comment_2372515
The point of Franklin's is to not let survivors use their items
If a survivor leaves their item on the ground because "Meh, it's not going to disappear" Franklin did his job well (plus, they still have to recover an empty item if they want to keep it, which is the definition of wasting time)
With old franklin you had to rush to get your item back, but if you managed to do so Franklin did nothing since you still had all your charges
Don't get me wrong, I'm not saying that Franklins is a pointless perk. I'm just saying that survivors aren't nearly as much pressured into getting their items back now, which means it's no longer really as effective when it comes down to wasting time.
It still serves its purpose when it comes down to preventing survivors to use their items (to a certain degree), and with this change it's arguably now serving this purpose better. But the change also made it lose some of its efficiency when it comes down to slowing the game down, because survivors aren't pressured as much to get it back. If they want to play the game without their item, then that's perfectly fine (I do it all the time and I seem to manage), and they could just get their item back at the end of the game when all the gens are done.
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It just depends on the way you look at it really. Like, the item slowly depleting is a buff, but the fact it won't be destroyed also means that survivors won't necessarily have to waste time to get it back. They can just leave it there and grab it at the end of the game.
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DC penalty just needs to come back...
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Why would they ever stop when it's profitable to keep going.
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@Maelstrom10 said:
https://forum.deadbydaylight.com/en/discussion/comment/2344794#Comment_2344794
True
https://forum.deadbydaylight.com/en/discussion/comment/2344838#Comment_2344838
But then you'd have a giant bloat of people running very very specific addons matches in a row. when rarity "technically goes out the window" and you can just afford 3 new ultra rares every match to repalce the one you just used, why would you use any other addon?
I respect the randomness of the system to a degree, because it along with not keeping your item/addon every match, allow you to not run the most absolute powerful stuff every game. this new system of selling, would admittedly negate that for players who have played longer, but also just all round lower the perk grind for everyone and retain the aspect of "having to buy" what you might not use
There are ways to work around this. For example: you can only get like 1 ultra rare/day for each character. Or they could make the ultra rares just a lot pricier. There are many different solutions.
Also, people are already running the exact same things over and over again. Before Wraiths speed buff, I can't remember the last time I saw a Wraith without Windstorm. Certain killers are just addon dependent and as a result, everyone ALREADY runs those specific addons. This is also more of a "useless addon" problem than anything else. If all addons were useful, then there wouldn't be a reason for killers to run the exact 2 addons all the time, even with a shop system in place.
Btw, the suggestion of selling all the useless stuff would create the exact same "problem" you just pointed out. Because what's going to happen is people will sell the things they don't want and keep the strongest, most useful addons anyways.
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@Aven_Fallen said:
The problem is, they would need to add a Cap to slow down the Selling of unwanted Add-Ons, Offerings and Items. Because otherwise, players end up with Millions (if not Billions) of BPs at once.
So there would need to be a hard cap of X Things/week to sell or something like that.
They could go the other route and allow people to buy the addons, items and perks they want, rather than selling the unwanted stuff. The initial problem is still solved because now you get to choose which ones you buy, which means you're not going to spend your bp in useless stuff.
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I feel like a small buff like that wouldn't make the perk overpowered. You'll still only be able to heal up to 5 times and it's mostly going to be a solo queue buff as in SWF, they would leave the totems to you anyways.
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The grind wouldn't be as big of a problem if something like a shop were introduced where people can instantly buy the stuff they want without having to spend 50k BP on each bloodweb, hoping to find the perk/addon in those bloodwebs. You're taking the RNG and chance of it spawning away and let the player decide what they want to purchase.
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People really do be ignoring the fact that every Wraith pretty much always ran Windstorm. I'm not noticing any difference in the way Wraith games go because the speed and lunge has always been there. For real, it's just confirmation bias...
The only thing that changed is that the Wraith is now able to use an addon other than Windstorm, which means complaining about other addons being too strong with the buffed basekit makes more sense (like All-Seeing) because there's now extra room to combine these addons. That's an addon problem...
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I think Tinkerer is only strong when combined with Ruin but Ruin is a perk that can be deactivated so yeah... Can you really consider it OP then?
Idk, if they ever announce a change for the perk then I can definitely see why, even though I don't think it's necessary.
It's just a frustrating perk to go against. It's really annoying when you hold m1 for about 70 seconds and the gen is almost gone, only for a Blight to show up out of nowhere and completely regress it again.
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I love Deathslinger for exactly that reason! God, nothing is more enjoyable after a rough day at work... Those Deathslinger shots in the distance are like music to my ears! I have to say though, the best part of the experience by far is when the entity finally takes you to heaven so you no longer have to waste any braincells on trying to dodge an undodgable harpoon.
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@megthomas_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2300759#Comment_2300759
Im sure if billy was his main he will be buffed im not attacking Otz himself im talking about the idea of make survivor meta perks useless based on main killer opinions
lets see killers meta perks
BbQ no change
NOED no change
Ruin Nerfed and then super buffed by undying
its actually a killer sided game already
Meta does not equal to problematic and the last time I checked the survivor meta is still healthy and alive. When is the last time the devs touched Unbreakable, Dead Hard, BT, Iron Will, ... ? Exactly, they never did so what are you even on about? When did the devs make the survivor meta useless? Are you talking about the DS changes and just overexaggerating? Are you seriously claiming the devs are making the survivor meta worthless because the devs made ONE change to a questionable perk??
BBQ isn't a problematic perk so it shouldn't be changed. Noed is up for debate, but calling it killer meta either shows you're a lower ranked survivor or you just don't have any clue what the killer meta actually is.
Ruin + Undying was problematic and guess what, they nerfed the combination.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2291862#Comment_2291862
Yes, killer decides if survivors get points and its not really fair.
And survivors decide if killers get BP. Isn't that crazy how a game where people compete against each other also depend on each other to get points?
If one side plays better, the other side gets less BP... That's just how it works... If the survivors rush generators, the killer won't have a lot of BP either, if survivors deny the killer hooks, then the killer won't be getting any hooking points, hell if survivors decide to AFK all game, the killer will also get less BP...
Now if your whole point is that the BP system is absolute garbage and people get way too few BP for each round (especially when we look at the messy bloodweb system that requires you to spend all your BP on useless stuff you're never going to use), then I agree. But that applies to both killers and survivors.

