Nazzzak
Nazzzak
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- Nazzzak
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I doubt turning the game into a totem cleansing simulator will solve anything
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@jayoshi said:
Nah, on demand sprint burst is what wins you games. Trust me. From my stats. It's the most broken thing in the game
Escapist probably helps balance out Guide, which i would imagine probably doesn't have a great escape rate since their role is literally to sit on the gens the killers are patrolling
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@top500spiderman said:
Thats one thing i love about the dbd forrums the community managers and devs dont care about favorites.
If you're talking about bans, then it's sad for most of us because the "favourites" move on at that point. Unlike certain others who get banned and just come back with alt accounts..
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@Junylar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4060117#Comment_4060117
"Forced to sit there" for a few seconds - gets to abandon.
Forced to wait for 2 minutes - no abandon option.
Yup, no issue here, absolutely fair and no entitlement of one side over the other, sure.
How are you forced to wait? Unless it's a hacker I've never been forced to wait 2 minutes. The last survivor can abandon because it meets the conditions of the abandon system - all team mates are dead or slugged. Changing it specifically for the last survivor to have to remain in the game for a few seconds seems like a ridiculous waste of their limited bandwidth that could otherwise go elsewhere. If people want an abandon system for killers then absolutely advocate for one. But this tit-for-tat stuff is silly. The OP isn't 'provide abandon options across the board', it's 'stop them from abandoning at all.'
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Both of your clips show a poor performance. Put some more hours into him and learn his intended play. I do know a long-time Trickster main who is crazy excited about this rework and loves the changes, so that's at least one person who will definitely keep playing him.
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Once you've seen a mori a few times, you don't care. I don't even watch my own, I just hook the last person. If you enjoy them then great. You can still watch it.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058863#Comment_4058863
The problem is they keep extending it every single time. If every time they do a survey and people say they want 2v8 longer, then just make it longer from the start.
Probably because they anticipate eventual pushback (which we are seeing now) that will eventually keep it at 2 weeks anyway
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Because lots of people are playing it, which matters to the devs. The online community is only a small percentage of the playerbase, albeit a loud small percentage. We have 1v4 for most of the year. I think it's fine to have a few weeks a couple times a year that probably helps draw back a bunch of people who had grown bored of the base game. And I'm someone who has complained about 2v8 many times in the past lol
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Think it depends on how well they sold. That will determine if we get a second wave
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Had a game just now with 5 of us left. Two were being chased across map somewhere (no terror radius nearby), I was injured and ran to the gate where two others were. One exited, the other tried to heal me but it was better to leave to give the others a chance at hatch so I did. Other survivor decided to run back into match, preventing hatches from spawning 🙄 i spectated and watched all 3 die.
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Maybe something like where you can pick traps at a distance (ie areas where gens are completed) to rust over and expire, and then it kind of like restocks in a trap bag?
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@mejchar said:
well, let me fix my problem, Mac milan is full of safe pallets, same for the alien map, same for the eyrie of crows map
Nostromo? Safe pallets? Huh?
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Content creators care about views. It's what makes them money, it's their job. They will post whatever they think will get them views, even if it's absolute bs. They get to know their audience well, and know what to post to keep them coming back for more (typically ragebait). That's all it is.
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I don't think he is too difficult to counter, personally. The biggest mistake would be the healing under hook when asleep, players either don't know, don't care, or forget. I personally rarely project back to hook as I'm typically occupied elsewhere, but I could imagine a number of Freddy's do take advantage of it to tunnel. Alarm clocks are also pretty accessible to survivors when needed. Dream pallets i think are negligible. I might conjure a few but a lot of survivors tend to get rid of them when they spot them, so i like to prioritise snares.
Overall i think he isn’t a difficult killer to pick up and learn, which is probably a primary factor. i have good success with him without overcomplicating the game or using his full kit to my advantage. And I'm pretty sure he had high kill rates before his last rework, so even the healing while injured thing probably doesn't matter much. So i dunno. Random1543 could be right that newer players might boost the kill rates, but I believe the stats exclude low MMR so you'd hope those in mid-MMR have some knowledge of counterplay but perhaps not.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058463#Comment_4058463
Well, yes, survivors have ways of playing well too, that should largely be expected from a PvP game.
It's quite unlikely for the first chase to take as long as it would need for survivors to spread out to separate gens and finish them, so I don't think I agree with the idea that three gens popping in your first chase should be considered an inevitability. That sounds far more to me like the killer's not playing well, either by wasting too much time before starting the first chase or taking way too long to finish the first chase.
As for the idea of having to choose between pressuring a survivor or patrolling gens… that's not really a choice? You pressure the survivor, patrolling gens is just begging for a loss. You should be avoiding that at all costs.
Ultimately though none of this really changes the main point, which is that once you do get a hook, the game slows down. That's an extremely important aspect of killer gameplay that often gets overlooked in these conversations.
Can't believe you're getting downvotes when you're speaking hard facts. I think the problem is that some players don't want the game to simply slowdown, they want it to stop. So they can continue to waste time and play inefficiently, and still have it pay off. You are 100% correct that pressuring survivors slows the game down, and that's how it's intended to work. But you still need to play well to have good results. Sometimes your opponents will play better, and likely they will win as a result. That's PVP for you.
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Oh yes, I sometimes find myself yelling at the screen "just do the gen! I'll take the hit if he comes, just do the darn gen!" 😅 it's also why Empathy is always in my build, alot of people are too scared to do anything while injured.
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I got mine, but I've seen others post that they've had a similar issue. So it's definitely not just you and your friend
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058095#Comment_4058095
Makes sense to me. Smart killers don't usually get bogged down in long chases. If I see someone who is an effective looper, when i play killer, I don't engage with them. They'll waste so much of my time and I'll lose gens. Best to leave them until i can force them into a bad postion and get an easy down.
Makes sense. Good game sense is likely more prevalent in high MMR. I do the same, though I am firmly a mid-level killer and survivor. Altruism is usually their downfall.
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@runningguy said:
not sure why they left out most used and deadliest killers at high MMR but included most used and deadliest killers for mid MMR. High MMR indicates sweaty players that play to win, im curious what killers are mostly used in this area of the game and what the kill rates are for the high MMR killers such as blights. i would be surprised if killers like freddy and pin head that are relatively easy to counter in a team would be in the high MMR list.
Another interesting point is how mid MMR escape rates are generally the same regardless of SWF but high MMR escape rates improve the more they have SWF…..This suggests mid MMR when people just goof around and meme, being in SWF does not improve escape rates. While high MMR where people play to win, the escape rates do get higher the more thats in a team which indicates SWF with comms with the intent to win can aid survivors considerably. It goes from 37% solo to 45%. 4man SWF.
Its also interesting that there is actually an increase in the amount of SWF players in high MMR. Many people claim "your not getting SWF teams that often". These stats show that high MMR do have higher chance of getting SWF teams compared to mid MMR.
Four co-ordinated friends playing to win perform better than a solo player. More breaking news at 7.
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Lol I don't even watch my own mori's - I hook the last survivor every time because once you've seen a mori a few times, it's really not that exciting anymore. I don't blame anyone who has no interest in watching them. If you enjoy watching moris then a survivor abandoning doesn't take that away from you. You can still watch it!
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@runningguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058097#Comment_4058097
Except hatch counts as escapes as they also count towards challenges and adepts. Abandons do not count towards challenges and adepts.
Abandons do not count as escapes on the tracker, they are void, no escape, no death, just a blank space on the recent matches section. Hatch actually does say "escaped".
Also the reason why I asked this question is because of the statement being stat tracker is accurate if you never abandon... Suggesting hatch escapes that count towards the escape rate is acceptable for providing reliable accurate results.
Is it that stats where someone never abandons are accurate? Or are stats accurate if you never abandon and never escape via hatch? The difference can be important when considering accuracy.
They might allow it for adepts and challenges for the sake of a personal 'win', but it doesn't count on their end at all (see screenshot below).
And not mentioning hatch doesn't mean they're suggesting it counts. It could simply be that excluding hatch is more difficult than excluding abandons, especially if, as you say, it is evident on the stats page that an abandon took place. Which I'll take your word for - i don't use the stats tracker. But if hatch is showing as some sort of pity escape to make people feel better, then it's doing a disservice imo.
So again, the stats page needs fine tuning because as it stands it's not really proof of anything. A stats page could say someone has an 80% escape rate, which you would assume must mean they're some cracked high MMR player, but if they're actually a rat who hides for hatch most games then it means nothing.
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Thank you!
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It's always like this during 2v8. Once it ends, then 1v4 killer queue times will drop
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058103#Comment_4058103
Here is a link to the previous stats:
Thanks! I actually do remember that now, I think I'd forgotten because the times were presented differently lol
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058095#Comment_4058095
This was the same when they last released stats like that. The average chase time per Survivor per match was 60 seconds on all MMRs and 66 seconds on high MMR. Which to me is a really low number, because it means that each chase is around 20 seconds.
It is obviously only the average, so there will be chases which are longer and others which will be way shorter, especially if tunneling is involved (since this means that there is only one health state to deplete aka shorter chase).
But it shows that the stories of Survivors at high MMR being able to consistently take chases for 3+ Gens is not true at all.
I must have missed that stat last time. But yeah, there will always be outliers. They're definitely not the norm.
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@runningguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058080#Comment_4058080
Survivor stats are not accurate unless you never abandon? So someone that rarely abandons or never abandons and gets the hatch would have reasonably accurate stats?
Hatch is considered null in the system, same as DCs and abandons. So i don't think there's any difference. The personal stats pages need fine tuning because i believe both hatch and abandons show as escapes, whereas in the system that the devs use (ie which determines MMR) both hatch and abandons are non-factors.
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Thanks for sharing!
Interesting that average chase time of high MMR survivors are only several seconds more than average chase time of mid MMR survivors.
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This discussion about third party comms is irrelevant. Unless the devs install spyware, as someone else said before, they can't possibly know who uses it and what their intent in using it is, and therefore cannot ever balance around it. The only way to balance around comms is to have an in-built comms system, which is very unlikely to ever happen because it's more time, money, and resources dedicated to policing it. As others have said, best option would be a comms wheel. No policing, and easy to balance around. People can moan about third party comms til the cows come home but the devs can't balance around assumptions. They need hard data.
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@Shinkiro said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057787#Comment_4057787
Yeah, until medkits and toolboxes are changed to just not be the automatic best picks every other item isnt worth it. These have a stranglehold on survivor items and need to be looked at if they ever hope to introduce more items or make people use other existing ones.
If everything else has to be absurdly strong to justfy being used over them, it proves those two items are overtuned.
Medkits and toolboxes have been nerfed over the years. They're nowhere near as strong nowadays than they used to be, yet there will always be more popular picks among items unless you make them completely useless or outright remove them from the game. In which case, people will just find something else to blame when they lose.
And fog vials haven't been made "absurdly strong" in the slightest. Being useful doesn't mean being strong.
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@ImWinston said:
- I think they're planning a perk that can break pallets from a distance (like the New Vecna perk that kicks generators from a distance, for example). So with this perk and Spirit Fury it would create a very strong combo (I imagine). I don't know, but I have this feeling.
You're probably right. Usually random, seemingly unnecessary, changes happen and a short time later you realize why
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Just play 1v4 then. 2v8 is its own beast, and the appeal is that it isn't 1v4
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057528#Comment_4057528
Both the P100 reward & the MMR rework's release dates are slated as both being ''adjusted ETA'' under the Feb & onward part of that roadmap.
So while not scrapped, we don't know when it'll happen or even have a rough idea of when.
I believe it's still this year, and likely not far off. When they dropped the anti-tunnel/slug update, a dev said they're hopeful the upcoming MMR changes help alleviate some of the issues people face. So the fact that it was even mentioned shows it's being worked on.
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I don't tunnel as killer and do just fine. I also once kept stats for a few hundred survivor games and tunnelling killers were in approx 12% of all those games. So plenty of other Killers play fine without doing it. If you tunnel then whatever, I don't actually care how you choose to play. But to say players have to tunnel is just false.
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Trapper setting traps
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I've never hit the limit since it was implemented. Came close on one gen one time, and that's it. If you're consistently hitting it, and it's to your apparent detriment, then perhaps you need to change something. Your build or whatever particular way you're playing. I could be wrong but I feel like you've made this exact post before awhile ago? If so, you still haven't changed anything? If you're waiting for the game to change to suit you then you might be waiting awhile...
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Yeah, it's always like this for me in 2v8 lol game slows right down at 1-2 gens. The killers have less gens to patrol and too many players run at the hint of terror radius (consequence of loose matchmaking)
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@BongoBoys said:
Im hyped for the map it's something new that's not reused asset slop from old maps
https://us.v-cdn.net/6030815/uploads/ODR23T1UJKSF/20260218-172820.jpg
I know some people will complain about the neon, but i hope the devs leave it be. I'm kind of over the dull aesthetic of current maps.
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Looks like we're getting the long requested neon city!
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@Mazoobi said:
I've been kind of out of the loop for a bit, when was this new map mentioned?
Been on the roadmap since the anniversary i believe. New map in a new realm
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@Junylar said:
To forbid queuing with friends, only allow queuing with randoms. So that social networkers and hiveminders stick to their SWFs, and leave the killer role to the lone thinkers and individualistic minds to whom it has always belonged. Right now those ex-SWF survivors are the main reason of the overcrowded killer queue, we need to send them back.
It's a game...
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@CatManThree said:
Pretty sure there was some drama a year or two ago about a ton of popular streamers smurfing or something. I don't remember.
I don't recall any drama, just the same unfounded rumours. Which was always strange to me because once upon a time devotion levels were viewable in lobby, and you could clearly see they didn't change - or very little when they did - in-between streams for popular streamers accused of smurfing.
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I'm rusty after a few weeks break, so I imagine you would be after pretty much a whole year
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Scout and Guide. Scout because i can't rely on my team mates to rebuild important pallets, and Guide because if I'm not in chase I'm glued to a gen, so it's useful.
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@Fixthisgamebad said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4056307#Comment_4056307
i would but the que times r so long no one is really playing 1v4
Right now they're pretty good for survivor
https://www.deadbyqueue.com
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Probably better off just playing 1v4 instead if you're not enjoying it
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@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055741#Comment_4055741
I dead ass win more in 1v4 solo queue than in 2v8 now. I want these easy 2v8 survivor games that I keeping hear people talk about. My 2v8 teammates are the worst players in the entire game.
I played seven 2v8 survivor games today and didn't escape once lol everyone seems to stop doing gens once there's 1-2 left. I'm the only one trying to so naturally I'm the one who keeps getting found lol and I'm opting to play Scout most rounds because I don't get why the Scouts on my team never rebuild the pallets near the remaining gens. Those are the most important ones.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055954#Comment_4055954
I get what you mean, but even then, its the same type of reasoning that gets applied to being forced to swat out at the gate. If it wasn't intended to be a humiliation ritual, why don't the survivors just leave? If all 4 are in the exit, the justifications for things like waiting to make a save and such are gone. There are times where it is not meant to antagonize, but there are also many times where it is. If there was a way to force eject the survivors when they are in a checkmate scenario, that would be a different story, but it needs to be one last forced time waste on top of a mountain of previous ones that are part of the killers job in playing the game, a final insult that exists purely for the sake of bad sportsmanship, and the main justification revolves around the duration of a single interaction rather than the culmination of the entire game that obviously led to a loss. Its spitting in one's hand for a team handshake at the end of a game like football, but without the risk of the other player knocking your lights out for the disrespect.
I've even tried to offer concessions for killers to be able to swat all 4 out as a single action through things like closing the exit gate instead of having to go through the routine, but it always comes back to "but they have agency!" as a way to disregard anything other than allowing the status quo. Meanwhile I don't consider choosing the length of time for your inevitable defeat any more agency than forcing a losing player in chess to make the last move to decide what space their king dies during a checkmate.
The moment anyone talks about things like W/Sing while bleeding out and demanding empathy, they lose and and all justification to be able to defend that scenario.
How humiliating one finds it is obviously subjective. Personally, I have no qualms about hitting them out. When i talk about it being an option, I'm not intentionally being unsympathetic. I'm also sure there are players for whom being slugged and slowly bled out was humiliating also. There's probably even players who still find the whole team being slugged and abandoning to be humiliating. For me though, it simply comes down to a lack of respect for people's time and therefore ensuring people have the option to claim their time back.
As i said, i have zero issue with the devs implementing something at that point, if only to prevent people from feeling humiliated. You said an abandon option isn't realistic, and since you've put more thought into it than I then I believe you that it's not an option. Your suggestion of being able to close the exit gate is fine, though I don't think it would change much in terms of "choosing the length of time for your inevitable defeat," since it ultimately functions the same way as chasing them out (unless I'm misunderstanding you).
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055939#Comment_4055939
If the devs decide to implement an abandon option in the event that survivors are tbagging in the exit gate, then whatever, no skin off my nose. But there is, and always has been, an option.It can't really be an option, since the killer is load bearing and there is no way for the game to properly make those types of identifiers, which is usually what the argument boils down to. If two people are given a free cake and one of them is diabetic, they cannot necessarily eat that free cake. The approach to solving the solution should have been designed around the underlying issue for both sides, but was done in a way that is possible for one (due to being elimination based) and not the other (being load bearing) on an intrinsic level.
It was a very lazy solution that even undermined multiple survivor perks in their intended applications and ability to prevent scenarios that the abandon feature is now a blanket opt out for. Basically my stance is not one that survivors should not have their "time be respected" in extreme scenarios as much as the insistence of such a platform demands exclusion from an aspect that is a part of competition itself. I also strongly believe that to say rules for thee and not for me in regards to something as unavoidable as that while simultaneously having it be baked into the core gameplay loop for the opposite side tends to increase frustrations considerably in a death by a thousand cuts way more than just a direct comparison of specific scenarios. I'm ok with agreeing to disagree on a lot of aspects of the conversation, I just really dislike having comments disparaging personal feelings about some being blanket statements for anyone who disagrees, especially since that betrays concepts like cognitive dissonance as a reason for reconciliation of ideas to not be able to happen.
"I just really dislike having comments disparaging personal feelings about some being blanket statements for anyone who disagrees"
If this is referring to my comment about some people being disingenuous, I can clarify that I do think people are being disingenuous when they suggest being able to crawl around to find hatch means being slugged is not a waste of someone's time.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055929#Comment_4055929
I don't think its anything like being disingenuous or victim status to point out that the system was not designed around the inherent nature of elimination vs load bearing presence in the game, and instead tried to incorporate a solution that favors the consideration of one side far more than the other, but I also don't understand the depths people go to about "time waste" in a competition environment, and I don't think I'll ever be able to get people to not focus on a concept like that in such a self centered way. And I don't say that as any form of insult, but more that its a position that demands empathy while showing none in response. The reason people feel compelled to try to explain parallels is because the killer role can often be built around time waste, and its inherent in everything down to god loops and shift+M1 gameplay or even just blade wipes and picking survivors up.
Many aspects of the game are designed to inherently waste time, and thats something that comes with competition in general, but the sentiment behind things like going next often demands exclusion from that uncomfortable truth (and most of the abandon conditions foster that sentiment.) The reason so many people try to focus on the exit gates is because the only way agency exists is if you force it to based on personal definitions revolving around your character doing things when you press buttons, and not whether those actions do anything to progress you toward your objective. Many situations in the game are not structured in a way that a 1 to 1 parallel will ever be able to be explained without the other side being willing to understand the nuances from the opposing perspective. Since the killer side has no way to leave a match without it ending entirely while survivors are elimination based, one side gets to leave when they lose and the other side only gets to leave when the match has fully concluded for all players. The prioritization depends on a balance of emotions vs logic, with empathy being the only way to actually convey or understand a person's stance on those two principles. Since the foundations are entirely different, cognitive dissonance makes it easier to declare a false dichotomy than it does to actually compare the underlying commonalities between the two perspectives.
To reiterate my position: it's about having options. If survivors are tbagging in the exit gate, the option exists to chase them out. Or not. If all survivors are a degree of dead and/or slugged, there is an option to abandon. Or not. If all survivors have abandoned, killers also get the option to abandon. Or not. The discussion i replied to is talking about time wastage, and the options exist for both sides to minimise it. Prior to abandon you could still chase tbagging survivors out, but you could do nothing about being bled out for 4 minutes without copping a penalty.
If the devs decide to implement an abandon option in the event that survivors are tbagging in the exit gate, then whatever, no skin off my nose. But there is, and always has been, an option.
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055900#Comment_4055900
Why is that so difficult? Because we don't know where the hatch is. And like Ampersand said, if there's more than one Survivor alive, then there is no hatch. Pretty sure you're just trolling at this point because you can't counter my argument.
They're definitely trolling, I wouldn't bother.
I force survivors out the gates constantly to ensure my time isn't wasted. It's easy. A survivor can't force a killer to hook or mori them in order to ensure their time isn't wasted. The abandon option was the solution to that, and fair enough. Too many folks purposely being disingenuous here because they want to feel victimised but the point is that everyone has options.

