Nos37
Nos37
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3018014#Comment_3018014
So you only find escaping fun?
Because there's far more to the game then letting your teammates die so you can try to open the exit gate by yourself.
Joining in hook trade spam and feeding the killer points isn't my kind of fun
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As long as this means that survivors cannot use Dead Hard, Borrowed Time, Off The Record, or some other form of Endurance to walk through the Trapper's traps then I'm okay with the change to endurance.
I wouldn't have to main Sadako to bypass survivors using defensive perks offensively
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@Gorgonia said:
but hey... you need to make it to end game... with the current changes, as a solo q survivor, I don't see myself making it to end game that often for OTR to be viable hah
I'm hearing "the strong get stronger while the weak stay weak?"
Typical BHVR
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Whispers' endgame niche should be for when the killer stomps so hard that the last two survivors have a stealth-stand-off for hatch.
It shouldn't be the nail in the coffin that it is now.
Getting the gate open without Whispers in play is hard enough as it is.
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@rooCraah said:
Whispers being a win-more perk is why I run it (when I do). It's obviously not strong when 4 survivors are alive, being just a way worse Lethal Pursuer because it kind of helps finding the first survivor and then is perpetually on until survivors start to die.
In fact, Whispers used to be run a lot more before Discordance and later Lethal Pursuer released because it was the best perk for finding the first survivor. Now its main utility is being a good endgame perk.
I'm surprised you made this thread about Whispers and not about No Way Out.
I've already talked about No Way Out, here:
@Nos37 said:
Survivors don't like being slugged, camped, or tunneled. They can use perks to help deal with these. Moreover, the killer will not know these perks are in play until they proc, forcing the killer to take a risk or assume they have it and play it safe (this happens just from the perks existing; no one even needs to equip them).
I see a lot of killers complain about the gates being left at 99%. What if it were given the same treatment and there was a perk to help deal with that? What if the survivors didn't know the killer had it until it proc'd, forcing the survivors risk leaving it at 99% or assume the killer has it and open the gate?
No Way Out: When the last remaining generator is completed and a survivor opens one of the gates, the Entity blocks the exit switch and stalls the gate from opening for 12 seconds plus an additional 6/9/12 seconds for each unique survivor hooked.
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This does 3 things:
- It helps the killer deal with 99% gates
- It no longer makes No Way Out a guaranteed loss for the last remaining survivor if they fail to find hatch
- It disables the perk if the killer opens the gate (no more Twins opening gates and bodyblocking until EGC kills survivors)
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@ACleverName4Me said:
https://forum.deadbydaylight.com/en/discussion/comment/3017906#Comment_3017906
Keys haven't been removed they've just been fixed to actually allow 1 person out through the hatch when 1 person is left alive. It's doing it's job.
If you wait too long and you see no way out appear that's your fault for waiting so long. If the killer is hovering around the gate you're at leave. Whispers goes off? They go to other gate they think you're going too and that's when you make your move on the original gate.
Noed? Do bones. That perk has been stated by the devs to be "a punishment" for focusing on gens and not other objectives. Maps and perks are there to destroy bones not to mention you can boon over a hex. Yes it takes a bit longer so there's the option to cleanse it or just stop it before it appears.
If that were the case, NOED would only activate when the last gen is finished, not from the killer simply closing hatch.
Even if all I did from the very start was hunt down and cleanse totems, while my team was overaltruistic and suicidal in their hook trading or straight gave up on hook, how is it that the killer still gets NOED? Why am I "punished for gen rushing" when there are still 5 gens remaining??
Solo Q is a Fog Damned disaster of a Hunger Games show. A solo survivor cannot rely on teammates; only on the hatch and exit gates (even those have bad RNG), and that's before killer perks shut that down and grant the "easy mode" that arguments here are so against.
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@Huge_Bush said:
It only lets the killer know your general area. It's not that strong nor is it run very much compared to other perks. The only time it can be a problem is when the killer closes the hatch and you're trying to open the gate, but in that instance, you basically used up all of your chances of escape and are not entitled to an easy gate opening.
Easy gate opening??
Whispers means a 0% chance at a gate opening. That's the problem!
Either the gates are close enough together for the killer to stand in the middle, or far enough apart that they only need to stay near the gate that has Whispers active.
The game shifts when there is only 1 remaining survivor. Perks like Whisper, No Way Out, and NOED ######### all over this.
Keys were removed for a reason. Time for these perks to stop auto-killing the last survivor.
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Calm Spirit's meant for stealthy (mostly solo) players. The longer those stealhthy players spend doing secondary objectives, the less time they spend on gens and risk getting caught.
The killer cannot see chests or dull totems. Spine Chill is a stealthy survivors' first pick over Calm Spirit, so they'll likely have both and move away from the chest or totem if it lights up.
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Do they mean scratch marks begin fading 3/4/5 seconds sooner?
Otherwise, keeping Lightweight at Tier 1 seems best
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/329010/event-decorations-should-not-affect-gameplay
I doubt that anything will ever top those stupid sodding snowmen.
A hitbox is one thing, but completely negating several killer powers is...quite another.
I'm talking about event decor, not event mechanics
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/3007027#Comment_3007027
Well if I had to guess OTR, distortion, and calm spirit are probably getting buffed, not nerfed. Distortion buff is actually kinda scary tbh because it’s already good and underrated imo.
There are way too many ways to lose stacks, and you only get 4. A buff should give a way to get stacks back. That, or swap out stacks for a cooldown instead.
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As a solo-Q survivor who prefers stealth, seeing perks like Calm Spirit, Iron Will, Spine Chill, Distortion, and Off the Record on the list has me a little nervous.
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Not sure what the changes to the base game will be, but I know that it will just somehow be very exploitable by SWF and barely help out the solo players; always does...
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No!
Not until they completely stop cheaters
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@Blueberry said:
Gates should just passively regress if not opened
Not if there's only 1 remaining survivor.
It's damn near impossible to open a gate unless they gates are far apart from each other, I open the gate a little and stop just before the red light comes on, and then fully commit when the killer checks and leaves.
Gate regression will kill the last remaining survivor in the matches where the game spawns the hatch right in front of the killer.
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Just make No Way Out the answer to 99% gates...
No Way Out doesn't activate until the gate would reach 100% for the first time. It stops both gates from opening for 12s + 12s for each uniquely hooked survivor.
No Way Out also needs these two changes:
- It should only work if the last gen is finished, not from simply closing hatch (no longer a guaranteed loss for the last remaining survivor)
- It should only work from the survivor opening the gate (no more Twins opening the gate manually and bodyblocking the exit)
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@tippy2k2 said:
Unless a survivor is a jerkface to me (and at least one of them gives me a tasty treat), I try to just 8 hook the team and let them go.
Although I don't always remember who I hooked so I apologize in advance if I oopsy and death hook someone 😅
Killers who tunnel know exactly who they have hooked.
Showing the killer the hook count will do nothing for them, but would help nice killers tremendously. Shame
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@[Deleted User] said:
That isn't tunneling though. No matter if you did hook the same survivor twice, as it wasn't intentional on your part.
If the freshly unhooked survivor runs back into the fray and also gets downed, it's not even body blocking. It's stupidity and losing the match 🤣.
Even if they manage the DS stun, you still have a downed character and now they've wasted their DS, it's a stupid play that benefits the killer.
But I mean,, if you somehow run into this scenario again, I'd just leave them on the ground til the DS timer runs out before hooking.
What if the killer doesn't want to eat the DS because it would change which survivor the Obsession is?
I get it; the situation can be played around, but DS should be a defensive tool, not offensive.
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Nothing scares survivors.
The only jumpscares they put in the game now are for killers spending Bloodpoints or waiting for matches as the Onryo.
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A) The blinding white auras during nightfall were bugged in the PTB. They won't be that bright unless you're in very close proximity.
B) The low impact of darkness was bugged in the PTB.
C) The devs said that, in playtesting, anything less than 12m of darkness was too much for the survivors.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2980330#Comment_2980330
The game used to be far more survivor-sided than it is now, with double pallets, true infinites, permanently sabotaged hooks... and seriously, how often do you see Breakout or Boil Over in play?
If there was no form of a wiggle mechanic, the killer could always take you to the basement regardless of where you are on the map. That's an issue, especially for killers like Trapper, Hag, or Bubba.
Also, regarding the basement, natural wiggling is fine. It's all the other stuff that is annoying. Imagine if a killer could bring a gen from 80% to 20% in one kick, undoing all of that survivor's work.
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I'm not. You must not have followed the reply chain between Laluzi and myself.
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@HectorBrando said:
Dead Hard doesnt reward failure, it has an activation condition which is crystal clear, being injured, once you get injured you can use it, simple as. Failing as Survivor isnt getting hit, the game is designed for Survivors to get hit eventually, failure as Survivor is dying, right now there isnt a single perk that rewards Survivors for dying (at least the dying person).
Now I have a question for all Killer mains, once DH gerts nerfed in the upcoming mass balance how do you decide whats the next outcry inducing perk/mechanic? The strongest Killer decides for all? Are you going to host a poll where everyone can vote? There is some short of Killer Junta formed by the streamers who decides for the rest? or some sort of "Killer bureau " decides and then assigns quotas regarding posts on the forum to every Killer main? every Killer region decides on their next contentious mechanic, goes to an assembly, exposes its plight and then representatives elected from every Killer region worldwide vote according to the directives issued by their region?
Pick rates show how powerful Dead Hard is. 75% compared to only 50% for Borrowed Time and Decisive Strike.
@[Deleted User] said:
IIRC these charts were not in this news post yesterday so i thought i'd make a discussion about them.
https://news.deadbydaylight.com/en/news/PerkOverhaul
https://us.v-cdn.net/6030815/uploads/6V2JHCDWRFR8/image.png
^ Perk Usage by MMR for killers
https://us.v-cdn.net/6030815/uploads/3Y5Y5COD2EKS/image.png
^ Perk Usage by MMR for survivors
There is also charts for Killer/Survivor loadout usage rates but they were more difficult to understand and so i chose not to post them here, you can find them in the news article shared above if you are interested in them.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2980314#Comment_2980314
Who says "drop the chase" because of dead hard? I can understand dropping the chase if you're spending 2 minutes chasing one person which so so so so many killers do, like the majority of killers will hard commit to a chase with someone they haven't even injured, let along facing dead hard.
That's the problem. Dead Hard makes many more chases last that long.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2980359#Comment_2980359
Except just one of those perks should be satisfactory to deal with most save situations. Seriously, do yourself a huge favor and take off Hangman's Trick for good. That perk doesn't tell you anything your eyes can't. Just use caution around pickups when you're under a pallet or when survivors have flashlights and those survivors aren't accounted for. You don't need Trapper when you can just chase people away and whack them every time they come back to try again.
If you really need a perk to handle survivor plays, Starstruck does a pretty great job of scattering would-be rescuers while also providing fair utility in a normal match (which none of the four perks you listed will.) And Lightborn's only worth bringing if there's 4 flashlights; one or two can be handled by checking your surroundings and facing walls.
Hangman's Trick shows me a survivor crouching near a hook behind line-of-sight.
This lets me choose between going to a different hook right away or dropping the survivor if no other hook nearby. No amount of Mad Grit or Iron Grasp is going to stop the wiggle if I get 80% of the way to the hook before I find out about sabotage.
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Blinding the killer while they pick up or carry should do just that: blind. Make it a struggle to find the hook aura, not rob them of the hook state completely.
Sabotage should not break the hook until the killer hooks. At which point, it breaks and falls on the killer's head, stunning them. The survivor can still get away (as if they had wiggled off), yet the killer still gets a hook state.
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@FilthyLegionMain said:
I say Dead Hard because you can just do bones with Noed. Do you just... not injure to remove their dead hard?
Exposed or Blood Echo / Fearmonger (Broken status effect helping with this)
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2980330#Comment_2980330
The game used to be far more survivor-sided than it is now, with double pallets, true infinites, permanently sabotaged hooks... and seriously, how often do you see Breakout or Boil Over in play?
If there was no form of a wiggle mechanic, the killer could always take you to the basement regardless of where you are on the map. That's an issue, especially for killers like Trapper, Hag, or Bubba.
I see this bs often enough to have to use all 4 of my perk slots to counter it:
Lightborn, Iron Grasp, Hangman's Trick, and Mad Grit.
Even that's not enough. I would have to play Trapper to counter the pallet save by trapping one side and bodyblocking the other side as I pick up.
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⬜️ Survive With Friends
Solo survivor and killer are the hardest.
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Escaping the killer's grasp is an overpowered and outdated mechanic.
Chases are taking longer and longer to end with a down.
Meanwhile, they're completely undone in a matter of seconds because of pallets, flashlights, Breakouts, Boil Overs, Sabotage, bodyblocking, permanently broken hooks (for having successfully completed your objective as killer), bad hook spawns from map design, worse hook spawns from offerings
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@Aven_Fallen said:
DH does not reward failures. Most of the time Survivors can play greedy because they have DH. This allows them to take that extra Loop or to make it to the next window instead of using the nearby Pallet. They dont miscalculate it, they can play greedy because DH allows it.
Also, have you gameplay of your videos? I am very sure that you did not lose the games just because of DH. You might want to think it, but you probably made a few mistakes which led to you losing.
On the Micro level of the chase, Dead Hard does its thing and draws out chases even longer; especially if suvivors chain tiles they couldn't normally.
On the Macro level of the trial, Dead Hard coerces the killer into committing. Most survivors just say "drop the chase and pressure gens," but that becomes pointless when everyone has Dead Hard and all you're doing is letting the survivor who's exhausted recover their Dead Hard. You can't really chase, break a pallet or two, and change targets because Dead Hard also negates dead zones.
It's lose-lose.
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My understanding is this:
First, they will look at the Prestige Level of all your characters. You will get a reward for each character that is Prestige 3.
Then, they will add a post-trial Crest that can be seen on the results screen (replaces Ranks/Grades). This will reflect how many times you have prestiged as that character.
They will then look at how many perks beyond 50 were obtained on each character and convert that into Prestige Levels. (You could have a Prestige 8 Dwight on "Day 1" of this new system, without having to manually prestige him.)
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I'm afraid (underwhelmed) that the P3 reward will simply be a sparkly Prestige Crest.
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Typically, I continue playing normally. (I don't use sweaty meta perks or play strong killers; it's not a complete stomp.)
If I get messages after the match that mention the disconnect, I tell them that they get in-game Bloodpoints for it and if that's not enough then it's between them and the devs, and I move on.
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@Blueberry said:
Make all totems appear dull to survivors. That's what we need.
Then they have cleanse multiple totems since they don't know which one it is and they'll have to actually see the totem instead of hearing it.
Yes! I've been suggesting this as a buff to the weak Blindness status effect for years...
Even gives Third Seal a decent buff since it's very likely to protect itself for just a little bit longer. Though I think Third Seal should be buffed to only be cleanseable by those affected by it.
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@Brokenbones said:
I don't think this should be a basekit thing but
It's a neat idea for a new endgame totem like NOED though. Like imagine if there was a hex that lit up when all gens got done and it had some kind of effect on the exit gates/exit gate area.
Or, here's a random idea
'Survivors who are dead on hook cannot leave the trial while the hex is up'
Would b cool
I was thinking of a similar change to NOED: it applies to a dull totem once all generators hae been completed (no more activating off hatch close!) and the Entity blocks all pallets and windows (not sure about the 1 window in Dead Dawg tho).
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If the long cooldown is to stay, all gens affected by Opression should regress faster and failing the Opression skill check should block it for the duration of the cooldown.
Once the cooldown starts to negatively affect survivors THEN enough people will complain about it. Right now, it only affects killers, so who cares..??
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It should only show Bloodpoints offerings, and only the ones that affect the killer as well.
But then it becomes "pay to win," or burn an offering for a mercy escape (if it comes down to it)
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Just finished a match as Nemesis and had the opposite result. 0 kills, 2 hooks, and barely 10k points. But hey, at least the 4 minutes it takes survivors to finish all 5 gens was enough time for me to find the Purple Glyph...
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Should the in-game pause menu show who burnt Bloodpoint offerings?
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Take it off MoM and put it on Dead Hard
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Not sure, but it has far more purpose than post-match chat.
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Whoever blessed Circle of Healing into existence gets the self care action; the others only get the speed.
No more 4 Self Cares at the cost of 1 perk slot.
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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/2977439#Comment_2977439
One: No. Mori without having to hook AND exposed? That's just Tombstone with extra steps, and we really don't need another tombstone situation.
Two: Not really sure on this one tbh. Outside of either extremely ballsy survivors or really good survivors, nobody really does this. Seems unnecessary.
Three: That's overkill, and oblivious is useless for Sadako.
Four: I agree with this one. This one actually makes the most sense and would pair wonderfully with basekit Telephone which applies hindered for 3 seconds to survivors who witness a manifestation.
You shoot down all the buffs they mentioned, and praise the one suggestion that removes her mori??
This isn't a nerf thread 😔
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@Huge_Bush said:
It's too late, she's gone the way of the Twins. Just delete her since they'll soon release Sadako Plus Ultra in the next chapter.
The new Turkey Bone killer cannot walk through bodyblocking survivors. Don't delete Sadako.
In fact, let her climb through windows while demanifested at any time rather than wait for survivors to finish vaulting first. This would make her uniquely better at catching up through window loops compared to other M1 killers. It would also give the perk Fire Up some synergy with more killers than just The Shape.
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And give killers the choice to flush survivors out of the exit gate so they escape instead of teabagging for 2 minutes
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Funnily enough, I was struggling to get value out of Power Struggle and had to make a whole build around that perk. In doing so, I found a build that gives great Power Struggle value and Exponential value:
- Boon: Exponential
- Tenacity
- Flip-Flop
- Power Struggle
Setup your boon near unused pallets; work on a gen nearby; run to the pallet when the killer is about to down you. You can immediately begin to recover and crawl to the middle of the pallet. The killer may check for others before picking you up, but even if they don't and they pick you up immediately, you'll have recovered enough to stun them with Power Struggle.
Be sure to check out the auras of unused pallets while you're down, using Power Struggle, to see if there's another pallet you can run to afterwards.
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@[Deleted User] said:
https://us.v-cdn.net/6030815/uploads/1ZWRYQZZXBJO/image.png
this perk is painfully bad.
It would be nice if survivors near the hooks had their auras shown in white if they have remaining toolkit charges or the perk Saboteur is off cooldown.
Currently, I see a survivor near a hook, but I won't know if they're going to wait until I get closer before sabotaging. To avoid the risk, I have to look for another hook entirely or drop the survivor.
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Monstrous Shrine
It's been the butt of enough jokes now. Its time has come
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Say goodbye to 40 perks (or continue using them in their new form)
And say hello to the other 100+ perks that exist
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I can see the issue of it being too oppressive.
The killer wants to regress the Deja Vu gens but cannot until the effect ends (maybe 20 seconds later), but then a generator elsewhere pops and resets the Deja Vu block for another 20 seconds.
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3-gens aside, I just wish the perk had something more to do with the feeling of, or definition of, Deja Vu.
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Maybe if it only affects left/right movement, or just the camera controls.
Making the survivor immediately U-turn into the killer would be too strong for the killer and too frustrating for the survivor.
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I read the title and was expecting you to say something like "I called Resident Evil Chapter 2 and it went straight to voicemail."
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@Maelstrom808 said:
https://forum.deadbydaylight.com/en/discussion/comment/2959427#Comment_2959427
You already have one. Just run out of the gate. I would gladly give up any Mori if survivors would just leave and not sit at the gate taunting and healing.
@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/2959427#Comment_2959427
Yeah, your automatic resolution for a killer loss is that you leave and the game ends. Pretty swift and conclusive.
You wanted some Voltron-style combo teabag or something?
I should have worded that better.
It would be nice for killers, as the killer role, to have a quicker end to a lost match.
Sure, killers can open the Exit Gate Switch, but not if the survivors stop progressing the game with 1 gen remaining while they
beatfarm the Bloodpoints out of the killer's piñata burro.