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Nos37

Nos37

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  • I would gladly trade mangled nerf for a haemorrhage nerf. The speed that healing progress spurts out of your veins the split second you stop healing is insane.

  • Maybe the first few disconnect penalties could be a negative Bloodpoint multiplier. Trolls likely don't care about Bloodpoints so matchmaking timeouts from excessive DC's are meant to stop them from re-queueing to continue to troll.

    What I don't like is that the game bars you from queueing as either role after a disconnect. The game is assymetrical. If I rage quit while playing survivor, it's likely because I was singled out and hard tunneled or the other survivors teamed up with the killer to grief me. These are not issues I would run into while playing the killer role, so it makes no sense to prevent me from queueing as the killer as I would not likely disconnect while playing that role.

    I get that having the roles be on separate matchmaking timeouts would allow trolls to ruin twice as many matches, but that doesn't have to be the case. If a player disconnects as one role, they should still be able to play the other role. However, if they disconnect from a role while their other role was in matchmaking timeout THEN lock both roles and use the same timeout penalty.

  • I think it will be like Alien + Legion.

    Alien, in the sense that it will have a walk mode and crawl mode. Legion, in the sense that it will make survivors think it is another survivor.

    Instead of having a small silhouette (like the Legion do) to resemble a survivor, it will use sounds that only survivors would make, like breaths from jogging or grunts of pain. However, if there is an injured Jake, sneaking up to Jake while sounding like an injured Jake is not going to fool Jake. For this reason, the killer would not mimic the sounds of the closest survivor.

    This would also mean that the survivors must become blinded while in deception mode so that perks like Bond don't give away the deception. (But then the blindness would let everyone know the killer is in deception mode. Maybe the survivors cannot read each other's auras the whole match? Sounds rough.)

    If this turns out to be the killer's power, it will be stronger against solo q than SWF, like most things are.

  • With these buffs, they didn't nerf her ability to place 5+ traps around the hook?

    Now she can proxy camp from a further distance, and by the time survivors find and erase all the traps around the hook, the hooked survivor will have lost a hook state. This means the survivors have to trigger her traps and trade a health state every time they unhook. If the Hag has STBFL then the now-injured survivor only makes it 3 more meters before they've triggered a different trap and have been put into the dying state.

    There was give and take with Pig's changes (more take than give), but Hag gets buffs and gets to keep the most obnoxious part of her kit untouched? They are trying to shift Pig's focus from her reverse bear traps to her chases. Why aren't they shifting the Hag's power away from camping and toward chases?

    It would have been nice to see the placement restriction range around hooked survivors increased, or let the hooked survivor reveal traps within line-of-sight (like revealing Ghostface) so that the trap has an aura visible to survivors coming for the rescue.

  • @GeneralV said:

    I don't really understand this change.

    They made her ambush deadlier, but nerfed her traps?

    This isn't good.

    Point 6 seconds worth of overall buffs = deadlier?

    Meanwhile survivors get 30 extra seconds of counterplay?

    They nerfed Pig and called it a buff. Glad I don't play her... Yikes.

  • I used this perk in conjuction with Enduring Spirit Fury, but I would've gotten the hit with those 2 perks anyway, without Hex: Two Can Play.

    Now that blinds can also slow the killer's movement I have no reason to remove Lightborn, and Hex: Two Can Play is half as useful with Lightborn equipped.

  • @Orthane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/405432/skull-merchant-changes-hack-to-remove-lock-on-stacks-delayed-leave-the-loop-drone-play

    So basically what you're saying it you only want Skull Merchant to play defensively and an area control killer with no real chase power? Hmmm sounds familiar....

    I also don't get the remove lock on stack obsession people have right now. Why are you getting scanned outside of chase anyway? You really shouldn't be. Allowing Survivors to remove lock on stacks when it takes 3 to get a Claw Trap would make Claw Traps nearly impossible to get. If you're getting scanned outside of chase that is 100% your fault, the killer shouldn't be punished for your mistakes.

    No, it's not what I want.

    I'm really enjoying Skull Merchant right now and woulnd't mind her staying as is. Her being at the top of the kill rate stats has me worried about a witch hunt.

    I don't want her to get "Freddy'd," so I look at the most commonly suggested and commonly complained about mechanics and tried suggesting changes.

    ----

    As far as "how are you getting scanned outside of chase," I will place random drones during my patrol just to maintain my stealth and will often get free tags because survivors turn a corner and don't even see the drone until it's too late. It's like stepping in a random bear trap because it's not next to a pallet, window, or hook and it's unexpected.

  • The teaser video gave me the creeps. Reminded me of that bear scene in that Annihilation movie with Natalie Portman.

    Looking forward to the next killer and apprehensive at the same time.

  • @jesterkind said:

    First two suggestions are great, I've seen the first one around and I really like it.

    Third one... I think this sort of fundamentally misunderstands her leave-the-loop potential, because this is a pretty huge sledgehammer levelled at the least offensive of the killers that can do this. There's already a second or so delay before the drone's even up and active, let alone the delay before you actually get the bonuses from scanning survivors.

    If there's any tell that SM has just called a drone with this change enabled, wouldn't the outcome be the same? The survivor - if they're smart - stays in the loop for long enough to reposition, and then leaves before the drone becomes an active threat? It's still the same situation overall, the survivor spends a brief window getting away and the loop's still shut down. It's just more annoying on the killer side, rather than actually all that beneficial on the survivor's side.

    Wouldn't we get the same benefit and less annoyance from the killer if the drone just took an additional second or so to activate after being set? That's even assuming such a change would be helpful, too, I think SM's leave-a-loop potential is slightly overblown- insofar as it's not that you immediately need to leave the tile, you have time to do it smartly.

    I've been playing her a lot lately and even I wouldn't want the changes that I posted above. I just figured she's going to get a sledgehammer to her entire kit like Freddy if she stays as is.

    I heard the "hacking removes lock-ons" idea tossed around, and I saw people complain about her "hold W" leave-the-loop chase mechanic so I thought changes could be made to appease the angry mob. The numbers can be changed so that it doesn't have to be as big a nerf as people make it out to be.

    But as others have pointed out, players will hate her regardless. In which case, why bother nerfing her?

  • I miss Orion and not_Queen.

    Orion had such grounded viewpoints that felt fair for both sides. It made me realize how whiny I sounded and made me think twice before posting. Now it feels like I just come here to vent. (Even though I think the game's in a great spot and am enjoying it lately!)

    not_Queen brought levity to the toxicty and to the dev streams.

  • I'm still hoping to bring my Legacy cosmetics from Steam to Xbox

  • Instead of having to go map-by-map and look for abuseable spots to make Boil Over more fair, they could just make two changes to Boil Over:

    1. Boil Over does not work while exhausted.
    2. Wiggling off the killer's shoulder causes exhaustion.

    The survivor can still run to their favorite spot and have fun wasting the killer's time, but they cannot abuse it over and over back-to-back. Plus it fits thematically. The survivor's kickng and flailing will be less effective against the killer if that survivor is exhausted.

  • I haven't seen much of the new teasers, so I don't know what kind of killer it will be.

    I just hope it doesn't mislead players like The Legion did; making everyone think the killer can pretend to be a survivor to blend in for a surprise attack. SWF on comms would not allow such a killer to be viable.

    What I would hope for instead is a killer that copies other killer's powers briefly and cycles between them, changing form every 60 seconds (or changing form everytime a generator is completed, or after hooking a survivor and being out of line-of-sight of survivors). The downside would be "why play X, Y, or Z killer, when I can play this killer and be X, Y, AND Z instead?"

    Edit: Mispelled briefly

  • Most killers return to the hook.

    Some killers will leave the hook, go on patrol, and if they don't find a survivor to chase then that noise notification at hook just told them where to find 2 survivors...

    For that reason, if I'm close to the hook I will wait a bit to see if the killer can start a new chase before I unhook.

    Doesn't work like that with Hag though. If the survivor she's chasing doesn't take her 50 meters away from the hook and I failed to find and remove the 1, 2, 3 or more traps she placed around the hook and wipe them first... she's coming right back. Other killers cannot use their power directly next to the hook or get a penalty for doing so (like Singularity), but the ONE killer who has the easiest time returning to hook is free to trap all around the hooks.

  • To me, working on a generator from 0% to 100% without stopping (if left uninterrupted) is the equivalent of the killer hooking the survivor, picking them up off the hook manually, placing them back on the hook, and doing it a third time to sacrifice them out of the game.

    The killer can kind of do this now, but it takes 120 seconds (150 if Reassurance is used, 180 if the survivor self unhooks and Reassurance is used again, and 214 seconds if they also have Camaraderie). And that's just 1 survivor; there are four. Meanwhile, a gen only takes 80 seconds and three gens can be repaired at once.

    Instead of increasing the time needed to repair the gen by a few seconds every 2 or 3 years, how about adding a basekit mechanic that limits a survivor's ability to repair gens? Limit it to 50%. Then they have to run across the map, get a special item / replenish a gague / increase their token counter, and then can do 50% more worth of repairs. Just like the killer has to lose time in chases between hooks.

    Then remove the inefficiency of doubling up on gens, so that 2 survivors could both dedicate their 50% to getting the gen 100% done.

  • I'm glad someone else is pointing out Visionary's shortcomings. Things don't go well when I'm the one complaining.

    I like UndeddJester's idea, but I don't think we need to keep the gen aura part. We already have so many perks to see generators:

    • Deja Vu
    • Detective's Hunch
    • Better Together (shows it to other survivors)
    • Blast Mine (shows it to other survivors)
    • Wire Tap (shows it to other survivors)
    • Clairvoyance
    • Lucky Star
    • Quick Gambit
    • Repressed Allinace (shows it to other survivors)
    • Rookie Spirit (shows regressing gens)
    • Troubleshooter
    • and now Boon: Illumintaion
    • (Edit:) Also aura perks like Bond that let you see other survivors, as the aura of survivors repairing gens is distinct

    Have Visionary make the survior immune to the Blindness status effect, and make them recover x/y/z (percent) faster from being blinded by flashbangs, blast mines, or perks like Hex: Two Can Play.

  • Everyone in a SWF on comms knows about Rancor; not just the Obsession.

    Revealing Rancor's presence to all the survivors, not just the Obsession, would solve these issues.

    KateMain86 would have known the killer had it. It would be up to them to figure out if the killer also has Nemesis and is it worth stunning the killer.

  • I'll leave it at this:

    If I want to have a 32 meter terror radius and a power that uses chains to impede the survivor's movement so I can follow up with a basic attack... I'll just play as Pinhead.

    Then I can have more control over my shots (even after firing them), move faster, have built-in trial slowdown, and occasionally teleport across the map to survivors.

    Chainslinger 2.0 is just better.

  • And that's the other thing. If it were 4 solos, only one of them would have known about Rancor, and the other 3 would not make it a high priority to protect the Obsession.

    Stop showing Rancor to the obsession. They'll just cheat and tell their SWF team about it.

    Edit: OR show Rancor to everyone so solo players are as aware of its existence as SWF survivors.

  • @mugi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647435#Comment_3647435

    Casual players don't have the ability to escape through the hatch, and I don't think they even try to escape through it. Besides, it's a good thing if trolls quit the game on their own. To ban them, developers need to review each report one by one. It just reduces that burden. Additionally, since it's easy to return to this game, those who have been troubled by trolls in the past might come back.

    The only trolls are the survivors who abuse the map-wide aura read to take the killer straight to other survivor in exchange for hatch. They are breaking the rules.

  • @TragicSolitude said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647287#Comment_3647287

    The last 2 survivors are trying to complete their objective: escape, a.k.a. not die. Surviving is their objective, not powering gens (which is only 1 means to an escape).

    Except that if the two remaining survivors refuse to work on gens and instead hide around for an extended amount of time, the devs have said it's considered holding the killer hostage. The objective is to do gens to power the exit gates and escape. The hatch is a consolation prize for the last survivor, not an objective. One of the reasons gens exist at all is so killers know where survivors will be. The devs do not expect killers to search every inch of the entire map for survivors, the game isn't designed to work that way, so if survivors avoid gens the game breaks. You yourself are saying that the final two survivors are best off hiding waiting for the hatch, which shows the hatch encourages and rewards game-breaking behavior. That makes it a bad mechanic. Refusing to participate in gameplay by doing nothing but hiding shouldn't be rewarded.

    You're lucky if you rarely experience this. When I play killer it's not uncommon for only one survivor to attempt gens while the other hides, and as survivor I see hatch-playing gen-avoiders multiple times daily. It's one of the things that bothers me most in this game and I complain about it regularly on these forums. Teammates not touching gens ruins more of my matches than anything else, and it's so frustrating that more and more I avoid playing DbD at all.

    Removing hatch, or not having any form of consolation prize, won't just mean you'll see less survivors hiding for hatch, it will also mean you'll see less survivors. They'll either stop playing survivor or they'll play something else. It will just be cheaters and sweats with no room for casuals outside of custom matches.


  • @TragicSolitude said:

    I'm so tired of my teammates playing for the hatch after the first survivor dies. Or even sometimes when no one's died yet. The hatch brings out the worst in survivors.

    Get rid of the hatch. Get rid of the killer ever being required to 4k for any reason. Instead, if the final survivor has earned more than 7.5k, they get to be the "final girl" and escape, and if they didn't earn at least 7.5k they automatically get consumed by the entity. (The final survivor being in the dying state wouldn't change this.) The hatch should never double or even more than double the number of points a survivor has earned. Yeah, I know, bad matches happen where three survivors die and no one's had a chance to earn anything, so the final survivor would be doomed, but nothing's perfect. I'm tired of teammates doing nothing because the hatch is so damn lucrative. It is so common. Rather than the last two survivors hiding hoping the other dies first, they should actually be participating in gameplay and trying to do the objective.

    Yeah, I've had a lot of bad matches, lately.

    The last 2 survivors are trying to complete their objective: escape, a.k.a. not die. Surviving is their objective, not powering gens (which is only 1 means to an escape).

    Working on gens when there are only 2 survivors left is a death sentence; unless there is 1 gen left, gens are very spread out, Aftercare is in play so that both players can see they're not the only ones doing gens and give visual cues to where the killer's at regarding patrols (the HUD kinda does this), both survivors are good at hiding when their gen gets patrolled, and both are committed to completing the gens.

    In my thousands of matches, this has only happened 2 or 3 times. This number is biased, as I either have to be 1 of those 2 survivors (and I'm not committed enough to gens for this situation to arise), or I have to spectate matches after I die to witness 2 others do it (which I don't stick around for).

  • I can think of a way to remove the toxic aspect of killers coercing survivors into breaking the rules and ratting out the other survivor.

    When there are 2 remaining survivors, hooked or slugged survivors can no longer see the aura of the other survivor. Slugged survivors can choose to bleed out faster (1 minute on the ground instead of 4) by holding the sprint key while motionless (motionless, so as not to affect the perk Tenacity).

    ----

    Why these changes?

    The survivor being coerced just wants to move on. Giving them an option to move on faster lessens their incentive to rat out the other survivor.

    Even if they wanted to rat, they would no longer get the free map-wide Bond from the killer slugging and dribbling them.

  • I don't know their intent, but I might just start doing this if the basement doesn't spawn there and survivors intentionally run there to make it very hard to hook them. "You made your bed, now lie in it."

  • This wasn't on any of the short-term roadmaps we've seen since the anniversary, which means all we can do is wait until the next anniversary to see if it shows up on the next long-term road map.

  • @MechWarrior3 said:

    I appreciate anyone that writes about my main and takes the time to vouch for current issues.

    I would agree 💯 on this. It’s definitely an issue, and the her stealth has been mentioned over and over again to be adjusted a bit either due to the lullaby or visual heart beat but definitely long before that feature came out.

    Im surprised behavior didn’t adjust that or her tv spawns in the rework giving she went through 3 reworks. I would’ve thought surely one of them these issues would’ve been fixed.

    But then again, we see how the addon passes went. Sigh 😔

    Onryo players have to use Cut Coin offerings to fix TV spawns. Grab them from the Bloodweb whenever possible.

    This is because TV's will spawn in the same place as chests, but chests have priority. If a chest spawns next to a gen, the TV is generated further away. By removing chests, you have a chance of freeing up those spaces.

    Certain indoor maps like Midwich just have terrible spawn locations for chests/TV's anyway, so Cut Coin will not help.

  • If I manage to hit a survivor with birds from a distance, they just hop in and out of a locker to rid them. Survivors I'm close to just don't let themselves get hit by birds.

    Plus most of her sound design annoys me. Same with Dredge. He's constantly breathing into my ears, and the voices...

  • I wonder if this is why I get stomped by survivors as often as I do...

    I do not run gen blocking/regressing/slowdown perks. I use chase and info perks with maybe an endgame perk or anti-bully perk like Lightborn or Mad Grit. I struggle to get kills and always ask why did the SBMMR think this was a fair match-up.

    BUT, what if the game/SBMMR is "balanced" around the killer having many slowdown perks? Let's say that myself and other killers have the same rating. The other killers had a very fair match, but they used many slowdown perks. SBMMR matches those same survivors against me and assumes it to be a fair match, but I don't use the same perks so I have a harder time.

    Well, no... because my rating should drop when I lose anyway. 🤔

    Whatever. I stand by the game giving players a rating floor based on play time. I'm no god looper or meta killer, but because I've been playing since launch that's pretty much all I face. 🤷‍♂️

  • Ping can affect killers too, by the way, robbing them of hits.

    If a survivor wiggles their character from side to side as they run and the killer lunges, the "aim dressing" will try to lock on to where the survivor is on the killer's screen (let's say the right) but by the time the game doube checks the hit the survivor has already moved (now on the left).

  • That works, unless they grief me but they don't grief the others afterward.

  • It's free in the sense that I still have a chance to escape through the exit gates against other killers if the hatch was closed, but not against Trapper.

    What if disarming a trap near an exit gate switch disarmed ALL traps near exit gates?

    Nevermind. It would still be heavily in the Trapper's favor. All he has to do is stand next to one of the exit gates instaed of standing in the middle of them. When the trap is disarmed, he re-arms the trap and goes to the other gate which is where the survivor is obviously at. They can reset the trap there by the time the survivor gets to the other gate to disarm.

    The whole situation is stupid. Like Doctor making everyone without Clam Spirit yell "here I am!" stupid, or wallhack Myers stupid.

    Just close this entire discussion and make survivors who face Trapper spawn on hooks in the basement. They have their 4% chance to escape before the Trapper shows up to lock the whole place down. Skyrocket his killrate to 98% and then we'll talk about this unfair mechanic again.

  • @bjorksnas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646380#Comment_3646380

    killers are different its just built in, some are stronger and have mechanics during endgame and or addons that change it to do so not even counting perks heres a list

    Freddy : addon to block exit gates

    Nemesis : addon to respawn zombies in exit gates

    Trapper : you know

    Pig : traps go off in exit gates if active

    Nurse : can blink into closed exit gates

    Doctor : can shock the opening of an exit gate

    Clown : can interrupt the opening of an exit gate with direct bottle hits

    Huntress : hatchet

    Deathslinger : yoinky sploinky

    Twins : exit gate blocked if victor is on you

    Pinhead : exit gate blocked if chains are on you

    Wesker : exit gate blocked if hit by his power (idk this one verbatim but its to some extent)

    Hag: traps near and in the exit gate just not directly under the switch

    Knight : addon to block exit gates while a survivor is hunted

    Trapper is already in line balance since a big portion of the cast has interaction with the exit gates and power switch like him, his power is good for blocking the switch but requires 2 of his 10 traps for both, and setup either during the match or after which gives survivors either a time advantage mid match where he isn't pressuring or a punishment at the end of the match if they 99 an exit gate which just incentivizes opening it early, its reasonably balanced as long as the prompt functions properly

    Trapper just has to kill 2 surviors, slug the 3rd, trap the exit gates, hook/kill the 3rd, close the hatch, and the 4th one automatically loses. There is no free room for the 4th survivor to pick up the 3rd survivor, repair the remaining gens, and apply pressure at both gates simultaneously. Just a free 4k.

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646362#Comment_3646362

    Not necessarily, if two survivors remain then they should go to separate exit gates once it's clear he's trapping them

    The Killer can only be in one place at a time.

    I play Trapper and did it about a month ago. I had to commit to one Survivor eventually and the other Survivor got out through the exit gates

    It wouldn't bother me if Traps couldn't be set there though. Just know that it's not impossible to escape

    I also escaped through the exit gates with my last remaining SoloQ teammate last month playing against Trapper doing this

    One of us would disarm the trap and make Slight progress on the gate switch, the other get him in a chase. We alternated and both escaped through the gates

    I can say it was intense and my most memorable match as Survivor in my 4600 hours but we pulled it off.

    I meant that all the Trapper has to do is place a trap at each exit at some point before there is only 1 remaining survivor. Then they get the free 4k as soon as they close hatch. It is impossible for the last remaining survivor.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646350#Comment_3646350

    You cannot crouch-walk if the Twins player is constantly switching between the two. It doesn't make you invisible.

    You crouch-walk up to Victor and kick him, putting him on cooldown. Charolette either has to wait and send him back or come over, allowing you to try the other gate.

    If it were up to me, all killers would have their killer powers disabled when there is only 1 remaining survivor and the hatch has spawned, and make the 110% killers 115% movespeed.

    Right now, Trap and mobility killers have it easy while Deathslinger has to slowly walk back and forth.

  • @Chiky said:

    lol no way someone's actually asking for a trapper nerf x'D

    It's very similar to Myers' addons. Some are completely busted but they stay in the game JUST BECAUSE Myers is weak.

  • @MechWarrior3 said:

    I don’t agree with this personally. Trapper isn’t strong at all and outdated. Last thing he needs is to lose another advantage.

    This has been said EVERY SINGLE TIME I bring this topic up.

    He's been buffed and buffed and reworked and given huge QoL, but STILL his easy BS mechanic exists. 2 traps. Free kill.

  • @bjorksnas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646322#Comment_3646322

    its called balance not seesaw, he is in an ok spot at best right now nerfing him just to nerf him then saying buffs might come isn't a quid pro quo I would like to see, now if you said give him x y z buff and remove his ability to trap exit gates then you would have something on your hands

    I've been asking for them to remove this unfair BS mechanic for years now. He's already been buffed TWICE since then!

    You want a THIRD?? Then WAIT until after they remove the mecanic and see what happens to kill rates. THEN buff him, but SOMEWHERE ELSE, not in his ability to place 2 traps in 2 spots and get a free kill.

    And the majoirty of balance has been see-saw. They don't even LOOK at a new killer's performance until weeks or months down the road to let their kill rate settle.

  • @bjorksnas said:

    Nah mans is still weak, give trapper more buffs first I want to see the poster child shine

    He's not going to get the buff he deserves if his kill rates are padded with free kills from end game.

    Balance his power in endgame with that of other killers and buff his kit for during the trial.

  • What if 1 regression state token was removed from each of the last 3 gens each time a survivor is fully healed?

    Then the killer would be allowed to regress the gens indefinitely so long as the survivors heal up indefinitely.

    If the survivors want the gens to be blocked from regression then they must stay injured.

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/404905/time-for-bear-traps-at-exit-gates-to-go

    If you're facing Trapper, begin looking for the exit gates early to disarm the Traps. If he keeps coming to reset then the team can gen rush out.

    And if the Trapper waits until there are only 2 survivors remaining before trapping/rearming them, then he gets a free 4k the second he closes the hatch.

    No other killer gets it for free. Some have it easier than others, but only the Trapper gets it for free. Place trap 1, place trap 2, stand in the middle and wait, profit. Free profit.

  • The overtuning that I see is in the endgame when he's patrolling exit gates.

    Before, the chainsaw would eventually overheat, giving the last survivor a fair window to try and open the gate.

    Now, the patrols only get shorter and faster.

  • @ReverseVelocity said:

    "It's time to nerf the Trapper"

    Also I'm pretty sure Hag can put a Trap close enough to the gate that the trigger range will overlap with the switch. Victor can also be placed close enough to detect survivors (plus you can just keep switching between the two anyway and you don't need the detection). Freddy can also place a snare on an exit gate switch as well. Singularity is great at this too.

    There's a bunch of killers that patrol exit gates better than Trapper. He doesn't really need that aspect removed.

    In both of those first 2 cases, the survivor could crouch-walk to the switch and try openinng it. In the case of Freddy, the survivor can use an alarm clock before opening the exit gate. Meanwhile, bear traps HAVE to be disarmed, and doing so notifies the killer.

    Would it be better if survivors could safely crouch-walk over bear traps and stand up in them as long as they're busy interacting, like they can against Hag marks?

  • @WolfyWood said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645694#Comment_3645694

    If you're not playing efficiently you don't get to complain when you don't win. If winning was that important you would do anything you could to win. Including tunneling and camping.

    My point is the solution to the OP's problem (not winning) was outlined in the first sentence.

    Sure, the killer did not start the match playing efficiently, but the survivors played worse if they got themselves 3-gen'd. The new system lets them get away with it.

    I was watching a DbD tournament video from before the anti-3-gen system and saw how many times the survivors healed up and reset to pressure the last gens. Killer's ability to defend the last gens was gutted. Survivors can still heal indefinitely. Two sides, but only one side was capped.

    The only downside to capping the number of times a survivor can heal up is the big increase in Legion killers that would follow.

  • Remove his ability to trap exit gates, let his kill rates stabilize afterwards to see how many kills he was getting from the very simple task of placing 2 traps and standing in between them. Then buff him accordingly.

  • Wait, there was an official teaser? I only saw posts on YouTube about leaks and speculations, so I ignored them.

  • I've always thought that as long as 3 survivors repairing gens (while the 4th is in chase) is faster than 2 survivors repairing gens (while the 3rd survivor is in chase and the 4th is dead), there will be a good reason to tunnel.

    For that reason, the numbers would have to be strong enough that 2 survivors repairing gens when a survivor has died is still as fast as 3 survivors repairing gens when everyone's alive.

    Even that might not be enough. Keeping a 4th survivor in the match longer doesn't just mean faster repairs. It also means more body blocks, more flashlights, toolkits, or medkits, more boons, their 4 perks, more eyes on the killer, more survivors disarming traps, etc.

  • @tjt85 said:

    I think it is a fun mode, personally. Definitely brings back the fear. But the "fun" is heavily dependent on the way the Killer plays much more so than in regular DBD. If they decide to take full advantage of their undetectable status to camp hooks and tunnel someone out, it's an easy 4K for the Killer and there's very little the Survivors can do about it.

    I think they could make simple improvements to address some of the problems with it. Maybe Kill switch the Legion (because their power gives them far too much information). Maybe remove the notification for Killers when a Survivor is saved from the hook, so they don't feel incentivised to returns to hooks (although this would probably just lead to more proxy camping instead). Definitely remove de-pipping for both sides. I had my fun spoiled by some de-pips just because I got tunnelled out or didn't get enough sacrifices. There's no reason for this mode to count towards grade progression. It just makes games more likely to be sweaty. Maybe Survivors could also not bleed for as long as base-kit BT is active, so Killers can't track freshly unhooked survivors so easily before they've had opportunity to get away from the hook.

    This, but keep the audio notification of unhooks. Just teleport the hooed survivor to a new random hook after the killer hooks them and remove the hook's aura. It would mean no camping and harder tunneling.

  • I wasn't having fun at first either.

    Then I took a step back and looked at it for what it was: a new game mode for crybaby killers who want to consistently 4k every match, and a new game mode for survivors who have been asking the devs to "make DbD scary again."

    I no longer go into the match expecting to escape and that makes it much more bearable for me.

    Love the new Badge/Backgrounds from the Event Tome though, so I have to play Lights Out.

  • Not enjoying being slaughtered in the new game mode, but at least no Wallhack Myers or Insta-Removed from the Match Myers...

  • Let us kick other survivors in the face while hooked! 😩

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