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Ohyakno

Ohyakno

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  • @lettuchia said:

    This is quite literally mentioned in the patch notes and 10s is a standard for other killers cooldowns and is literally fine

    Different killers do entirely different things. There's no reason why they should have a standard cooldown.

  • @I_CAME said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759025#Comment_3759025

    You must not play survivor very much. I've been bled out 3-4 times in a single session without doing anything to provoke it. I won't claim it happens every time I play but it has happened to me multiple times.

    To be perfectly honest: I do not believe you. You're suffering negativity bias and conflating several matches. I play whatever the incentive is, so about 40% survivor then switching to killer when queue times start going up.

  • They don't make the anticheat. It's licensed.

  • From the killer standpoint I agree with this actually. More spread out hooks means better scourge RNG as well.

  • It's really not common, sorry to say. I've been bled out fully maybe a dozen times since I started playing at the release of blight.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758871#Comment_3758871

    you have compare the amount of time that survivor spends

    1. walking to each chest
    2. opening chest

    If say survivor spends 12 second to go to a chest and 10 second to open a chest. it is -22 seconds on doing gens for chests. his number do align if the perk was meant to be + in time.

    If you need open 2 chests, it is -44 seconds of not doing gens. I don't think the perk should fully negate time wasted for chest open but a buff from like 4→8 would be -24 charges. their buff doesn't fix low reward of the perk.

    You also get other stuff from the chest. The equation isn't this simple.

  • So just free unhook attempts is what I'm getting from this. No thank you.

  • I had this happen in a game vs a blight. It went off at the same time as Grim. It would have been a 2 out if not for the blocking lol

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757991#Comment_3757991

    I would say healthy and unfun, but that was the point. To discourage the worst of behaviors that we instead needed to implement a Regression limit for, among other base game flaws. To be clear, I do think the Key Hatch-open animation and charge minimum requirement for keys they did in the Mikaela patch was all the needed, but that is a fix to keys. not Hatch (although I believe they were done in the same patch, so that's fair to link the thought).

    As far as soloq, that has changed nothing for me. When it gets obvious that the match is hopeless, Survivors are swapping to Metal Gear Solid regardless if they had a key or not. They still do the exact same thing now that Hatch was changed.

    Killers lobby dodging is still a problem, and if I soloq into someone else using their P100, the lobby gets dodged at a far greater rate than Keys ever made people dodge (at least in my experience). Killer Lobby Shopping needs DC penalties at a lesser rate (2 or 3 dodged lobbies counts as a DC?) to fix matchmaking and prevent Killers from ruining match integrity from the onset. Not a Key/Hatch unique problem.

    A Hatch escape isn't an instant loss. First off it is a win for Killer since at least one person died, or the Survivors gave up a full gate win to settle for a lesser tie, turning a -4 loss for Killer into a 0 tie. For the BP/'punished' aspect, even if someone is tunneled out and the Killer gets 3 hooks 1 kill 1 gen remaining triple Hatch escape, the Killer is likely still getting minimum 20k BP for doing 3/12 of their objective, compared to a Survivor soloing all 5 gens, opening the gate, and escaping with 14.5k max(1250x5 gens, 1250 Gate open, 7k Escape). The comparison I'm making is a Survivor doing ALL of their primary objective comes out with ~3/8ths the max BP, and a Killer doing 1/4 their primary objective comes out with ~1/2 of theirs. My issue is that a Survivor is 'punished' for playing ALL of their primary objective against even an AFK Killer, and the Killer is still rewarded with excess BP (compared to what they did) and a win with a 3 Hatch escape (W/T/T/T).

    You're really fixated on BP. I don't care about BP. Like, at all. I want three survivors dead. That's my win condition. If three survivors bipple bap out the hatch I'm never getting that and it feels like I've been robbed a match.

  • The phrase "skill expression" makes me irrationally annoyed.

  • @Halloulle said:

    … In what universe does anyone survivive for two minutes on a very likely already completely dead map when the killer knows pretty much exactly where they are?

    On the two survivors left scenario: this discourages slugging, which is good. - However, I can't see how it incentivizes survs to engage with gens. - Quite the contrary: if you know you'll get downed and hooked once you're found the hiding will get even more intense.

    Maybe combine the two; repairing gens reduces the time you have to survive by one second per charge. - So if you manage to get an entire gen worth repaired when only you and someone else are left you just have to last for 30 seconds to get out. This would actively incentivise survs to get on gens even if only two are left. With maps shrinking I also don't really see a patrolling issue for killer. - Maybe even bump all gens' progress up to the point where for five of them to be completed a total of 180 charges are needed (so gens will get completed, further reducing the patrol radius for the killer, while also giving both survs the chance to collect enough charges to reasonably escape if they end up being the last one).

    Depends on the killer and map. I'm hardly the best survivor in the world but I could very likely last two minutes vs a killer with no weak/antiloop/mobility on badham or the game. If you prerun as soon as you hear the terror radius it's gonna take them what? 20-30 seconds to catch up? Then you just use up whatever resources are left. It's pretty doable against a large part of the cast.

  • I really don't think survivors need huge endgame buffs that basically obsolete 4ks on many circumstances.

  • Personally I don't care about BP. As survivor if I'm the last one remaining I just go find the killer and go next. Don't care about the pity escape mechanic, it already feels like I've lost. Conversely I don't slug for the 4k as killer because in my mind I've already won, the pity escape mechanic doesn't matter.

    That being said people can slug for the 4k if they want. In my experience most killers get bored of hunting down the last survivor and come hook me anyway.

  • @Spirit_IsTheBest said:

    Your change is unnecessary, Deja Vu is not an issue and doesn't need any changes. 3-genning may not be as bad as it was before, but stilling getting yourself into one is quite annoying, especially if the killer is high mobility, or good at pressuring generators, including slowdowns perks if they have them.

    6% is very small, it saves like 4-5 seconds at most, and is one of the most balanced perks, it's fine where it is.

    It's 4-5 seconds multiplied by every survivor possibly having it. Also think of every time a killer interrupted right before you finished a gen. Those seconds matter a great deal.

    I have no idea why people are so opposed to this small, common sense nerf. It's a good idea.

  • It feels incredibly finicky and I'm absolutely against making skull merchant have Doctors antiloop, but better.

  • @jezebelthenun said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757248#Comment_3757248

    Again, you've missed the entire point of what I'm saying. I'm not singling anything out as "hamstringing my fun". I'm talking about the game, in general, and how counter-play on both sides is integral to player satisfaction. Apparently there's only one way counter-play should work in your opinion, and it's "softly" lol. For some reason, you keep trying to make it personal, as though I'm talking about my own enjoyment and experiences, but I'm not talking about me specifically at all. Like homie, context is key.

    but seeing someone say "play something else if you don't like it" is always indicative of some things. So I hope you have a good time, and I'll do the same.

    I don't think you have a good grasp of what a direct counter does in the context of an asymmetrical title. When a survivor directly counters a killer it is more impactful because each survivor has the opportunity to do that. They have a force multiplier the killer does not. It's not my opinion, it's basic game design. So yes, soft counters for survivors on the killer are much better than hard ones. I can't think of any other way to walk you through it. You either accept reality or choose fiction.

    This stuff isn't "counterplay" because there's no play involved. It's a thing that gives you immunity to another thing. You're not dodging hatchets or earning your reward. You just have to equip it.

    Finally a hell of a lot of people who play this game profess to hate it. Those people should definitely take a break for a while. Your statements as a whole make it seem like you're not enjoying it. You call playing survivor hopeless and miserable. Do you play survivor? If so, why are you engaging with something hopeless and miserable? It doesn't sound like you're having fun.

  • @jezebelthenun said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757222#Comment_3757222

    It's got absolutely nothing to do with "enjoyment". Anything you opponent does in a PVP title is not going to be something you enjoy. You're trying to do stuff. They're trying to stop you. It's naturally frictional.

    If devs want people to play the game, it has everything to do with enjoyment, and that's what I'm talking about. The game, above all else, is supposed to be enjoyable. In order for people to want to play the game, it has to have a degree of balance and counter-play. That's the only reason to play survivor in this game. Of course there's friction, but if it feels pointless to play as a survivor because it's hopeless and miserable and you have no chance of countering the killer, then there's going to be a shortage of players playing survivor. The killer is already stronger, faster, and faces very few consequences within the scope of the game. This is the inherent power imbalance or asymmetry. Each survivor's perks are their own, and equipping a perk that negates a possible killer perk or ability a) is entirely a gamble since you have absolutely no way of knowing if you'll get any value out of it or what anyone else is running, and b) only effects that one survivor, so the killer's perk or ability still has the function of working on 3 other potential survivors. Coordinated SWFs are an entirely different conversation, but probably the only way any single perk is multiplied by 4.

    I'm not sure what a lot of what you said has to do with what I said, honestly.

    Also, there's no rage involved in any of what I said. My entire point is counter-play is healthy for the game.

    I just gave you a soft counter. Built to last. Gamesense.

    If a single perk is hamstringing your fun that badly you are likely not enjoying the game as a whole. Play something else. I play whatever the incentive is and I almost always have fun.

  • @Nos37 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757167#Comment_3757167

    I kind of feel like it's not a buff issue so much as a learning to play them efficiently issue?

    Playing Legion efficiently? Or playing against survivors who are not efficient enough to counter Legion? Unless all the survivors in my match brought Bond, feel confident in repairing gens while injured, and can last a decent time in chase while injured… I don't see the match going well at all.

    But hey, on the bright side, if they buff Legion and Legion becomes more popular/prevalent then I can dust off my autodidact build. Haven't needed to use it as often since the Sloppy Butcher nerf. Killers just return-to-hook now so no one gets to heal. 🤷‍♂️

    *Anticipation of buffed Resurgence intensifies*

    Legion doesn't just push a button and make everyone instantly injured. They have to find someone, hit someone then traverse the map to the next person and hit them and so on. As an individual survivor even without incredible skills you have a great deal of control over this. Pre run when you see mending pop up. Legion cannot catch you in this circumstance. Work on gens solo. If legion tags you first do it under a pallet, there's a good chance you can stun them and prevent further chain hits.

    Vs not even good survivors, just ones that know the simple counterplay they become a killer that gets one or two health states and just has to chase without a power. They're really bad.

  • @jezebelthenun said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757142#Comment_3757142

    But in order for the game to be enjoyable and worth playing, it needs to feel balanced in the way that was referenced. Having the option to counter an ability through a perk, but not basekit, is a good solution. And perks slots are absolutely equal in value across killer and survivor, I believe. The asymmetry exists elsewhere, in places like speed and power. I think there's a lot of confusion over the fact that asymmetry doesn't mean the survivors should have no shot lol. It should be challenging, not impossible, and the best way to make it challenging but not impossible is to give options to avoid potential disaster. The rest is up to skill of the player. A skilled killer is going to do well regardless of what the survivor can counter. A skilled survivor is going to maximize their ability to counter killer abilities and do objectives. Both should require effort and consideration of loadout.

    You're wrong. Sorry. Why do you think survivors don't have a perk that progresses a gen by 20% instantly when someone is hooked? Why they don't have a perk that gives 5% haste around a completed generator?

    The answer is simple: survivors take 16 perks, the killer 4. The power of survivor perks is distributed across those slots. Any of the above ideas is probably okay in a vacuum, but not when multiplied by four. Having a single survivor perk flat out disable a killer perk is unfair in a way a killer perk disabling a survivor perk or item will never be, because every survivor may not have that thing that gets disabled. It's only 1/4th as unfair in the grand scheme of things. Get it?

    It's got absolutely nothing to do with "enjoyment". Anything you opponent does in a PVP title is not going to be something you enjoy. You're trying to do stuff. They're trying to stop you. It's naturally frictional.

    Finally if Franklin's fills you with uncontrollable rage you do have a soft counter- built to last combined with your brain. Remember where your item was. Pick it up and refill it. Also if you see items littered around the killer probably has Franklin's. Use your items ASAP. If you see items littered around and the flashing neon sign that says WEAVE ATTUNEMENT then you should definitely do that and just ditch them in a corner.

  • @nat1stillfun said:

    The real answer is a perk that prevents you from dropping your item under any circumstance unless you drop it. Costs the same in resources (perk slot) and much like lightborn is a choice to remove an annoying part of the game for one side.

    Why do you think a survivor perk slot is worth the same as a killers slot?

    The game is asymmetrical. It's not a seesaw.

  • @Langweilig said:

    You only have to dodge one shock and then you can unhook. It‘s not a big deal.

    Why on earth does your post say nearly the same thing as mine?

  • If you dodge one shock then you can unhook. It's not a big deal.

  • @ReverseVelocity said:

    Why'd you make two threads about the same thing?

    That one has zero updoots and this one has several.

    Not gonna say someone is using multiple accounts to upvote an idea, but why on earth would you do that on the official DBD forums? It's an awful idea.

  • @PortaI_2 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756617#Comment_3756617

    Oh No a 3 second reload to balance Top Tier Killers. Unplayable!

    You are not balancing them, you are making them tedious to play as.

  • Addons are obviously not equivalent to items.

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753505#Comment_3753505

    There are different form of tunneling than just hardcore tunneling. If you camp hook get trade hook them instantly and go after unhooked it's tunneling you chased no-one else and the intention was always to go after unhooked.

    It just worth to hook the traded if you have pain res and grim embrace. What you suggest would just nerf soloQ even further swf would coordinate saves to keep ds activated and normally they do that anyway.

    This attitude is why people say they get tunneled every game.

    Tunneling is someone chasing one survivor into they are dead. That's it. Full stop.

  • My initial thought was that it power creeps inner healing, but if you can only do it once then it is merely another option. Which is fine.

  • It's nuts that the singu gatekeepers won. I'm decent singularity player and couldn't care less if they snap to people a little bit. "Skill expression" has gotta be one of the dumbest things I've ever heard associated with this game.

    If the pods aren't gonna snap then I really really hope they reverted the lock on time change.

  • @Leachy_Jr said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754743#Comment_3754743

    So we just leave him in the state of "Feels terrible to play without speed add ons".

    Basic QOL buffs shouldnt be gatekept just because he's strong.

    EDIT: Oh yea and why should we not buff him to be just as strong on console as PC?

    And yet! He's still a very popular killer. Curious.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753991#Comment_3753991

    I think once per chest is still fairly balanced. That's three uses without burning an offering, and it'll require running around to go spend time opening and then rummaging through each one.

    It's a whole perk slot so it should be meaningfully impactful, and it's a self heal perk so it needs to be limited in speed and/or in number of uses- this design is limited in both.

    Can other people rummage the same chest? Could an elodie with this perk come by the same chest and grab another syringe from it?

    As it stands it seems like it's eating inner healing's lunch. Interact with object, get healed. But better. It's it's 3 chests vs five totems that might be better though.

  • @Nos37 said:

    Or maybe I'm tired of taking the time to submit player reports when it does happen because the burden of proof is on me. I have no way of knowing whether it's malicious intent or not. I just know that it happens more often when I make my aura visible to other survivors.

    I did an experiment using Aftercare, Blood Pact, Empathic Connection, and Wake Up. Other survivors would bring the killer right to me! They did not have perks like Bond which tells me they weren't trying to be evil, they were just desparate and my perks gave them a way out of it. Even if I was death-hook and they had 0 or 1 hooks.

    95% of my rage quits are while playing survivor. Half of those are from other survivors intentionally and repeatedly bringing the killer to me. I can only play survivor for so long before my penalties add up.

    Without this option, my choices are find a SWF to play with, play the killer role exclusively, or do not play the game. Even if I do not use perks that show my aura, there are still perks they can use to see my aura. I have tried sandbagging them when they do this to me, but it only makes the killer side with them. I'm in a lose/lose.

    You could like, not worry about it.

    It's genuinely not a big deal or happening often. It's like asking for granular options for anything someone specifically doesn't like. It's a waste of development time for almost no benefit.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753423#Comment_3753423

    Where'd I say anything about getting rid of the Remote Hook outside of fixing all of the bugs it has?

    Also, I'm very sorry I don't like any pallet being shut down with the press of a button, that's totally interesting gameplay.

    Most other things about the event gamemode I enjoy, it's just this part of the event just isn't fun at all.

    It's the same as playing vs any antiloop. It doesn't break instantly. What do you do when I trapper places at loop? You leave. What do you do when artist drops a crow? It's the same thing. See the little beam come out, leave loop.

  • This problem seems to inordinately affect you. I have this happen very, very rarely. Like a handful of times ever.

  • @Marc_123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752538#Comment_3752538

    Hm, ok - agree to disagree.

    I don´t see the silent mode or pallet as counterplay to that.

    I don´t know if you play killer too. The fact i can just turn to the next survivor and hook on the way without fearing any rescue attempt or needing to go to a hook felt really stong for me.

    I can go dozens of games without a survivor getting any sort of saves when I pick someone up or go to hook. It's 90% irrelevant.

  • No pallet break, no remote hook.

    How are yall so boring? If you don't like the event stuff don't queue for it.

  • I don't think there's a need to make a weird complex fix for something that happens like...... Never in my experience.

  • Slugging is punished. You can't activate any of the perks that require you to hook someone, which are the strongest perks killers have left. Most killers also cannot maintain the pressure to slug an entire team.

  • This post post isn't about balance. It's about your team not doing the stuff you want them to do. You could get on voice chat and screech at people that they should unhook, why aren't you doing gens, heal me etc etc but then when they don't do those things exactly how and when you and them you'd trundle back here and make the exact same complaint.

  • I have also noticed this. It's really really annoying

  • @Zakon05 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747800#Comment_3747800

    Franklins + WA is fine in the same way a lot of pubstomper characters are fine in other games.

    People say they're fine because high level players have no problem against them. While ignoring the fact they absolutely massacre low-to-average skill players.

    So if something is bad against good players but overpowered against average players, I firmly believe that's something that's broken at its core and probably needs looking at.

    Or maybe my visceral hatred for Franklins is coloring my view and I would very much like to stop seeing it every other match.

    What a weird generalization. Any game with as much variance between characters and their accoutrements as this one or your favorite moba/looter shooter/hero shooter is always going to have stuff that's more effective against less invested players. Legion for example is way less effective vs good survivors because they're naturally doing their counter: splitting up on gens and not healing. Because that's just good play and they are good players. Conversely something like unforseen is going to be better vs more casual players because it pushes against their natural behavior: run as soon as you hear the terror radius.

    You can't hamstring your entire game for the sake of one or the other. Weave attunement has clear and easy counterplay. If someone doesn't want to invest themselves in the game that's fine, but they shouldn't expect the game to cater to them. That seems pretty fair to me. More than fair, to people who put in the effort to learn in the ins and outs of the thing.

    Theoretically MMR evens out these discrepancies but what are ya gonna do

  • @Marc_123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747374#Comment_3747374

    Maybe the usage will slow down after the event.

    At the moment i see this constantly in my event games. And as i am mostly playing with normal players most games don´t end well. I can´t say but my escape rate is really low. Players dropping like flies.

    And simple rule - if u see something constantly it is probably strong.

    https://us.v-cdn.net/6030815/uploads/L9SJ3XLWMHT9/wa-2bfd-jpg.jpg

    That's funny. I was watching JRM earlier trying to get value out of Object vs this and he was complaining about never getting the combo.

    Go put your items in the corner.

  • @Zakon05 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747737#Comment_3747737

    Why does everything need to be an us-vs-them thing with you people?

    I said the event sucks as survivor and the BP incentive is stuck at 150% because nobody wants to play that, and then on top of that for some reason killers are playing way meaner than what is normal for my experience.

    The snowmen giving an extra healthstate was BS, but that was also years ago, they got rid of that last Christmas. Meanwhile, last year's anniversary event was criticized as being killer-favored, and they somehow made it even worse now with the remote hook feature.

    I actually had trouble remembering what you were talking about with the other thing, until I realized you meant the Halloween event. The problem with the Halloween event wasn't really that it favored one side or the other, it was that only the side which was winning could afford the space to interact with the event. I got plenty of free downs in there on survivors who got caught out by the fact I had no terror radius, as well as popping out directly next to survivors who now had no chance to react to my presence. I fell victim to both of those things as survivor, too.

    Thanks for busting in with this random accusation? There is no us vs them in my post. It's saying BHVR doesn't have any antipathy toward whatever side. It doesn't make any sense for them to. I'm saying they do stuff in a random ass way and events swing back and forth. Which again, is not advocating for any "side", it's just the shape of things.

    That event was definitely survivor favored because portal town was an easy escape to a land where all killers are m1 killers, not to mention the visual effects being so intense you couldn't tell whether survivors actually went in half the time. If someone went into any of those I was just dropping chase by the end of the event. Not worth the effort.

  • @rha said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747699#Comment_3747699

    The real problem is that they made the event opt-in this year.

    I think that's a blessing, not a problem. I take it as BHVR finally acknowledging that they don't care much about survivors having a good time when they're designing new events, but at least they don't pretend that survivors don't exist and let me play in regular queue.

    Events should only be the only queue if they're designed fair also for solo survivors. I hear that the event isn't too bad if you have a strong SWF but pretty much anyone who I trust with his/her opinions recommends solo players to ignore the event and play regular queue. IMHO, events - unlike modifiers - should ideally be fun for everyone and not opt-in, but the current event just must be opt-in the way it is balanced.

    What's with the victim complex? BHVR does not have an arbitrary grudge against 80% of their playerbase. Did you conveniently forget about the last event, where survivors could run to a place where killer powers don't work and pop out halfway across the map? Did you forget the snowmen that gave an extra health state? Come on. Killers got too much to play with this event but it's not like it's a consistent thing.

  • @NotJared said:

    I would like to put out a reminder that the Guards' chase timer will scale with the length of the path drawn.

    I think a depletion multiplier will also be very helpful for the many perceivably un-winnable situations that players can find themselves in against Knight that usually arrive from being chased against the edge of the map or a corner, and promote Knights attempting to find cut-off routes; we should test this on PTB and give it an earnest try to see if this healthily addresses the most complained-about aspects of playing against Knight, I think.

    Guards can chase all day, it doesn't matter because without intervention from the knight they'll never get a hit.

    You can literally try the cut off thing right now. I almost exclusively get max range snipes and it doesn't lead to a hit. It's tracking with the same tools as spirit with many times less of a reward.

  • @Leidenschaft90 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746522#Comment_3746522

    So, you disagree with me and that's your entire argument? Wow. You only lose scratch marks if this event is active (and that's usually once per match) and to turn off your pools of blood, footsteps and grunting you have to use an invitation at the same time and that lasts only for a few seconds.

    Meanwhile killers can magic pallets away and remote hooks, which both is pretty broken.

    And like the guy above you said right: The event has mechanics that help killers complete their core objective (hooks and kills) faster. But it doesn't have mechanics that help survivors complete their core objective (generators and escaping) faster.

    The numbers were for illustrative purposes only and to support my argument.

    You literally can't lose right now in the TM modifier unless it's a coordinated 4 men swf or you're completely ######### as killer.

    Probably because if you give four dudes the ability to complete their objective faster there's a force multiplier there that's very difficult to account for.

  • This please. There's no reason to not have many load out slots. Store the data locally.

  • @devoutartist said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747337#Comment_3747337

    because it add natural pressure on both sides i play both killers and survivors when i play killer tent leave one surv on the floor depending it adds so much natural pressure it gets some one off gens witch you know where both the downed surv and the healing surv are gonna be and for the survivors you're trading hook for down time it a natural pressure that you get on both sides that's going away it removes skill celling personally hook density should be reduced make plays more meaningful in genaral than just a guaranty hook 99% of the time my ideal playing killer is a mix of hooking and leaving ppl on floor it also makes wiggle and bleed timer on survivors not a useless resource and it adds a skill celling on killers and survs

    Leaving a survivor on the ground is only the winning choice if you're playing a killer that can slug the other survivors in short order. Oni, nurse, an excellent blight or spirit. Otherwise you're trading a 60 second timer for a 4 minute one and shutting yourself off the best perks in the game, which require hooks.

  • @Seraphor said:

    I've said this many times. Survivors can be forced into situations where they aren't able to score at all in certain categories, particularly when chased/camped.

    The solution: Distraction score events.

    If you are either; in chase with the killer, or slugged/hooked within 16m of the killer, you can get the following score events:

    500 BP for each generator completed or exit gate opened by another survivor. (Objective category)

    250 BP for each health state healed or hook rescue made by another survivor. (Altruism category)

    I posited this exact idea before the anti face camp was introduced and still think it's an excellent idea.

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