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  • @catbeans said:

    https://forum.deadbydaylight.com/en/discussion/comment/1464846#Comment_1464846

    Stealth is useless. People will just play Doctor even more, what's the point?

    So then you use the Doctor's counters like you're supposed to. No strategy should work perfectly all the time.

  • @Koukdw said:

    https://forum.deadbydaylight.com/en/discussion/comment/1466562#Comment_1466562

    Nah it's boring, Deathgarden wouldn't have flopped if it wasn't. I liked the game but god it was repetitive. Looping introduce mindgames which make the game fun and non repetitive.

    You do understand that your opinion isn't necessarily shared by everyone, right?

  • @axem said:

    https://forum.deadbydaylight.com/en/discussion/comment/1466779#Comment_1466779

    The biggest problem is every way a survivor loops or how he plays is different but stealth is really cookie cutter don't get in los and don't make noise. Stealth in this game is just not what experienced survivors usually play for, you'll alienate a decent margin while hoping it will attract others. If they reworked stealth to be more than hide behind this or just q&q over somewhere or in a locker then it could be a fun strat.

    Stealth is a lot more than that. However, it's easy to make anything sound boring if you say it the right (wrong) way. Observe:

    Looping is just running away from the killer in a pre-defined pattern and dropping a pallet when the killer gets too close.

  • @World3nder said:

    https://forum.deadbydaylight.com/en/discussion/comment/1466562#Comment_1466562

    No, it's boring period. I'm fully aware how to avoid the killer stealthily and it's fun to do so occasionally, but it goes back to the same point; keep doing it and it's going to get boring.

    You really think that if the meta shifts to stealth that people would still enjoy it for 500+ hours like a lot of the player base has? I brought up Hide or Die in my last point and I'll bring it up again, the game was centered around being stealthty and look how long it lasted. The simple fact of the matter is that not the type of game the majority of people want nor bought DbD for.

    No, it's boring for you, period. Fun is subjective, as is boredom. However, anything you do repeatedly gets boring. Stealth is not unique in that respect.

  • @World3nder said:

    The problem with people saying that looping needs to die doesn't understand the fundamental problem with a game developed like that, and needs to read this next sentence carefully:

    Stealth is boring.

    It's boring for the killer, and it's boring for the survivor. If you remove looping and instead decided to base the game around stealth, you introduce several issues; the main one being that the killer is likely going to be incredibly irritated looking around the map for the four P3 Claudettes hiding in bushes.

    As for the survivor, how much fun can you have crouched in a corner, un-moving? Sure the first time you hide from them would be entertaining, but do that 10, 15, 20 times and all of the "hehehe he could find me lol" factor goes away.

    A majority of DbD is sitting still, holding M1. They want the one thoughtful process that isn't brain dead to be removed and replaced with sitting still, holding CTRL? Sounds to me like that would kill the fanbase of the game pretty fast, and evidence of past games such as Hide or Die points to that exact situation.

    Stealth is boring for you. That's what you mean, so say that. I don't find it boring at all. You don't even understand what stealth is if you think it's just holding Ctrl and standing still.

  • I don't even use Sprint Burst, but who are you to tell others how to use their perks? I don't tell you how to use your perks, and I doubt you'd accept it if I tried, so why do you expect others to use their perks the way you want?

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/1463116#Comment_1463116

    please, don't assume that everyone's like you when it comes to arguments, and kindly admit that you lost this one.

    I would if you had actually offered any good counter arguments instead of misrepresenting my argument in the first place and pretending it has anything to do with lore, but oh well.

  • @Falkner09 said:

    We haven't been told, which there's no reason for. which is why it's obvious they're just lying.

    The rank disparities are a result of an uneven ratio of survivors to killers. that ratio is a result of BHVR's continued failure and refusal to balance the game in a way to make it fair and fun for killers, which causes killers to leave the game or play survivor instead.

    since they won't fix this, they've simply come up with a lie so they can claim matchmaking is "fixed" due to an invisible algorithm that works in mysterious ways. it was pretty obvious this was going to happen a few months back, when those leaked patch notes reveled they were going to make ranks invisible in the final score screen, which they then recanted on and came up with this announcement.

    I expect that eventually, they may even put up false rank number on the tally screen, so you're told that the strangers you played with were near or at your rank, when in fact they weren't. they'll just have to rig it to make SWFs all see the same false numbers, so as to hide the lie better. any discrepancy will be explained away as a "visual bug." Just like how the game currently has that bug where it claims you went up a completely different killer than you did, with no perks.

    Do you think players are too stupid to know if they've gone up against someone of comparable skill? Lying about this makes no sense otherwise, because you can definitely tell if you went up against someone of comparable skill or not.

  • Just play to the best of your ability and don't worry about it. If it's not working properly, you'll definitely see it. Publicizing exactly how it works will just lead to people gaming the system, and nobody wants that.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1463111#Comment_1463111

    I wonder..isn´t that a bad thing? I mean i can accuratley predict the outcome of a boxing match between the Muhammad Ali on his peak vs an 8 year old, but i wouldn´t call that matchup balanced.

    If the system can predict who is going to win, isn´t that a sign its not balanced? If it were balanced, wouldn´t the outcome be unpredictable, anything between 0-4 kills possible?

    Or do i misunderstand something fundamentaly?

    You misunderstand, yes. Rank isn't an accurate indicator of skill. The MMR is supposed to be an accurate indicator of skill. If the MMR was able to predict the outcome of trials, that means the MMR can accurately measure skill, thus leading to balanced trials.

  • @WhatTheHeckMeg said:

    @alleycat012

    "Ultimately id say its a symptom of an imbalanced game because gens go to fast, fix that and ud see way less camping i guess."

    I honestly doubt that. The permanent camping and tunneling problems were always there since day one. Nothing has really changed in four years.

    Hooks should get the same "camping prevention" as cages. That's a reasonable camping fix.

    Hooks should get the same "camping prevention" as cages.

    Read the rules.

  • @alleycat012 said:

    https://forum.deadbydaylight.com/en/discussion/173522/discussion-thread-camping-fixes

    Well i mean those rules kinda make it impossible to fix camping, if it doesnt punish the killer in any way, why wouldn't they do it.

    Ultimately id say its a symptom of an imbalanced game because gens go to fast, fix that and ud see way less camping i guess.

    Those rules are because those ideas have already been tried and objectively proven to be bad. I see no reason why anyone should entertain the same failed ideas twice.

  • Just four suggestions? I'm disappointed.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/1461554#Comment_1461554

    exactly, yet you tried, that's how I read it.

    And if you were not, the argument still falls flat, because it's not what people are arguing. The argue that certain game modes don't fit with the lore. They argue that The Entity would never do a thing (like a 2 vs 8 mode) but don't state why. They argue that there cannot be roleswapped versions of the unlicensed characters, because 'the entity wouldn't do that' or 'it doesn't fit the lore'.

    That is their argument. that these things can never happen because it doesn't fit with 'the lore'

    Why does the argument fall flat when it's a different argument altogether? Methinks you just don't want anyone to disagree with you because you really want different games with DbD characters, like a murder mystery game.

  • If their MMR was indeed able to accurately predict the outcome of trials, I'm all for it.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/1461139#Comment_1461139

    https://forum.deadbydaylight.com/en/discussion/comment/1458207#Comment_1458207

    I'd say you tried to equal these things right here by stating it can be substituted.

    And yeah, a racer wouldn't fit with neither lore nor genry, but a 'the thing' like murder mystery would.

    The goal was to provide a better argument than "lore" by replacing "lore" with "genre", which does indeed create a better argument. Why would I be trying to equate lore with genre? Those are just two completely different and unrelated concepts.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/1460399#Comment_1460399

    And how would that not fit into the world of DbD?

    The main topic of the thread is that people beat these ideas down because they 'don't fit the lore' (aka the whole deal about an eldritch being feasting on humans' emotions). And so far all you say 'it's not dbd'. That isn't really for *you* to decide, you're not a dev.

    I never brought up lore as an argument, I brought up game genre. It'd be like adding a racing mode to DbD - it's just a completely separate game.

  • @Pizzaman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1460565#Comment_1460565

    I don't see solutions being discussed to death. But I always see the "has been tested and abused" bomb being thrown every time this topic comes up.

    Instead of building on top of that Idea, I see people trying to shut down discussions without expanding on ideas and innovating them. Yes, that's scary, but it does perfectly fit the narrow-mindedness that you already touched.

    The game already recognizes hook campers when it comes to calculating emblem points (or better said, substracting them if killers camp) and it already works with "ifs" (which is, it stops to substract emblem points of the killer if a survivor enters the hook radius). We already have the base mechanic in the game, but it's just used for emblem points.

    I'm all for punishing survivors for ruthless hook farming, but throwing more bones to hook campers to allow "free unhooks" won't change anything.

    We've got 2 Ideas in the room:

    1) Slow down the sacrifice process when the killer stays near the hook

    2) Slow down the sacrifice process when the killer stays near the hook, unless a surivor enters the hook radius too

    Mechanic 1 was tested ("... and abused").

    Was Mechanic 2 tested? Anybody?

    I don't see solutions being discussed to death.

    Only because you haven't been here long enough. I've seen this debate so many times, it's not even funny any more. I feel like I'm in Groundhog Day, waking up to the same song on the radio every single time.

    I'm all for punishing survivors for ruthless hook farming, but throwing more bones to hook campers to allow "free unhooks" won't change anything.

    Well, trying to punish killers for camping was objectively proven to be a failure, even though everyone was so sure it'd work, so maybe we need to try something that everyone's so sure will fail.

    Was Mechanic 2 tested? Anybody?

    Mechanic 2 suffers from the same problems as 1. Any mechanic that's based on punishing killers for staying near the hook will always suffer from the same problem as mechanic 1, no matter how many "ifs" you stack.

    EDIT: Tell you what, I'm gonna do you a favor so you can experience the same endless debate loop for yourself. I'm gonna open up a thread to discuss camping fixes, with the caveat that they can't be based on punishing killers for being close to the hook, since that was already tried and failed.

  • @Pizzaman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1459559#Comment_1459559

    What amazes me even more is that nobody actually tries to come up with a viable solution.

    People are already so conditioned to that "Has been tested and abused" mantra, that the person that is usually the first responder to these kind of posts doesn't even need to respond anymore, unless asked to do so. Scary.

    Anyway. Usually that's where every discussion like that hits a dead end. Just throw the "Has been tested and abused"-Bomb and the damage is done.

    Nobody actually talks about a Sacrifice slow down when the killer stays in the hook radius, UNTIL A SURVIVOR ENTERS THE HOOK RADIUS TOO (which is when the sacrifice process should return to normal speed).

    It's scary that an idea that was objectively proven to be a failure is immediately shot down? People don't need to stick their hand in the stove twice to figure out it's hot, so why should we entertain the same failed idea twice?

    Solutions have been discussed to death. The problem is that some people are unwilling to accept that punishing the killer for proximity to the hook is why the original idea failed and no amount of "ifs" is going to change that. They're also unwilling to accept that a better solution would be to either heavily punish survivors for hook rushing/farming (the leading cause of "death by camping") or make it more rewarding for killers to allow free unhooks than it is for them to camp.

  • @Demonl3y said:

    @Orion Your statement?

    Already made by other people, I didn't see the point in saying it again.

  • @Sulrii said:

    Lol... SWF is the only way to win against tunneling, camping, noeds and other killer stuffs. Its even hard with SWF against 1 killer and your solution is to add another killer. Survivors can play in groups, but mostly its the only way to get unhooked or win. Yeah i understand, that sometimes it is hard to win against good SWF group, but 90% of groups are losing every game. I know what im talking about, we are 3 friends, but we are losing like random lobby team. If you know how to play killer, SWF is not problem for you and if its problem for you, use noed, camp and tunnel like every 2. killer... Or, ehm, use Mori.

    Have a nice day, Sulrii.

    Just because your team loses 90% of the time doesn't mean 90% of all teams lose. My team and I escape more often than not and we're just two people. Maybe the problem is you and your team, not the game.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/1460311#Comment_1460311

    we should maybe start from scratch here again: How do you define 'murder mystery' in this regard.

    I was thinking in the lines of the aforementioned the thing, that, as per dbd, it'd be kind of a regular match/new objective match where you don't know who the killer is while they try to pick survivors off one by one.

    So GMod Murder, a completely different game, just like I said.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/1460130#Comment_1460130

    So you are saying 'the thing' does not fall under the 'survival horror' category?

    I am saying that Dead by Daylight does not fall under the "murder mystery" category. That's what I wrote, is it not?

  • @Customapple0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1460149#Comment_1460149

    He stated he looked only a couple of times. If you have trouble locating survivors there’s plenty of tracking perks to use.

    Killers objective is to kill & protect gens

    Survivors objective is to survive & do gens

    When the killer chooses to protect gens & survivors choose to survive it makes a stalemate. Killers fear that the gens will get done if they leave the 3 gen & survivors know they’ll probably get killed if they attempt to complete a gen that’s being camped.

    What are survivors supposed to do in a 3 gen situation exactly? Jump into the killers arms?

    They're supposed to face the consequences of their #########-up instead of holding the game hostage.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/1458207#Comment_1458207

    both can work in language

    And... it's only because there's no modus for it. People argue that these modi don't fit with the lore . The genre is actually irrelevant. DbD is a horror genre game. There's horror genre puzzle games. Horror Genre Rpgs. Horror genre shooters. Lore isn't genre. If you can make a modus fit within the franchises lore, you can have it fit. and that is what people say is impossible because 'no other modus can work with the lore'

    When you say to swap lore for genre, and then say 'it's not a murder mystery game'... then tell me, what is 'The Thing' other than a quite bloody murder mystery?

    As far as I know, there's no such word as "modi" in English, and the Latin modus is only used for modus operandi (MO). Nobody uses modus to say "mode" in regular conversation when the word "mode" already exists.


    We're not talking about "The Thing", we're talking about Dead by Daylight. Dead by Daylight is not a murder mystery game and would not benefit from having a murder mystery mode tacked on to the base game, the same way it wouldn't benefit from a battle royale mode or racing mode. Those wouldn't be different modes of play, they'd be completely different games in and of themselves.

    There's a big difference between, say, a racing game adding a mode with "goofy" mechanics (think Mario Kart in NFS) and a horror survival game adding a mode where you need to solve a murder mystery. The former is still a racing game, just with different mechanics. The latter isn't a horror survival game any more, it's a detective game.

  • @Nickeh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1456190#Comment_1456190

    why are you here then? EVERY PACKAGE IS A PROMISE MADE, PORTER.

    Today I delivered two tons in a single delivery, plus two more tons across multiple deliveries and helped build a ton of roads. Porters need breaks too.

  • modi

    You mean "modes"?

    Moving on, you can substitute "lore" for "genre". DbD is not a murder mystery game, it's not a BR game (there are a ton of those already, so if that's what you want you can go play them), etc..

  • And how will you know what they've done? I've been accused of doing "jack all" even though I repaired generators, was chased (I think I was even hooked once), and unhooked and healed others. I ended up being the last survivor because I'm stealthy and the killer decided to be an ######### anyway because "I didn't do anything except rush gens".

  • I did come back, but then Death Stranding happened.

  • Just leave the survivors alone and they'll open the gates by themselves.

  • I already reported this as a bug, but nobody even cared. [shrug]

    My guess is this is because the Demogorgon's sounds are edited clips, so what we're hearing are the bits that are still somewhat recognizable.

  • So... what tips did they give you? I find the Demogorgon's portals to be extremely difficult to use properly.

  • Just keep walking/running away from the pallet. Here's what happens:

    • If she's phasing, she still has to go around the pallet. You bought yourself some distance.
    • If she's not phasing, she still has to go around the pallet. You bought yourself some more distance.

    So, best case-scenario, you gain some distance. Worst case-scenario, you gain less distance.

    Now what happens if you engage in the mindgame:

    • If she's phasing, you're in the same situation, just on opposite sides.
    • If she's not phasing, you get hit.

    Best case-scenario, your situation doesn't improve. Worst case-scenario, you're #########.

  • There's just no pleasing you, is there?

  • Aftercare, Alert, Dark Sense, Kindred. See everything and everyone.

  • @PodgeNotRodge said:

    https://forum.deadbydaylight.com/en/discussion/comment/1443457#Comment_1443457

    It seems he's asking for a reason on your opinion. Nothing to complicated. It seems you made a point saying he's wrong and now he has to say something to prove otherwise. Gotta love these discussions.

    I said he didn't present any reasoning because he didn't (and still hasn't). I then asked him to provide actual reasoning. Still waiting for his reasoning, so I can actually respond to something other than his opinion.

  • @Wylesong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1443513#Comment_1443513

    You assumed that I assumed you were a killer main. I never assumed you were a killer or a survivor main. I spoke openly to any killer who plays and gets upset that one person escaped.

    Also to your point you are right about survivors doing bare minimum to make the hatch spawn but how often do you see this situation compared to the mori situation? I can say I have never seen someone bring a key just to go hide in the corner and wait for everyone to die. You are using a far out example when a few others even point out how killers camp just to get the mori. I will say though your 0.0001% scenario has merit. It is possible even with how little of a chance it has to happen that a person will bring a key just to sit and wait for us all to die then find the hatch. I agree now to get rid of keys based off of this very unlikely scenario now. =)

    I will simply agree to disagree on this one because we wont ever agree but I do see some merit to your points because I can admit to not being right. Have a good day and happy playing. =)

    You assumed that I assumed you were a killer main. I never assumed you were a killer or a survivor main. I spoke openly to any killer who plays and gets upset that one person escaped.

    Yes, because it's standard practice to speak openly when you're talking with one person and responding to what they're saying.

    Also to your point you are right about survivors doing bare minimum to make the hatch spawn but how often do you see this situation compared to the mori situation?

    More often. Moris are rarely present in my trials, makes me wonder if it's a regional thing.

    You are using a far out example when a few others even point out how killers camp just to get the mori. I will say though your 0.0001% scenario has merit.

    I didn't realize you had statistical information about each situation. Please post your data so we can all look at it. Either that or admit you're claiming my scenario is unrealistic because it makes it easier to dismiss.

  • @ZFennecFox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1443486#Comment_1443486

    Going back and re-reading the posts I believe I specified why they should be able to "Counter Slugging For The 4K" that seems to be an issue.

    You believe wrong, unless your justification was literally "this annoys some people", in which case the entire game needs to be deleted.

  • @Wylesong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1443494#Comment_1443494

    So now your point is to being the last survivor? Well you are right if you are the last survivor THEN the hatch will spawn but then do you really need a key if the hatch is already open?

    I mean sure if the killer closes it but then as a killer I mean if you are that upset ONE person got away you need to take this game less serious. lol

    So now your point is to being the last survivor?

    You were speaking of the bare minimum you needed to do as a killer to get a mori, so I did the same with the key. Is there a problem?

    Well you are right if you are the last survivor THEN the hatch will spawn but then do you really need a key if the hatch is already open?

    The killer can close the hatch, as you said.

    I mean sure if the killer closes it but then as a killer I mean if you are that upset ONE person got away you need to take this game less serious. lol

    I'm a survivor main. Haven't touched killer since I got the crowns for them, and even then it was one farming round each, just to get it over with ASAP.

    Pro tip: Don't assume which side people play. It doesn't usually end well.

  • @Wylesong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1443455#Comment_1443455

    Most Mori users I have seen this week alone are a one chase, hook, then camp. If someone rescues them they smack them and Mori them. I am guessing you have had better luck in mori users but my experience is different. It normally ends with one chase one hook then a slug because the killer camped and a dumb survivor saved them and then a mori. In the end my experience with mori users is pretty toxic. They get the kill either way really.

    A key can only be used if the number of gens done to spawn the hatch. The number of survivors alive + 1 generator. That means if all 4 survivors are alive you still need 5 gens. If 3 survivors left then you need 4 gens and so on. If you can manage to get the hatch to spawn and escape with all 4 you deserve it key or not. I mean if they get all 5 gens done and you have not killed one person that is on you not the key. Do not blame the key for the lack of skill. I would love to see a video where someone uses a key and all 4 people get out at only one gen done. lol

    Most Mori users I have seen this week alone are a one chase, hook, then camp. If someone rescues them they smack them and Mori them.

    That can be countered: stop feeding campers. Don't blame the mori because someone else ######### up.

    A key can only be used if the number of gens done to spawn the hatch.

    The hatch can spawn and open at 0 gens because it always spawns and opens for the last survivor. It's been that way for quite a while now.

  • @ZFennecFox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1443457#Comment_1443457

    So you have no argument as to why they shouldn't then why say anything at all. If a survivor on the floor can completely fill their bar before the Killer picks them up and they get up its the Killer's fault for not hooking the survivors.

    I'm asking you for your argument because it is your idea. I can't debunk an argument that either doesn't exist or wasn't presented.

  • @ZFennecFox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1443403#Comment_1443403

    Why not? I would like to hear your argument on why they shouldn't be able too. If their left on the floor long enough to fill their bar completely its the Killer's loss.

    Nice try. You made the argument, so the burden is on you to make the case for it.

  • @Wylesong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1443435#Comment_1443435

    So you can't prep for a mori which is one hook your dead but a key that takes 4 gens and a escape hatch is to strong?

    IS a key really that powerful? I mean I give it to you it can be in a SWF team who can strategize and abuse it but in a solo que best of luck. You are lucky in a solo que if one person can escape with a key. I am lucky that when I play solo que survivor instead of killer that IF I even have a key that I can make someone listen enough to follow me. In the end normally only one person escapes because no one knows to follow one another so even with a key only one person escapes. I do not call that OP. lol

    So you can't prep for a mori which is one hook your dead but a key that takes 4 gens and a escape hatch is to strong?

    A mori is two chases and one hook, minimum, unless I missed an update where killers can get survivors on hooks without chasing them.

    A key can be used at any number of gens, even if the killer has already closed the hatch.

  • @ClickyClicky said:

    Bloodlust 1 is ok but those killers that circle a pallet until bloodlust 3.....yeah that one needs to go

    Why? They're just wasting their time, it takes 45 seconds to get Bloodlust 3.

  • @MojoTheFabulous said:

    The original name sounds kinda weird so maybe that is why (although it could just be me feeling that way)

    https://forum.deadbydaylight.com/en/discussion/comment/1438461#Comment_1438461

    It's such an odd change considering there was a unique icon for every single character. This is me being really hopeful but maybe this is the start of them making the crown a separate thing that can be put on any head piece.

    Regardless, I wanna know why they changed it. I thought the name was cool.

  • @Wylesong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1443425#Comment_1443425

    You can't really prep for a mori no matter if the killer got it mid game or even just came in with it. All you can do is hope you are not the one that gets hooked once.

    To the crown thing you are right about not needing a particular perk to get the crown but my teams because I play solo que smelled would spend most their time hiding because i would get new players. I would hope to find a key and only use it IF I needed to. I would do gens and hope my team would help. If they all got killed then hatch time and hope my perk helped me find a key and GET THE CROWN, SAVE THE TOWN AND MR. KRABS! lol

    You can't really prep for a mori no matter if the killer got it mid game or even just came in with it. All you can do is hope you are not the one that gets hooked once.

    You're not supposed to be able to. That's why you can't see the killer. On the other hand, the killer is supposed to be able to prepare for items, and one as powerful as the key shouldn't spawn in chests.

  • @Wylesong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1443412#Comment_1443412

    I like the idea of keys spawning because they are very rare anyway plus then the killer can't just tunnel that one person they seen bring one in at the start. It seems to happen a lot when someone brings a key in the killer tunnels them dead. I mean I do not blame them but I started using that perk that gives me rare items in chest just to find a key during my match so I could escape with my crown.

    I dislike the idea of keys spawning because it'd be like the killer randomly getting a Memento Mori mid-trial. There's no way you can prepare for random chance like that.

    You didn't have to bring any particular perks or items to escape with crowns, BTW.

  • Moris are fine, keys shouldn't spawn in chests.

  • @ZFennecFox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1443378#Comment_1443378

    I play both sides Killer currently rank 3 and Survivor currently rank 8. I just hook and go as Killer I never go for the one unhooked unless they get in my way and I still hit red each season.

    My logic behind this is that leaving survivors should be punishable not by a large margin but should at least have more counter play than a perk that gets you up once and a "Tunnel me" Perk.

    My logic behind this is that leaving survivors should be punishable not by a large margin but should at least have more counter play than a perk that gets you up once and a "Tunnel me" Perk.

    That's not logic, that's your opinion. What's the logic behind that opinion? Why should survivors be able to pick themselves up indefinitely without the use of a perk?

    To OP, if you don't want to do something, you don't have to do it. Also, holding the game hostage has nothing to do with slugging.

  • Rather give bloodlust outside of a chase to increase killer mappressure

    Moonwalking says "hi".

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