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Peanits

Peanits

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Peanits
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  • Poweas said:

    @Peanits said:
    RE: NOED

    Gotta' drop this little stinker here: image

    This was the old machine gun build, at a total of 55% decreased successful attack cooldowns. Nowadays you can get 40% from STBFL alone. If you stick five stacks from NOED on there, you'd be back up to 60% (higher than before). Even at 4 stacks you'd still be higher than the old machine gun build, at three you're just below. That's a pretty fast build for a good chunk of the game, and that's before you take into consideration the movement speed boost. I think it might be a little much, the successful attack cooldown could probably be reduced or cut.

    The rest I like. I've also wanted that exact buff to Windows of Opportunity for a while now. The perk is really geared towards new players, the only benefit it provides to experienced players is a slight edge on knowing which pallets have been used by someone else. I use it every now and then because I switch up my perks regularly and I notice it's almost always off. As soon as you get into a chase it'll get disabled, which sorta' defeats the point of taking the perk because chances are you've already planned out which pallet or window you're going to run to before you get chased.

    Reduced to 2%?

    Also, I thought you'd have some influence over the perk changes since your part of the Dead by daylight team? But yeah I'm going to reduce it to 2%. Thanks.

    There is a design team dedicated to balancing and all that. I can throw my two cents in and pass on the good ideas I see, but I'm not on the design team myself.
  • If they've got an insta-heal, they could get the same effect by just using it before going down. The broken status would not make a difference in that scenario. It would really only affect someone who hits you with DS and immediately starts self caring, which isn't typically an issue.
  • I don't think the changes to Remember Me and Fire Up would be an option, not because they're bad ideas, just because they would stack way too much with others perks. Fire Up alone with Save The Best For Last would bring your successful attack cooldown down by 60%. That's already faster than the old machine gun build. Toss Remember Me into the mix and you could get that up to a whopping 75/80%. You'd basically have no attack cooldown at that point.

    Granted, it's a little more conditional than the old machine gun build, but you do not need the full effects to get something incredibly powerful. Even three Fire Up stacks paired with STBFL would be a massive decrease, roughly the same as the old machine gun build.
  • RE: NOED

    Gotta' drop this little stinker here: https://youtu.be/ouFi-lI1Rbs?t=94

    This was the old machine gun build, at a total of 55% decreased successful attack cooldowns. Nowadays you can get 40% from STBFL alone. If you stick five stacks from NOED on there, you'd be back up to 60% (higher than before). Even at 4 stacks you'd still be higher than the old machine gun build, at three you're just below. That's a pretty fast build for a good chunk of the game, and that's before you take into consideration the movement speed boost. I think it might be a little much, the successful attack cooldown could probably be reduced or cut.

    The rest I like. I've also wanted that exact buff to Windows of Opportunity for a while now. The perk is really geared towards new players, the only benefit it provides to experienced players is a slight edge on knowing which pallets have been used by someone else. I use it every now and then because I switch up my perks regularly and I notice it's almost always off. As soon as you get into a chase it'll get disabled, which sorta' defeats the point of taking the perk because chances are you've already planned out which pallet or window you're going to run to before you get chased.

  • @Tsulan said:
    Peanits said:

    The hatch isn't perfect, but it is there out of necessity. The alternative of not having a hatch would result in a stalemate where the killer patrols generators and the survivor tries to fix them. If the killer hears a generator being worked on, they'll know the survivor is there. It'll take that solo survivor 80 seconds to repair a single generator, and the killer can easily patrol all the generators in less time. The result is a stalemate where the survivors just going to hide and wait until there's an opportunity to fix a generator, except that opportunity will only come when the killer has gotten bored and given up.

    Getting rid of it in theory is great, but in practice, it would not work. The end game will be receiving a rework at some point and the hatch will likely be looked into at the same time.

    People have proposed solutions for this several times. 

    They have. Some have been tested even with a PTB. In practice some of the suggestions just would not work (closing the hatch in the PTB, for example, did not fix the standoff issue but rather transferred it to a generator standoff). Others require massive reworks, or sway things one way or other depending on how that particular person feels. It'll be looked at eventually, but sticking a bandaid on it and potentially making it worse in the meantime would not be a very good use of time.

  • I've always thought that buff would be more fitting for Brutal Strength, since it makes your kicks stronger so you'd damage the generator more. Overcharge I've always looked at as the skill check perk. With that said, I still do like that idea, I just think it'd be a little more fitting to Brutal Strength.

    As a replacement, what if failing the Overcharge skill check locked out the generator for a longer period of time? By that, I mean the period of time after you fail a skill check where you cannot repair the generator. That way you could keep Overcharge focused on the skill checks but it would also be more meaningful when someone does miss that skill check.

  • The hatch isn't perfect, but it is there out of necessity. The alternative of not having a hatch would result in a stalemate where the killer patrols generators and the survivor tries to fix them. If the killer hears a generator being worked on, they'll know the survivor is there. It'll take that solo survivor 80 seconds to repair a single generator, and the killer can easily patrol all the generators in less time. The result is a stalemate where the survivors just going to hide and wait until there's an opportunity to fix a generator, except that opportunity will only come when the killer has gotten bored and given up.

    Getting rid of it in theory is great, but in practice, it would not work. The end game will be receiving a rework at some point and the hatch will likely be looked into at the same time.
  • Peanits said:
    There's a play with the community team tomorrow. If you're ever unsure, you can check this thread to find out what's going on: https://forum.deadbydaylight.com/en/discussion/11/activities-and-livestream-roadmap#latest
    PC only im assuming. 
    I believe those that will be attending are playing on PC, but some so also play on console. If you ask around tomorrow, you might be able to get a couple console games going.
  • There's a play with the community team tomorrow. If you're ever unsure, you can check this thread to find out what's going on: https://forum.deadbydaylight.com/en/discussion/11/activities-and-livestream-roadmap#latest
  • I imagine it would be Waluigi if anything. Dude tried so hard to be in Smash but they wouldn't let him. He's gotta' get that anger out somehow.

    This is not a serious answer.

  • @Poweas said:

    @Peanits said:
    I feel that even with the out of chase for 15 seconds stipulation, you would still be able to use it to cheese a chase. At three tokens on a 115% killer, you'd be moving at 130% speed and close the distance twice as fast as you normally would. That's basically a free hit at that point, and 15 seconds is not a whole lot of time to get a free hit. That's basically like getting bloodlust 3 at the cost of bloodlust 1, except that speed boost doesn't go away any time you break a pallet or hit someone.

    In a perfect world, it would be great, but it also has a huge potential to be used wrong. I wouldn't want to see a meta of people walking backwards or facing the ground to avoid a chase. It would take a lot of skill out of the game and I feel like that's something that's best to avoid.

    Thanks for responding. Would you think a longer cooldown would work or is the idea in itself flawed?

    I think a longer cooldown would only hurt the idea behind the perk even more. Say you increased it to 30 seconds. Now if you're using it properly you have to wait 30 seconds to get the speed bonus. At that point you probably could have found somebody anyway unless you're playing against the most immersed group around, so the perk would be negligible.

    Meanwhile, someone who really struggles in a chase could still just look at the ground and use it to cheese. Say it takes 30 seconds to activate and another 10 to catch up and hit somebody, you're still only looking at 1:20 for a down. If you were not a good killer and that survivor is really outplaying you, that's not a significant amount of time. That's a chase that could have went on for several minutes if they kept playing their cards right.

    The point at which the cooldown is too long for the perk to be used properly is way lower than the point where it wouldn't be worthwhile to cheese with it, is the way I see it. If I have to wait too long for it to activate, it wouldn't activate very often because I likely would have found a survivor by then anyway, making it feel like a wasted perk slot. But if I wanted to just cheese the chase mechanics, I could still do that even at a 30 second cooldown, for instance.

  • We do not tolerate death threats or excessive insults. It's a video game, there's no need for that kind of stuff. If that happens in game, please report it and we will review it. The in-game reports will save the chat logs and all the information we need. If it happens outside of the game (through private messages on Steam, Xbox Live, or PSN), please report it to the platform it took place on. They will have access to the chat logs and they will be able to punish them as well. None of them tolerate that sort of behaviour either and many people have been banned for that sort of thing.

  • I feel that even with the out of chase for 15 seconds stipulation, you would still be able to use it to cheese a chase. At three tokens on a 115% killer, you'd be moving at 130% speed and close the distance twice as fast as you normally would. That's basically a free hit at that point, and 15 seconds is not a whole lot of time to get a free hit. That's basically like getting bloodlust 3 at the cost of bloodlust 1, except that speed boost doesn't go away any time you break a pallet or hit someone.

    In a perfect world, it would be great, but it also has a huge potential to be used wrong. I wouldn't want to see a meta of people walking backwards or facing the ground to avoid a chase. It would take a lot of skill out of the game and I feel like that's something that's best to avoid.

  • @Peanits said:
    Leading the killer to someone in a chase to save yourself wouldn't be. It's it going to make you friends? No, but you're still just trying to survive, so it's fair game.

    I'd you're intentionally getting chased, leading the killer to people, then bodyblocking, then you're not trying to survive, you're just griefing. That would be bannable.

    Those guys werent in a chase. They just found mates by bond, sat next to them, taunted at them and called the killer by OoO.

    However, thanks for clearing this up.
    I assume video evidence is needed?

    If you've got it, it would make it much easier for us to deal with them. If you'd like, you can send it to us through a ticket here: support.deadbydaylight.com/hc/en-us
  • If something comes up, no big deal, nothing's going to happen. If you're doing it every match, that's when it becomes a problem.
  • Leading the killer to someone in a chase to save yourself wouldn't be. It's it going to make you friends? No, but you're still just trying to survive, so it's fair game.

    I'd you're intentionally getting chased, leading the killer to people, then bodyblocking, then you're not trying to survive, you're just griefing. That would be bannable.
  • AntiJelly said:

    @Peanits said:
    I'm not sure I'm a fan. This would, essentially, be bloodlust that does not have counterplay. Failing to catch the survivor would be rewarded with a massive speed boost that they cannot get rid of. You would basically be closing the gap twice as fast as you normally would and upon hitting a survivor, drop back down to closing the gap 66% faster. The only trade-off is that you don't get bloodlust on the obsession (since you pretty much have the bloodlust mechanic in the form of this perk against everyone else).

    I would always run this, is the simple version. It's just too good. Someone could outplay me and outsmart me and I would get a massive speed boost for it. Even when I do hit them it wouldn't fully go away, and they can't force me to lose it with a safe pallet either. That's not even considering the map pressure I could apply while moving around at 5.2m/s.

    Well, like I said to @se05239, what would you think if the speed boost was deactived while in a chase, but you kept the stacks?

    As Orion mentioned above, this would probably not work so well since the killer could look away as they chase the survivor to break the chase and take advantage of that speed boost. Or even if they aren't intentionally taking advantage of the chase mechanics, the survivor could lithe through a window and break the chase briefly, activating PWYF and closing that distance much faster (even though by all means, you're still chasing them).
  • I'm not sure I'm a fan. This would, essentially, be bloodlust that does not have counterplay. Failing to catch the survivor would be rewarded with a massive speed boost that they cannot get rid of. You would basically be closing the gap twice as fast as you normally would and upon hitting a survivor, drop back down to closing the gap 66% faster. The only trade-off is that you don't get bloodlust on the obsession (since you pretty much have the bloodlust mechanic in the form of this perk against everyone else).

    I would always run this, is the simple version. It's just too good. Someone could outplay me and outsmart me and I would get a massive speed boost for it. Even when I do hit them it wouldn't fully go away, and they can't force me to lose it with a safe pallet either. That's not even considering the map pressure I could apply while moving around at 5.2m/s.
  • To play devil's advocate (again), why would you opt to use this perk? If you need another survivor to finish you off, even if you do heal at full speed, what benefit do you get from almost healing yourself?

    I feel like you would actually be hurting yourself by taking this perk. You would spend ~15 seconds healing yourself and then run the risk of getting spotted and downed before someone can finish the heal, making all that time spent healing wasted. You would still need to go find someone and spend the same total time healing anyway.

    Ultimately in this scenario, everyone would be better off dropping self care entirely and switching to botany knowledge. It would save much more time in the end.
  • The only issue I can see there is one major problem:

    • Mr. X is going to give it to you. There's no if, ands, or buts about it. He's going to give it to you. This would likely be a little unfair for the survivors who don't want it given to them. It would probably need a little bit more counterplay to be balanced.
  • I'm a bit confused, I think something might have been lost in translation here. The waffle would probably get a little soggy, but some people like soggy waffles. If by waffle you mean lantern, it'll be returned to the post it was hanging on (just like if you were to hook them).

  • He's at the top of my (my, personally, not speaking on behalf of the company) licensed killer wishlist, that's for sure. There's so much you can do with a killer so short that he could hide in some grass without you noticing. Although I'm sure he would be a nightmare to work into the game because of how tiny he is.

    @WaffleThot said:
    bUt HoW wOuId He cArRy DaH sUrViVoRs?

    He could tie them up and drag them around. Instead of wiggling on his shoulder you would struggle to untie the rope. Hooking could work the same way, with him hoisting you up with the rope. A total nightmare to animate and all that, I'm sure, but it could be possible.

  • @ChesterTheMolester said:
    They are deliberatly quiet on this, but i don't remember if the 3 week rule was ever broken so whats on the Wiki right now is about as good as it can get. If you want info you gotta max your charisma stat to 10 and ask BHVR with your fingers crossed.

    A charisma test of 11 is required for that info. You'll need some fancy hat or glasses to do it.

    For real though, it's entirely random other than the rule to prevent a perk from reappearing in the shrine too soon.

  • I don't think either side should be able to see names. All that does is allow people to target specific people or dodge to get easier matches. I feel like showing survivors the killer's name would just cause survivors to dodge the killers that previously beat them as well.

    But to play devil's advocate, what's stopping me from from just changing my name after each match so people don't recognize me? What benefit does it provide other than allowing people to dodge challenging matches and draw up queue times for everyone?
  • The mystery boxes during the winter event had an increased chance to drop rarer items, so it's possible people are just using their stockpiles from that. I know I stocked up on scratched mirrors during that event. But if you mean just recently, not since the event, purely just luck.

    That or you're going against the same guy and you did something to really annoy them.
  • @Peanits said:
    I'm not sure this could work unless the game was entirely reworked from the ground up. This would essentially mean that you are guaranteed to get a hit every 20-30 seconds. With that in mind, it would become less about who can outplay the other and more of a race against the clock. Your ability in a chase wouldn't be nearly as important as your teammates ability to do generators.

    I feel like this would take all skill out of the game. Catching someone as the killer isn't about capitalizing on someone's mistakes or mindgames, it'd just be about walking after someone until they can't sprint anymore. Survivor wouldn't be about trying to outsmart the killer and knowing how to run tiles, it would just be about doing generators as fast as possible before the killer has time to down everyone.

    The only way I can see this working is if killers also had the same mechanic, though this would not work as-is because killers have a wide variety of powers that would circumvent that (blinking as the nurse, chainsaw sprinting as the hillbilly, etc.). If the killer has more stamina, the system would be negligible as killer. If the killers have the same amount of stamina, there would be a very real chance that the killer runs out of stamina first and can't possibly catch up.

    I'm also not sure how much of an effect removing scratch marks would have. So long as you can keep track of that survivor for the first ~20 seconds, you can hit them and cause them to bleed. The blood trail would be very easy to follow. At this point they will also been groaning in pain so unless they are running Iron Will, it's going to be impossible for them to lose you. It would also be hard to lose a killer when they know you're going to try to hide after ~20 seconds in a chase.

    The short version, I think this would basically just be free downs for the killer. I feel like this would take a lot of skill out of the game and just turn it into a race against the clock. You're more or less just getting a super bloodlust every 20 seconds, whether you break pallets or not.

    The fact that this would require a full rebalencing of the game is something I acknowledge. Hence why I am pitching this as a separate gamemode instead of as a change to the current one, too different to work with the current one.

    I get ya'. But then we also have to consider if that would be worth the time it would take to do. Would enough people want to play that? Would there be enough players to support to game modes simultaneously? Most importantly, would it be worth the time to make such a radically different game mode? Doing so would take a lot of work from a bunch of different departments. There would need to be new animations for tired survivors, many killers would need their powers reworked, maps would need to be balanced to compensate for the slower speeds and shorter chases, etc. You would also need to continually support both modes and make sure both are as balanced as possible, which would either require doubling the team or being spread thing, slowing the release of new content and balance changes.

    As a separate mode, yes, it could work. But it would be a tremendous undertaking for something that not everyone will like and would slow down production of the rest of the game. That's not too say it's impossible, but the big question is whether it's worth the time, or whether it would be better off balancing things in some other way.
  • I typically run Spine Chill with Autodidact to help get more skill checks. The thing I worry about is that with that buff, you could essentially get too many skill checks, giving you a pretty reliable and infinite insta-heal. If the killer happens to be running Unnerving Presence, that change would be even higher.

    To put it into perspective, you've got a 15% chance of getting a skill check while healing another survivor every second. With Spine Chill, that would go up to 25%. With a moderately increased chance (let alone considerably), you can add on an additional 5%, and another 10% if the killer has Unnerving Presence for a total of 40% each second. That's an average of 2-3 seconds per insta-heal (~3 without the killer using Unnerving Presence).

    I just worry that having too many stacking sources to increase the chance could make it too good. It is basically an instant heal, after all, if it works reliably it would be really overpowered.

  • Assuming you can still leave high ping lobbies, absolutely. I've never really dodged lobbies in the first place so it wouldn't turn me off at all.

  • I'm not sure this could work unless the game was entirely reworked from the ground up. This would essentially mean that you are guaranteed to get a hit every 20-30 seconds. With that in mind, it would become less about who can outplay the other and more of a race against the clock. Your ability in a chase wouldn't be nearly as important as your teammates ability to do generators.

    I feel like this would take all skill out of the game. Catching someone as the killer isn't about capitalizing on someone's mistakes or mindgames, it'd just be about walking after someone until they can't sprint anymore. Survivor wouldn't be about trying to outsmart the killer and knowing how to run tiles, it would just be about doing generators as fast as possible before the killer has time to down everyone.

    The only way I can see this working is if killers also had the same mechanic, though this would not work as-is because killers have a wide variety of powers that would circumvent that (blinking as the nurse, chainsaw sprinting as the hillbilly, etc.). If the killer has more stamina, the system would be negligible as killer. If the killers have the same amount of stamina, there would be a very real chance that the killer runs out of stamina first and can't possibly catch up.

    I'm also not sure how much of an effect removing scratch marks would have. So long as you can keep track of that survivor for the first ~20 seconds, you can hit them and cause them to bleed. The blood trail would be very easy to follow. At this point they will also been groaning in pain so unless they are running Iron Will, it's going to be impossible for them to lose you. It would also be hard to lose a killer when they know you're going to try to hide after ~20 seconds in a chase.

    The short version, I think this would basically just be free downs for the killer. I feel like this would take a lot of skill out of the game and just turn it into a race against the clock. You're more or less just getting a super bloodlust every 20 seconds, whether you break pallets or not.

  • Sounds interesting, but I'm not sure how effective that would be. Assuming the generator completed is really far away from either gate, say it takes 20 seconds to sprint over there with the cable. That's just one less survivor on generators for 20 seconds. A coordinated group would still have three others working on generators. If you look at it purely from the aspect of one survivor per generator (most efficient way, currently), that brings the time from 80 seconds each generator to 100 seconds, and that's being generous and assuming every generator is pretty far from either gate.

    I also think this might be a little confusing. How would you be able to track which generators are attached to which gates without having a cluttered and overwhelming HUD?

  • @Marvett said:
    maybe it could be fine in this way:
    recover from Exhaustion while running BUT not in a chase.

    I am okay with either of these. I don't really have an issue with someone maybe getting two sprint bursts in one chase if they managed to stall long enough and blew two perk slots to do it, but if that's an issue I think making it recover only outside of chases is fair enough as well.

  • Iridescent stone + remember me at the exit gates. They think this nice killer is giving them a free escape, but I'm actually sitting there with a dumb smirk on my face waiting for the trap to reset.
  • No, it's not bannable. We check each report on an individual basis so you do not need to worry about false reports, they won't do anything.
  • It would not affect getting hit through a window. The momentum change just fixed the jerky movement after you vaulted where you would briefly completely stop. It's more or less just cosmetic (you technically get back up to speed a fraction of a second faster after a vault, but if you already safely vaulted this is negligible).

    Fast vaulting through a window will land you far enough away from the window that you cannot be hit, even before the change. Getting hit through a window while fast vaulting is usually down to latency, where you were still close enough on the killer's end when they swung. Medium and slow vaulting would leave you close enough to the window that the killer could still hit you through it unless you move, though you don't maintain as much momentum since you vaulted slowly.

    Take a look here for an example (pre-change, for comparison): https://youtu.be/b2MB85sl7B8?t=10

    Note how once he vaults the window, he completely stops. It's especially obvious when you pay attention to the camera, it moves smoothly before the vault, stops abruptly, and then starts moving smoothly again. This is the bit the change affected, but by the time you land on the other side of the window you either got hit or you didn't.

    Short version, where you land is still based on the animation, it's really just a change to the "feel" of it after you vault. You don't come to a dead stop after you fast vault a window anymore. It's not going to make a difference between getting hit or not.

  • This sounds way too powerful, if I'm honest. Toss in TOTH and Haunted Grounds and you're set. Survivors cannot progress until they've broken two totems (one, really, but with only one destroyed you would effectively double the length of the game). Two totems that give you a notification when a survivor starts to work on them and have the chance to backfire and make everyone exposed, and even then, you're still left with the current ruin effect at that point which as you've mentioned affects new players more than experienced players. Throw in devour hope to get instant downs or a mori or two if you're lucky, or at the very least buy yourself even more time as the survivors cleanse it thinking it's ruin.

    To put it bluntly, I can't see any reason not to always run this perk. You would get such a huge amount of time no matter what-- whether you defend it or not-- that there's really no reason not to. I don't think ruin itself needs a change. It's already pretty firmly in the meta, if anything needs tweaking it's the totem spawns, not the perk itself.

  • Thanatophobia, generally speaking, is not very good. At best, T3 with all survivors injured, you'll slow a solo generator down by about twelve seconds. It's not really a game changer. It's okay on a killer like the legion or the nurse that can injure multiple survivors easily, but most killers aren't going to be able to keep that up. As soon as you leave, someone's going to self care or run to a teammate for heals.

    Sloppy butcher alone will make a pretty noticeable difference, though, and nurse's calling obviously works well with it. I've had some success with an anti-healing build of distressing, coulrophobia, sloppy butcher, and nurse's calling. Self cares take over a minute as long as they're within your terror radius. Combine that with a doctor with terror radius add-ons and nobody's healing any time soon.

  • Auras and locations are functionally different. There are perks that hide your aura like distortion and sole survivor, and hiding in a locker will hide your aura as well. You could also hide your aura by hiding behind another aura, like a generator. The locations are a crucial part of his kit and need to be reliable, and auras would make it too unreliable.
  • Here's the thing with that: you could use it to tunnel as well. If I come back and see two sets of scratch marks and the one on the right has the unhooker's aura, the guy that got unhooked is almost definitely the other one. Or if there's one set, they ran the same way to hide and heal, and the aura will show me where. When in any doubt, the unhooked guy is going to be leaving a blood trail as well.
  • Short answer: Doing things to keep survivors off of generators.
  • Bloodwebs get very, very, very slightly better as well, but not to the point where it'll make a noticeable improvement. But otherwise no, it's entirely optional. It's there in case you've done it all and want something else to work on, but if you don't have time for that you can completely ignore it.
  • AntiJelly said:

    @Peanits said:
    I'd love to see it do more, personally. I don't know how well an automated system could work because people would find a way to abuse it and farm props, but they're already tracked and we can check them just like reports. I think it would be neat to have some sort of rewards for people who do nice things, like teaching a new player how the game works. Maybe a bunch of shards or something. I'm a firm believer that positive reinforcement is just as important as getting rid of the bad apples.

    What is the give props button for in the first place? Does it do anything?

    Currently it does not do anything. They are still tracked, though, in case they get used in the future.
  • I'd love to see it do more, personally. I don't know how well an automated system could work because people would find a way to abuse it and farm props, but they're already tracked and we can check them just like reports. I think it would be neat to have some sort of rewards for people who do nice things, like teaching a new player how the game works. Maybe a bunch of shards or something. I'm a firm believer that positive reinforcement is just as important as getting rid of the bad apples.
  • It didn't work out well. Once the hatch was closed, the survivor basically had no chance to escape. Doing a solo generator takes 80 seconds, a killer could easily patrol the entire map in that time. If the survivor touched a generator, the killer would hear it and know they're nearby, so it just turned into the hide and seek world championships where the killer NASCAR'd around the map while the survivor waited for an 80 second long opening that would never come.

    The end game is going to be looked into at some point, more details will be revealed when they're ready. But the closing hatch mechanic was scrapped because it didn't really fix the standoff issue, it just moved it to a generator standoff.
  • Situation 1 is whatever you feel like. If they're actually a nice guy I would be nice back, but that's just me. If they're doing it to taunt and it backfired on them, that's just bittersweet. If you want bloodpoints, you'd of course be better off hooking them.

    Situation 2 depends on a variety of factors. If you can juggle them to a hook, do that. They'll probably have to crawl near one to get out the gate (there's almost always a hook near an exit gate), so unless you hooked the other guy there already- which you should never do unless you absolutely have to- you should be able to juggle them there. Worst case scenario, wait for first guy to die, pick up DS, you get stunned and they escape, you get a couple chase points.

    I'd also give an honourable mention to enduring. Even if you can't get them to a hook, you might be able to get them far enough away by juggling, eat the stun and then catch up before they escape.
  • I dunno', you already get 2,500 for killing all four survivors. I think rewarding someone for doing it quickly would be a little redundant and also encourage deranking to pick on new players. At the same time, I feel like if you were significantly better than the survivors and killed them all before a single generator goes off, you're basically getting points because the matchmaking gave you an easy match.
  • Yes, these forums are checked on a regular basis and feedback is collected. Keep in mind that the event only started ~two days before the weekend, at which point nobody is in the office. There is still time for changes. The Hallowed Blight event saw some significant changes part way through as well.

  • That would not work. If you were around for the beta or shortly after launch, you may remember how people used to play with their friends before SWF existed. People would queue at the same time as their friends and leave the lobby if they didn't end up in the same game as their friends. You would likely see the same here: the people who are only out to try as hard as possible are going to circumvent that to keep all their perk slots. Meanwhile the casual groups out there- the ones who are not the problem, the group of friends casually playing the game and chatting- are going to be left one or two perks down when they were never that great to begin with.
  • I remember long killer queues, people farming and intentionally dying to grind out the event as fast as possible, other people just trying to play the game normally while the teammates spent the first few minutes of the match not doing the objective and instead just farming the event objective, incredibly easy 4ks, and even just trying to play killer to have people juicin' plants right in my face, expecting me to let them when I just wanted to play the game.

    That's compared to: The scoring is a little off.

    Absence makes the heart grow fonder, I guess. I definitely don't remember it being universally loved, and in comparison I think the problems with this event are much smaller than the ones with the old event.

  • If you are on mobile, you may have to request the desktop version of the site to change your profile picture. I don't believe the mobile version has a button for it just yet. Depending on the browser you're using, it'll usually be under the three little dots in the corner.

    Once you've done that, you can head to your profile and click the button below your profile picture. It'll bring up a bunch of options for you to pick from.

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