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Power_Guy

Power_Guy

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  • Damn, new OoO is great! With all the Killers that run BBQ, it will see allot of use!

    And it's no longer a 10000000% stealth Killer counter. I hated seeing one OoO in a SWF group, knowing they were basically reporting my every move. Then, when I tunneled them out of the game, I got called 'toxic' and swore at. Like I was evil for removing their OP eyes.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2169052#Comment_2169052

    You're skipping a few steps in your reasoning there. Yes, a baseline totem counter would counter NOED, but how would it affect literally any other Hex? Are you going to suddenly know where Ruin is just because you know a teammate, somewhere on the map, has cleansed a totem?

    Fair enough, but endgame Hexes (and I'm going to guess some more will be added in the future.) would be rendered useless.

    Plus, it nerfs the Killer as well; Survivors who don't know how many Totems remain may wander around looking for them. Which means the Killer may find them faster. Whereas a Survivor who knows when the last Totem is cleaned will stop looking, and either hide or do gens.


    So a totem counter actually reduces the risky gameplay Survivors have to do to find totems. Either that, or they have to prepare for an unknown end game.

    But a totem counter removes that risk of the unknown. Survivors stop thinking 'I'm going to look for totems' and start thinking 'All totems have been cleansed'.

  • @Mandy said:

    Anyone else wondering what acting "normal" would actually be? or is that just me?

    I don't even know what 'normal' sounds like, after 2020. Gods, that's one for the history books, literally.

  • @fr0sty1223 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2168939#Comment_2168939

    If you read my post you would see that I did 4 totem by myself that game because my teammates were hot garbage and refused to do them. I don’t play in swf very often so I have to hope my teammates know to do bones. The very least the devs could do is give us a totem counter without making us run a perk for it.

    The thing about your idea is...Well, I'll try to explain my view, but I'm bad at formulating my thoughts:

    The risk of totems is that you have to run the danger of the Killer finding you while you search for totems. And you run the risk of never finding all the totems.

    Then SWFs started counting totems as they go, and suddenly Hex perks became absolute garbage. One SWF dude could run detection perks & tell everyone where totems were, and they could share how many they all have cleared. They would know, exactly, how many totems remained, which meant things like Hex: NoED never saw the end game. Because every Survivor knew to clear the last totem before popping the last gen.


    So if you add a solo counter; now EVERY player knows how many totems remain. And unless they are bad, they will stop working gens to ensure NoED NEVER pops. Because they'll know if their teammates did not do gens.

    A totem counter, without a perk, would be the same as deleting NoED from the game. Survivors could run a full meta AND know if they cleared every perk. Exactly like a SWF, sure. But SWF information is a large reason why Hex perks are pure garbage.


    Basically: If every player had a base-kit totem-countdown, then no Hex perk would ever be played, because they would always, ALWAYS be cleansed before the end game. This would basically nerf Hexes into the grave. 4 Survivors running 4 meta perks plus a free totem countdown.

  • @Gay_Police_Dept said:

    "Toxic" and "Free".

    For instance:

    "using bnp/noed is toxic" - It is not

    "Dead hard users get free pallets just by pressing E" - It's not free either.

    They brought a perk for it and can only choose 4.

    Just accept you lost and move on.

    You forgot things like 'Camping/Slugging/Tunneling is for BAD Killers' - Trying to shame people into avoiding a legit strat they hate. :)

  • No. NoED can be countered by doing totems. Why should you get to figure out which totem is it before the end game?

    Hex perks are already hot garbage with all the detecting perks, bad totem spawns, and SWF having a hive mind once they find a lit totem (and knowing if all totems are cleared).

    You should in no way get to figure it out ahead of time, or it would be more trash. Just pick yourself up by your bootstraps and git gud. It's your team's fault if you don't clear all the bones before doing the final gen, so why should the Killer get a nerf for your bad play?

  • @SammiieK1991 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2168439#Comment_2168439

    I think survivors do when it comes to billys speed. A 50mph killer and a 10mph survivor. Doesn't really cut it.

    ...No. They're not meant to keep up with Billy, and Billy can't turn as well as the Survivors, so juke him instead of trying to out run him.

  • As far as I am aware, all Survivors move at the same base speed. And no, Survivors don't need a base speed increase. That would dragon out chases when every second counts as it is.

  • @Mooks said:

    I like the music of the intro!

    but then again, the music is pretty much always spot on in this game..

    Agreed! The music department always shines.

  • I'm still all for Albert Wesker voiced by DC Douglas.

    Just look at his powers in RE5 to get an idea of how he can play. Plus his '5 minutes. 5 minutes is all I can spare to play with you!' line really fits the current gen speeds. 😁

  • @justbecause said:

    You can't go behind the hook anymore as far as I know and I don't see how it that any related to camping and slugging that's if I say "you killer mains complain about dead hard but they still haven't fixed hits through pallets" see it's nowhere near related

    It happened to me, and watch NotOtz's '50 Wins Streak On Ghostface' from back in Jan of this year, somewhere between 53 minutes and 57 minutes; he starts swearing because an Unbreakable Survivor burrows behind an occupied hook. notOtz has to let them go, and they pick themselves up & free the hooked Survivor.

  • @sesawyer3127 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2167277#Comment_2167277

    See this is what I dont get about camping and tunneling,,,, and this is a sincere question, most of you killer mains say "I only camp or tunnel after fill the blank happens" if its such a legit tactic and since a lot of you will say "the devs say its cool, so it must be good", why dont you do it all the time and why does it take scummy actions on the part of survivors for you to do it?

    Because camping, while allowed, is usually the worst way to get kills. It takes too long and it allows the non-camped people to focus on generators unbothered.

  • @fr0sty1223 said:

    Scummy actions breed more scummy actions I’m afraid. As long as killers are going to camp and tunnel then survivors will find more exploits to abuse. It’s a never ending circle of bullshit that is ruining this game.

    Really? You're going to blame valid actions, like camping and tunneling, for cheating? Wow, the cognitive dissonance behind that is staggering.

    That's just a BS excuse to cheat.

  • @PlunderingPanda said:

    A camping killer is literally leaving the survivor's main objective completely unattended. If they're gonna camp a hook, just read the room and go find a generator. I recommend doing a generator within the killers terror radius first, if they're actually camping. It might also annoy them enough to make an opening for someone else to unhook while they go investigate that annoying clanging noise. You can literally do 1.2+ gens solo with 1 survivor hooked, even accounting for the time it takes to figure out that the killer is camping.

    Here's the super deep, dark secret about camping: Killer's wouldn't do it if it didn't work out for them in the end. I watch people reward campers all. the. time. I can't remember the last camping killer that WASN'T rewarded with at least a 100% "return on investment" for camping. It's silly. Survivors that hop into camper territory might as well put it on their dbd resume as: "Unpaid volunteer work at Bubba's bloodpoint farm".

    That's the thing. It goes like this:

    Killer finds Survivor.

    Killer chases Survivor.

    Killer downs Surivor.

    Survivor #2 runs brainlessly at the hook.

    Survivor #2 either trades, or gets grabbed.

    Survivor #3 runs brainlessly at hook.

    Survivor #3 gets chased/grabbed.

    Survivors: #########! CAMPING BAD! UNINSTALL! REPORTED! CHEATER NOOB!


    Stop sending my food to my mouth, and I'll have to leave the hook, or starve.

  • @YourWifeSamantha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2166631#Comment_2166631

    LOL if that;s the case then i guess ... they did nothing wrong right? xD

    Correct. Camping is a legit tactic to slow down generators, and it's Survivor's fault if they run at a guarded hook. There is also no way to punish bad campers without wiping out legit camping or player agency.

    So yes; the Killer did nothing wrong. Good talk.

  • @GeneralV said:

    Ok, this thread proves that most people want Old Freddy back, which is amazing and I love y'all for that. But, the few who don't want him back have one complaint in common: his inability to interrupt actions during the Dream Transition.

    Said complaint is totally understandable. It was one of his weaknesses, after all. So, please allow me to offer a solution, straight from my proposed idea for a Freddy rework:

    -During the Dream Transition Survivors can see glimpses of The Nightmare and they suffer from the Incapacitated status effect.

    This should prevent those situations from ever happening again.

    Thoughts?

    That, I could agree with. It would mean Survivors only get a small bonus to loop times. But they could no longer unhook, work on gens, or open exit gates directly in front of a hapless Freddy.

  • How about no? This would ruin Ghostface. He's already an M1 Killer (His power does not help in a chase) who can be canceled out of his power by Survivors from around corners.

    Why would we nerf his power even more?

  • I dunno. I feel like giving Survivors a 100% immune state and a 7 second countdown in the current gen rush meta would make Freddy useless.

    Back when I played Old Freddy, people would just ignore me and unhook in my face, because they were untouchable.

    They would sit on generators for 5 seconds, because they knew 2 seconds was enough to run to a pallet/loop.

    They would fail skillchecks because letting me know where they were meant nothing, since I could not hit them.


    Old Freddy would be interesting mechanically, but Z-Tier. His power would mean Survivors were immune to damage with a 7 second countdown AFTER Freddy finally found them and THEN he would have to chase & loop them like normal. In the current meta, where a 10 second mistake can cost Killers the game, those forced 7 seconds, per Survivor, per health state/hook, would see Freddy just flipped off by Survivors as they get a 4-Man escape.

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2166262#Comment_2166262

    Indeed. Old Freddy required a different playstyle because of how unique he was, however he wasn't terrible and I dare say he was a solid mid-tier if you knew what you were doing.

    @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2166184#Comment_2166184

    I’m sure @GeneralV can back me up but old Freddy wasn’t completely terrible. He just requires a different playstyle to do well

    New Freddy is just boring tbh

    I just can't see it. I loved playing old (and new) Freddy, but I was always keenly aware of what felt like his limitations. Like, I never played him and expected a single kill.

    Survivors would unhook in my face because they were awake. They would pop gens and fail heals to stay awake, and they would blatantly ignore me until the last 2 or 3 seconds of my power, then Sprint Burst to a pallet and loop me.

    His power was basically 'Let's add 7 seconds to any loop', and given that a loop, and hit, and loop, and down, can take 1-2 minutes, and games are around 6 minutes long; having old Freddy back is basically giving Survivors a free 4E.

    His old power is just not good enough to deal with the current gen speeds.

    Again; this is just my view. I'm no pro. Just a Freddy fan. I played him pre-change and post-change. I just don't think his free 7 seconds of 'Can't touch this' would work in the current Survivor meta, where Killers can lose based on a ~10 second screwup.

  • @onark said:

    Everybody thought it was going to be the cosmetic of this Rift. A lot of comments about it in Twitter, no one denied this, even the person who writes in their name on that account said "A different Bill..." in a comment, and now we can see is the same Bill as all these 4 years.

    You do realize the whole 'A different Bill' thing was because Bill Nye, The Science Guy's opening starts with 'Bill! Bill! Bill! Bill!'

    Just because YOU read something wrong out of the reply does not mean it's BHVR's fault. It's not like they said 'THIS BILL COSMETIC WILL BE A DIFFERENT BILL!'. They were making a joke.

  • @Phasmamain said:

    In my opinion freddy should be put back to his old state. The devs seem stubborn and don’t want to admit they messed up his rework.

    No. His old state was a joke. He could not prevent unsafe hooks, or loops, or even stop people on gens.

    Survivors would literally just sit there and work a gen/unhook because Freddy could do nothing to them for 7 seconds, then sprint for the closest loop. He basically had a 'Screw you' timer before he could start looping people. 7 free seconds to pop a close-to-complete gen cost me so many matches back then.

    'Old Freddy' was just a punching bag for Survivors. Hook someone, then watch them get unhooked while you shake your fist. And they were ALWAYS awake because failing a heal, failing a gen, or being awoke by a friend all kept them untouchable.

    And popping gens/failing a heal 's downside; giving your position away, meant nothing when the Killer in question could not do anything when he got to you.


    Old Freddy was trash. I can't believe anyone would want him back unless they just long for matches where they can sit on gens/heal in front of the Killer.

  • What the people making, or agreeing with, these 'punish camping' threads fail to realize (or actively ignore) is that there's VALID REASONS TO CAMP.

    Instead, they see 'Camping = bad' and 'This punishes what I hate' and stop there. That's all they care about. Some of the people here even said 'This makes the Killer stop camping, and that's all I want'.


    Player agency? Nope!

    Killer's tactics? Naw!

    Killer's enjoyment? Hell no!


    All they want is ALL CAMPING PUNISHED. It does not matter if you needed to camp to slow down generators. Or if Survivors are hiding nearby. Or if Survivors are going for an unsafe unhook.

    All they want is for Killers to be forced away from the hook so they can get easy saves. They don't want to deal with knowing when to unhook or when to do gens. They want every unhook to succeed.

    And to do that, they need draconian, over-the-top punishments on Killers who dare to get in the way.

  • @GrilledCheese said:

    It’s Because it rewards brain dead killers for losing

    And D. Strike rewards brain dead Survivors for getting caught. Your point?

  • @Ryan489x said:

    I'm so glad we don't have to button mash anymore.

    This means I can go back to playing Survivor! Yaaay!

  • @NeonFlowerPower said:

    https://forum.deadbydaylight.com/en/discussion/comment/2162687#Comment_2162687

    Not a rage quit. I looked at the odds of us winning and decided we already lost so I wanted to move on. Can nobody here have a civil discussion without acting like its some sort of "rage" or "childish" thing? The only thing me staying in the match will do is afk or sandbag my team mates because doing gens is not an option at that point.

    You decided you lost before trying, and thus want to leave the match, regardless of how this affects your teammates.

    It's either rage-quitting or throwing. Either way; it's selfish and can ruin the match for 4 other people.

  • Honestly, I wish Survivors cannot open the hatch if the are in the 'damage' animation. IE: When they have the speed boost from being hit.

    I'm hating matches where 3 Survivors have a key and run up to me to get hit so they can meep-meep over to the hatch, open it, and bail.

  • @justbecause said:

    https://forum.deadbydaylight.com/en/discussion/comment/2162656#Comment_2162656

    What win progression? Camping ain't win for no-one especially not killer

    ...A Killer's goal is to kill everyone. That is how he enters a win-state. That is literally how he wins; by killing.

    Just because you dislike camping does not mean it needs a nerf, or a punishment, or some half-based garbage idea about punishing killers nearby, which can be abused, because IT WAS FREAKING ABUSED IN THE PAST.


    Yet people sit here 'I don't see how it can be abused'. What they can and cannot see means nothing; The idea was tried. It failed. Survivors abused it. It was removed.

    I hate to use this phrase but it is literally 'end of story'. That's the story; This idea was tried. It was found to be giving Survivors free unhooks because the Killer HAD to walk away, even if walking away was actually THE WRONG MOVE. The mechanic did not care. It can't read intent or figure out one guy is camping for pressure while another is camping to be a jerk. It just forced Killers to walk away.


    And given the OP's posts; that's all they want; a mechanic that forces the Killer to sod off so they can get free unhooks. They want an EZ mode.

  • No. You bailing ruins the game for 3 Survivors and the Killer. I like the change, because it slows down your attempts to ragequit.

  • @justbecause said:

    https://forum.deadbydaylight.com/en/discussion/comment/2162614#Comment_2162614

    I hope you're not gonna compare such things as tbagging literal butt dancing with not allowing player to play the game if that's what u mean

    Do we have to keep pointing out that the Killer's win progression is 'not allowing people to play the game' (Hooking people)?

    And his win condition is knocking people out the game (Killing them)?


    Survivors keep doing this shocked pikachu face when the Killer kills them, then claim different ways to 'fix' that under the excuse 'It's anti-fun'.

    It's almost like they just don't want to lose.

  • @wxnickxw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2162537#Comment_2162537

    Oh sorry my bad, I thought the general view was it would stop camping buy that you didn't want camping ti stop. If you think the stopped timer except in chase would result in unintentional consequences (ie anythijt but stopping the killer from camping bdcuase that is the intended consequence) please let me know what it is

    You're right; it wills top camping. IN the same way taking away the Killer's weapon will stop Survivors from losing; it's such an unbalanced idea that does not take into account any of the reasons behind camping and just assumes 'Camping = bad' in 100% of all matches.

  • @wxnickxw said:

    Atleast we have reached a consensus on how to fix camping, as for if they should fix camping I know most killer mains rely on it so heavily they won't want it fixed. Like so many survivor mains who want keys to stay as is, both don't want it to change not becuae it will make the game better but because it's easier for them as is.

    Except most the people here told you your idea is horrible, and you've ignored them to say 'No! It's a good idea! And we all agree!' or 'People don't want it changed because they want easy games!'

    It's clear your idea means YOU want easier games, dude. It's easily abused and WAS abused. Yet you don't want to hear it.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2161997#Comment_2161997

    That's still a big issue...And swings balance way to far in one direction. Part of hook camping now is it's pressure on the gens when done right...Do you go for the save ? Stay on gen. If you slow it down. That punishes a killer for trying to swing momentum in their favor.

    Say that last part louder, for the people in the back.

    'That punishes a Killer for trying to swing momentum in their favor'.

    THAT is what people want when they demand 'fixes' and 'punishments' for camping; punishing the Killer for trying to slow down the game. For trying to give themselves some more time to win. Survivors don't want that.

    They want free unhooks and easy wins, so they demand the Killer's tools be nerfed.

  • @fr0sty1223 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2162109#Comment_2162109

    when I’m talking about camping I’m talking about killers doing it at 5 gens still up not egc. I was only saying that NOED actively promotes playing selfish at the end game collapse because it gives the killer a free insta down that they didn’t have to work for. It’s basically a “your teammate is going to die and there is nothing you can do about it” perk that takes 0 effort or skill to use.

    NoED is not a 'free down' or 'not worked for'. The Killer has to play the entire match with 3 perks, THEN Survivors have to not cleanse it.

    But again; Survivors blaming Killers for their own mistakes. Survivors don't cleanse totems & bang out gens too fast? 'KILLER NO SKILL NoED!'

    Then again; the Killers ALSO have to find people after it activates. And chase them, and down them. But sure; no skill. Survivors messing up is Killers being no skill now.


    How about Survivors 4 second chance perks each? And SWF? With voice comms?

    But sure; evil camping NoED Killers who have to slow down 4 people! But they're not allowed to camp, or tunnel, or slug, or run powerful perks. That's all 'anti-fun' and as well all know; only Survivor fun matters.

    That's all these threads are; just attempts to prevent Killers from ever winning, because losing is 'anti-fun', and Survivors couch it behind 'Stop camping!' and 'Only bad Killers use NoED!' garbage posts.

  • So the Killer trying to kill is bad because you want your teamwork.

    It's not like they're also a person trying to do their objective, nope. All that matters if you want that unhook, so the Killer is bad.

    He's ONE PERSON. If the exit gates are powered, and he has a victim...why would he leave? YOU have to go to HIM to save your friend. He's getting what he wants; a kill. How is that bad?

  • @miketheratguy said:

    I don't understand the typical complaint that working on generators "rushes the round". That's the survivor's entire objective. What are they supposed to do, lap the map a few times before they get started?

    I mean, what IS the correct time that a survivor is supposed to wait before a killer decides to pay them back by preventing one of them from playing the game?

    That works in reverse, too:

    I don't understand the typical complaint that camping a survivor removes them from the game. That's the Killer's entire objective. What are they supposed to do; PM each Survivor and ask 'Did you play enough for me to kill you now' before they get started?

    I mean, what IS the correct time a Killer is supposed to wait before a Survivor decides they can be hooked?

  • @Seraphor said:

    So something like:

    2 players in the dying state = Everyone recovers 10% faster.

    3 players in the dying state = Everyone recovers 20% faster.

    All 4 survivors on the ground = All recover 40% faster.

    All survivors on the ground for 45s = survivor who has been down the longest gets a free 'Unbreakable'.

    Yes and no; you have it right until the final part.

    The final part is 'Whichever Survivor held 'Recover' for 45s with a full bar while everyone was down'.

    It would usually be the one who was slugged the longest, but only if they held Recover the whole time, and the 45s part only kicks in once everyone alive is in the Dying State.

  • I like this. Probably because we are suffering through key-geddon at the moment.

  • @Laluzi said:

    I understand why the bouquets were removed, but I don't like the design direction where we're getting daytime maps - first Glenvale, then Ormond rework, now Coldwind. Doesn't fit the ambiance of the game or the lore.

    Dead By Lunchtime. 😁

  • @PanicSquid said:

    I'd give survivors the option to bleed out faster instead. I don't like "punish" mechanics, I'd rather give incentives to not slug 4 people, or at least let those 4 people die faster.

    Maybe but we need LESS ways for survivors to throw just because they're the first ones downed or hooked. I'm tired of watching a match devolve because someone was unhappy I found them first, tried to unhook 3 times, the refused to press space.

    It's just rage-quitting with extra steps. And we don't need yet another way for them to throw & screw over their team.

  • @alaenyia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2159563#Comment_2159563

    Again, survivors are supposed to offhook and killers are supposed to re-hook. That is playing the game as intended. And survivors have no choice in a camp n' tunnel scenario. You seem concerned that the killer is being victimized here because he loses his ability to victimize someone else. Instead this just forces him to play as intended and most likely raises the score and experience for all involved.

    The Killer's goal is to kill. Just as the Survivors goal is to survive.

    Would you agree if I made up some BS rule that Survivors have to get off gens if they pop them too fast? And started whining to the Devs that the Entity should shove Survivors away from gens if they hit too many skillchecks? Or would that be silly, since the Survivors are supposed to hit skillchecks and try to run away?

    It's always 'Killers should have to let us unhook!'. No, my goal is to kill you. Camping is one of the worst ways to do it, but I should in no way be forced to not camp if I feel it's required. These ideas are stupid.

  • @alaenyia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2158936#Comment_2158936

    Killers should be leaving the hooks and allowing offhooks, that is how he and everyone else gets points. This description right here says that the change was working as intended, forcing the killer to engage other survivors...what he should be doing. So this just tells me that it worked. Also, one guy doing gens is still gonna take quite a while to pop 5.

    Except it should be THE KILLERS CHOICE. Why shoudl he be expected to leave a hook with TWO SURVIVORS standing there?

    And why should he be punished if he does not?

    That's the thing you don't get; the game should not be making the tactical decision for the Killer, and it should not kick him in the balls if he decides 'against' it. If Survivors are there, he should not be FORCED into a chase that allows an unhook.


    But according to you lot; that's exactly what should happen. Free unhook; Survivor happy. Who cares about Killer. He only exists to do whatever Survivors want.

  • @alaenyia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2158788#Comment_2158788

    How could the survivors abuse something that is solely determined by the killers behavior??? And if killers are camping and tunneling people out of the game every match, the survivors are not the ones exploiting anything, it is the killers. This guy is 100% right in his point that there should be something implemented in the game that discourages this behavior. I played 4 games today, there was tunneling in every single match and face camping in 2. If these were isolated or every once in a while incidents, then ok, just bad luck and a crap killer, off to the next match. But every single match, every single day is a real problem that needs addressed, it is just driving people away.

    I already said how they abused it, like, 10 times. Look through my posts. Just because you can't believe it, does not change the fact that it literally happened on the PTB. And Survivors abused it.

    Your belief or lack thereof does not change the past. Devs tried it, Survivors would use it for free gen times, or the Killer had to chase one and let the second unhook. It happened. This is not a hypothetical. It gods-be-damned happened. It's in the past. It was tried, and Survivors abused it.

    It was tried. It failed. Because Survivors abused the mechanic. I don't care if you ask 'how' or say 'I don't see how it can be abused'. It was.

  • There's also the chance their net flaked out. Or steam had a hiccup. I once watched a small streamer drop a match due to a net hiccup, but they did not lose the stream.

    Two of the survivors were in an SWF and came onto the stream to bully him & insult him for 'DCing' and refused to listen when everyone told the morons that he had a net hiccup. They just assumed they were so undeniably awesome that they forced the Killer to DC, and thus he deserved their vitriol.

  • @Leachy_Jr said:

    Honestly I have faith that it will NOT go live and the change will be left out like the kindered change a while ago.

    We might slate the devs sometimes for balance choices we disagree with, but I have almost full hope that they can easily identify that this perk is too strong or at least how it's incredibly annoying. Especially since its been like 3 weeks, easily enough time to review the perk.

    It hurts Killers, so it will go live, then get nerfed two years from now once Survivors complain that the meta is stale. :P

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/2159154#Comment_2159154

    No. A Killer can literally stay on one side of the map the entire game and ignore generators not in their pre-determined three gen.

    Hags do it all the time. The Survivors can 99 gens to make it look like its not a three gen but it won't work because the Killer will literally never leave their area.

    And if the Survivors realize the Killer is patrolling 3 gens, they need to ask themselves why, and try to bait the Killer away.

    These forums are a riot; Killers aren't allowed: Certain perks (Like NoED), to camp, to slug, to 'tunnel', or apparently to protect gens now. They're literally not allowed to do anything that keeps Survivors from losing, according to these forums.

    Hooking people is 'unfun', putting people in the dying state is 'toxic', certain perks are 'crutch' and 3 genning is the Killer's fault.

    But Survivors? They can: Run meta, use SWF (with voice comms), make unsafe saves (and expect the devs to make them easier to do), and if they flashlight click, or crouch-spam; it's the Killer's fault for getting salty. It's like some Survivors in this forum are sublimely convinced that everything is the Killer's fault, and they deserve EZ wins every match.

  • I still was Albert Wesker, voiced by DC Douglas.

  • Asking to stop gen rush is as lame as asking to fix camping.

    While gen times DO need to be tweaked (this would probably have an impact on camping, too), 'gen rush' is a buzzword invented to whine about Survivors playing optimally.

    The same that whining about 'camping' is whining about Killers trying to win.

  • @fr0sty1223 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2158851#Comment_2158851

    And yet a vast majority of people all agree that camping and tunneling need to go. No one wants killers to be weak or not be able to do their jobs, we just want to actually have some counterplay to them trying to kill us. Survivors have 0 ways to end chases and the killer has to decide if he wants to keep chasing and down them or give up and find someone else to chase. A survivor has 0 say in that exchange. Camping and tunneling remove the only hope of us surviving at all and make the game boil down to: how long can I loop the killer before I get downed and he camps me, which is fun for no one because killers don’t like getting looped and survivors don’t like getting camped. Every single player loses out when it comes to camping and tunneling and I really don’t understand why you fail to grasp that.

    I think you mean 'a vocal minority demand the game be changed so they have easier wins, since the Killer getting kills 'too fast' or 'cheaply' enrages them.'

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/2158944#Comment_2158944

    I'm not sure how I can have a bias when I play both sides consistently at Rank 1.

    A three gen can be forced by the Killer just as easily as the Survivors can put it on themselves. Especially on maps like sactum of wrath, azorov's resting place and suffo pit

    ANd if the Killer forces a 3 gen; he outplayed the Survivors, who did not pay attention. But since it's the Killer's fault, it's up to him to fix it by giving the Survivors a gen, right?

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2158936#Comment_2158936

    You mean to say that an anti-camping measure prevented killers from camping?

    That's like saying survivors 'abuse' sprinting when they run away from a killer.

    No, Survivors used it to get free unhooks that they never deserved. JFC, it's like Survivors think anything that helps them is automatically good, with no actual thought towards balance.

    'Survivors benefitted? Well then it's automatically awesome!'

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