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RainehDaze

RainehDaze

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RainehDaze
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  • I mean, I particularly hate the corn when I want to play someone with a power that works beyond my nose, but I don't think they should be removed.

    Although, still hate playing in them. Great, my entire view is just yellow corn upon yellow corn. We could replace the UI with a black screen with "Survivor in front of you" popping up when it's time to swing. :T

  • Sounds like 4E simulator.

    "Everyone is trapper without the traps and has no choice but to run round rocks all day as three other survivors do gens" is not a fun mode.

  • @MrsMaliciousX said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315317#Comment_3315317

    No I'm saying that killers have umpteen perks that could make dh usless. Besides what's the big deal? Got nerfed into the ground just like iron will. I get iron will just geesus. All the nerfed to the survivor perks has made the game insufferable. Lowest of low escape rate I mean come on.

    I don't think you can call something 'nerfed into the ground' when it maintains the highest pick rate of any single perk and you'll regularly get lobbies with 4 DH in them again. There's obviously something fundamentally wrong with the perk design if after DH for distance being removed (so the easiest usage), and successful DH now appending an annoying status, and not working against Legion and Deathslinger (more than anyone else), and still not giving an opportunity against Exposed (although tbh then people just avoid healing and use it to get 2 health states anyway), it's still ubiquitous.

  • @Nirgendwohin said:

    I wonder why killer nod when they waited out DH. It always feels like bad manners.

    You sure they're not nodding first to make it look like they're starting an anim to trick you into using it?

    @MrsMaliciousX said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315256#Comment_3315256

    That's like killers being able to insta down after a pallet is thrown. Or be able to instadown even tho you has no hooks or hurt anyone. They go hand in hand. Killers have perks just as well as survivors. Can't say something about one and not the other. Not to mention how many aura reading perks the killers have to be able to see where all the survivors are. Distortion for the win 😁

    That's a false equivalence. 'Survivor is exposed in [specific situation] (and yes NOED is a specific and avoidable situation) and 'third HP state in the vast majority of chases' are very far apart. Note how every other perk that gives endurance is far more picky about when it comes into play. Even Mettle of Man's super-endurance isn't that reliable.

  • @ZerLukas said:

    Blood Warden and Adrenaline

    Going to have to echo that Adrenaline is a strong perk. It's endgame-only, but an instaheal and speed boost right when the other side absolutely needs a down to have any chance of securing kills? That's good.

  • @BlueHorkew said:

    Dead Hard is a fine perk, it's a high risk/ high reward chase perk.

    Why is it so used, well because of the reward, its the strongest chase perk survivors have even if its hard or inconsistent to pull off. And because its a perk with obvious skill expression and it just feels really good to get right, honestly the 1 time you get right feels so amazing, even if you messed up like 6 other times. Also because of the skill expression in the perk you can improve tremendously if you practice using it and feeling the killer's tendencies.

    The perk simply changes the dynamic of a chase just by having it and to this day bhvr hasn't managed to release a single perk for survivors like that.

    I would assume that the exhaustion mechanic was introduced to limit powers like this, so game changing that you have an entire mechanic so you won't stack multiple together. But to this day DH is the only perk that feels like that, an on demand ability that you can use, if you mess up you get nothing, if you get right massive reward.

    I like it. And its nice having a meta perk that has actual risk and skill in using it. Not like other survivor or killer perks have that, they are all low risk/zero risk, high reward

    There is no risk. I've already written enough long posts about this in the last week, but the notion that Dead Hard is a "high risk" play is annoying bordering on aggravatingly stupid.

    The TL;DR version (go find the 'does DH need a nerf' thread a few days back if you want the long ones) is that using it puts nothing on the line. You cannot, in any situation, have been worse off because you tried to press E and take a hit than if you hadn't tried to use DH. If you don't use DH, you go down. If you use DH, you might go down. Or you might not. No risk, high reward.

    No, "it encourages greedy plays" doesn't make it a high risk perk. Some people use DH and don't greed for it. Some people play greedy without DH. Greeding pallets is high risk, DH is not.

    No, "I'm not using an easier exhaustion perk" doesn't make it high risk. Other exhaustion perks require doing some dumb things too, or can be unavailable, and people can misplay those horribly to put themselves in a bad spot too (using the speed boosts in the wrong direction in such a way that cutting the corner leaves them even closer; like sprint bursting into a map corner).

  • @Rogue11 said:

    Most survivor head parts also have no/minimal clipping. I believe they said they would unlink non licensed survivor head parts and killer weapons on a case by case basis but that was a year or two ago..

    Rather hope they go through with that at some point. Especially in blatant cases like the Knight, where the weapon is obviously not attached to the rest of the set. I think people could probably live with hands maybe clipping a little into the handle.

    I just don't like the maggoty, rotting Berserk-demon knight look... but it's a nice sword. xD

  • Like sure, especially with iri ones sell it as a set, but to not be able to use even the least-clipping part standalone? :T

  • I mean, if you want to take the hit, so be it. You didn't use your endurance to get away and heal up, now you're the closest target.

    Doubly sucks for you if I have STBFL, and I really like running STBFL. Should've thought about that first.

  • @Pulsar said:

    I actually think he's okay to good after testing him a lot.

    I just think the buffs are kind of a poor way of incentivising the playstyle they want; the guards chasing slightly less stupidly would also help with setting up longer paths..

    (Mostly, I don't want buffs, I just want QoL fixes for activation jank)

  • Honestly, I think more than a haste buff, what he really needed is a much longer default path and path creation speed (to actually make long paths that can intercept someone rather than this weird slow catch-up) as well as some sort of control tweak so you don't keep bonking into doorways trying to do that.

    Also, another look at the minimum range to activate his power. "You can't start it because there's a wall here"; "you can't task your guard onto this gen/door/pallet because you're too close to it, back up"†

    † I mean this is the Carnifex's entire second thing after the long chase but I have to lose time backing out of the way to get into the sweet spot to do it quickly?

  • six times in a row? That's got to be a record

  • @Krazzik said:

    Honestly I wish they just scrapped Boil Over, it's simply a bad idea for a perk.

    A perk solely designed around helping you wiggle free without the need of any teammatates doesn't belong in the game. It's not something that's supposed to happen unless the killer is new and can't find a hook quick enough.

    Either the perk actually helps survivors wiggle free reliably and it becomes a meta perk everyone runs, or it's weak and unreliable and no one runs it. Oooor it only reliably works in certain places on certain maps and is just abused by survivors who only go down in those places.

    I dunno, Flip-Flop + Power Struggle make for an entertaining combo to run up again, if 'drop pallet on Killer by self' counts as wiggling free.

    Boil Over, though? Yeah, it's just annoying at its weakest, and at its most effective it's a slug invitation because why bother trying to do the objective normally

  • I think it says a lot that the reason people hate Franklin's is exactly why people bring it. xD

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3314534#Comment_3314534

    It used to confuse me when killers would say that but cry about survivors DCing. I’m sure he’s gonna produce some over explained variant of “it’s different!!11” to rationalize this.

    There is a fundamental difference that in playing an online multiplayer game with terms and conditions, you have actually agreed to play the damn game so that the other people in your match can also play the game.

    It may not be your responsibility to make it fun for the other side, but it is your responsibility to take part. Kind of something you agree to whenever you look for a match, that.

  • @Xernoton said:

    Are you suggesting the killer shouldn't hear you while blinded? Not sure how that'd make sense. There is quite a lot of killers that don't use a headset and have a harder time following you. It also depends on the map how much of a detriment the blind is. There are some maps like Lery's that are so cornered that a killer might have trouble to come through a doorway while blinded.

    Or you might be playing me when my audio has inexplicably moved leftwards and I haven't had chance to fix it.

    Trying to follow someone blinded when straight ahead sounds left, left sounds god knows where, and right sounds ahead is super confusing.

  • @GensByDaylight said:

    Head on

    I just hate getting stunned as the killer with no control over it and will proceed to facecamp anyone who uses it to start a chase instead of just staying in the locker undetected.

    IDK why I hate it so much.

    I like seeing it, as annoying as it is, because 9/10 times it's someone who's about to throw the match to get use out of it. The rare case that it's someone who has that no-scratch-marks perk and uses it to get away is actually a pleasant surprise.

  • It was added recently.

    I'm mostly sad I'd have to get the whole set to get that sword. I like the sword, but I'm not a fan of the Berserk-looking armour.

  • Also, I apologise for doubting the birds.

    The value I've been getting from them playing Wesker (with Jolt, Pain Res, and STBFL) is pretty hilarious. Including just pulling a guy out of a locker when there were no scratch marks or anything around. He must have been so very confused. xD

  • @Sava18 said:

    If I don't know that a piece of collision is larger than it's actual model how can I play around it. Do I go around testing each part of the maps? Not really but it's something I need to take note of as it happens.

    Actually, this is the inverse; the collision matches the model, to a frankly bonkers level of detail.

  • @bm33 said:

    I do think Incapacitation should only be for killer powers like madness tier 3 or Victor on your back. Have Eruption instead instantly block the gen for 25 seconds with 15% regression (up from 10%).

    Perks like Eruption, Pain Resonance, and Jolt could have an exhaustion like cool down so you can't use them back to back in short time. Then have regression cap for perks like Ruin, Overcharge and COB.

    Gen speeds should have a maximum speed and slowdown to stop stacking that has them completed too quickly or slowly.

    Survivors should need several seconds on a gen to stop regression, similar to how if you have Blastmine or Wiretap ready to go when you hop on a gen you need to be on it for several seconds before you can activate it.

    If deactivating regression perks at all I would only do it once one gen remains since that is when the 3 gen delay until time runs out strategy is used - I would say also when one survivor is dead but killer could just not death hook a survivor so their regression perks don't get deactivated.

    Blocking all gens and totems at start of a match is a bad idea - survivors would just hide until the entity blocker goes away because they have nothing to do. You want there to be available gens/totems so survivors go and do something other than hide.

    The suggestion I've liked is that Hex totems don't come into play lit--there's some delay before they pop on, so survivors can't spawn on the bloody things.

  • @Justinradtke14 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3314199#Comment_3314199

    I totally agree. The way it would work would be like how ruin and pop worked back in the day. Ruin is plan A and Pop was plan B. After Ruin was cleansed you had Pop. The "exhaustion like" effect would be active at all times until Ruin got cleansed.

    Okay, but what happens with all the perks that have overlapping triggers? There's already more gen regression than exhaustion perks, and Killers can't do that many things universally.

  • Well yeah, you get the most out of it with other aura perks, but that initial knowledge is nothing to sneeze at. No time wasted, Pinhead might have an idea where to go for box, good idea of best place to pressure, etc.

  • Correct, but I don't see how that comes into it. Do Blight players really like gazing at map geometry? :P

  • No, I mean 'how do you implement an exhaustion-like effect when you have an effect that triggers CONSTANTLY as soon as someone leaves a gen'. Does something like Eruption trigger on kick or on down; what happens if someone has PGTW and Eruption (or one of those and CoB).

    Exhaustion perks are based around Survivor does some mutually exclusive thing -> exhaustion is applied. That doesn't work with gen regression; many of them are applied the same way, or triggered at the same time. PGTW and PR both come into play on hooking; Jolt and Eruption both have their effect on a down; a whole bunch are applied to a gen on kicking it (Eruption only doing its thing on down, though), etc.

  • An exhaustion-like timer for slowdown perks would be pretty incoherent, given, uh... ruin exists. There are better ways to prevent slowdown stacking than "only one perk may come into effect than X time".

    And no, copying Ruin's deactivation to every slowdown perk is a terrible idea. That seizes way too hard on the idea that if one Survivor goes down and there's multiple gens left, it's impossible to compete with. But you can also get games where one person gets killed and there's only one gen left. Countering tunnelling by making removing someone late in the game make you more vulnerable would do all sorts of strange things to balance.

  • @VideoGameMage said:

    Hyperfocus has a 2% pickrate compared to prove which has nearly a 20% pickrate. Hyperfocus is in no way meta. DS got replaced with OTR, COH, and adrenaline imo. Adrenaline solves that endgame tunnel scenario if the killer hooks you before the last gen pops. Which is what DS did before they made it deactivate during endgame.

    Prove is also: A) on Dwight, and B) gives bonus BP.

    It's like singling out old BBQ for having a high pickrate and saying that this clearly makes it the most powerful info perk and that must be why everyone's using it. The main difference being it was on a licensed killer rather than one of the immediately unlocked characters.

    The question is if hyperfocus is trending up or down in usage.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3314054#Comment_3314054

    Handicapping survivors doesn’t punish tunneling. Like ??? Are you awake?

    Of course not, but you're kind of missing the context of the conversation there.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313980#Comment_3313980

    You shouldn’t try to weaken survivors at the start of a match because that is when (and the only time) they have the advantage. The longer survivors are in the match, the weaker they become—hence why creating a 3v1 is so efficient for killers. The strength of survivors are in their numbers. Even with 3 survivors completing 3-4 gens is nearly impossible and at best may create a 2K-2E.

    That's kind of the point

    If you want to penalise tunnelling by making it not more efficient than spreading hooks (i.e., buffing 3 survs etc.), then you need to offset that by lowering the baseline survivor efficiency.

  • @Pulsar said:

    I know what're you saying.

    Loops used to be...smoother? If that makes sense?

    I think it's been happening since the Realm Beyond. I think map geometry was given more accurate hitboxes or, well, they tried to do that.

    All it really did was cuck Billy.

    It might be more accurate but this is not a game where I have five minutes to study lintels. It's just confusing to get stuck on seemingly nothing.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313710#Comment_3313710

    How is he supposed to know that?

    You dont download DbD and then all of a sudden know the ins and outs while also getting an instant history lesson.

    I expect you to know that a mori only happens after your third down by simply having it only happen to you then, so you're not removed early.

    Unless it's constant Devour Hope they're running into, but the mori complaint is way more general.

  • Because the servers (particularly in the UK) were unplayably potato for a week around Christmas.

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313698#Comment_3313698

    We two don't often agree, but that assessment is spot on!

    BHVR should really be doing something that many mobas are doing: take the top 5 played options (perks in this case) of both sides and nerf them, mostly by tweaking the numbers, and then take the 5 least played options of both sides and buff them. Rinse and repeat every 2 weeks (or 4 if you are more comfortable with a monthly roll-over) and let the players figure out whats goods now, what has become subpar and things should settle naturally.

    Maybe add a rule that the recently changed perks aren't up for change for the next round, as the buffed perks will naturally be played more etc. so no back and forth nerfing/buffing, but I could see DH getting nerfed one month and then two month later, until it finally somewhat equals out with the other exhaustion perks.

    Licensed perks are always going to be a sticking point, there, plus less-accessible ones in general.

    And then you'd wander into weird territory like eventually nerfing the free perks everyone has unlocked whenever they slightly become useful.

  • @Shroompy said:

    Yknow what I just realized, people are complaining as if this is exclusive to DbD, but it really isn't

    If one side plays meta, and the other doesn't. That team who plays meta obviously has the advantage. Doesn't matter what game, it will always be the case.

    What we really need is to make games more consistent and fair, which I think should be done by making killers only able to go to specific maps (Like maybe 8) that don't screw over their power that much, and this map pool could be updated every mid chapter or something to keep things fresh. Another thing is items and add ons, they should have a point system tied to them. Say a full squad brings a full loadout of stacked medkits, they should be matched up with killers who have stacked add ons. For that to work Survivors would have to be locked in to the character they queued with which wouldn't be much of an issue considering you can now browse through the game while queued in the most recent PTB.

    Perk changes absolutely need to be done more frequently as well. DbD has had less than 10 meta's on both sides and its almost been 7 years since the game is out. Compare that to other games where there are constant balance changes that are specifically done to keep the game fresh. Something like Dead Hard going from a 50% usage rate to a 30% is still absurdly high, and while I don't necessarily have an issue with the perk I would sure like to see something else.

    This would need the devs to grasp that high-rarity Killer addons should not be based around 'how many weird power changes can we make'. Some get huge game-changing ones, some give nice initial boosts, some decide to go and be memes.

    And to stop balancing them by going 'also we're attaching a big downside to whatever this good one does', if the idea is two good killer addons should be balanced with four stacked items with addons.

  • With a complaint that would've made sense only years ago?

  • Eh... the thing is, Survivors don't need gen rush perks to do any of that. Adding toolboxes and generator-focused perks only exacerbates the problem.

  • ... complaining about moris, really?

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313512#Comment_3313512

    I could see Fogwise being potentially tuned too high, it's one of the few aura perks on survivor I'd actually run. I do tend to find running it though that it gives me a lot of redundant information, meaning it's not really giving me the aura reading at times you'd really want it.

    Most the swf already know when I'm coming or in chase with someone else anyway and solos aren't usually an issue anyway.

    What type of change would you be suggesting?

    I would just make it not function with toolboxes for the increased skillchecks, so you're only getting the base amount to keep it in line.

    I think the problem is the existence of perks that are 'balanced' by only triggering off great checks. It's just a bizarre limiting factor; RNG to give the opportunity and then the better you are at this timing minigame the better the perk is?

    I dunno, maybe trigger it off any successful check but have it limited by some other factor. Token system, range dependent on the state of the game somehow, cooldown, etc. Just something that's going to be less "if a bunch of good players run it that's turning into old OoO".

  • @Blueberry said:

    The survivor aura perks are still okay I think. I don't think they're too overbearing.

    Most the killer aura perks could all use significant buffs. Just the sheer existence of Distortion makes it so no killer aura perks could ever get out of hand and become too meta as Distortion would immediately become meta and shut them down.

    Fogwise does that thing where it makes being good at something (skill checks) even better and with sufficient manipulation of skillcheck RNG (and matching ability to hit said checks) it veers into nearly on-demand, which is... bad. But that's just a combination of bad design choices.

  • Fortunately haven't seen everyone with it come up. And when it's been one person, it's been something more selfish--Hyperfocus, Stakeout, Built to Last, [Insert Perk], and then the BNP+Purple Toolbox on The Game.

    But if I ever see it I'll let you know.

    (And if you see what looks like it again, any chance of screengrabs before the game ends? It'd be interesting to see how many hooks vs the perks screen etc.)

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313147#Comment_3313147

    Yeah, and there is nothing you can do about it. Balancing the game for SWF is the same as ruining the game for the vast majority of players (solo queue)

    Yes, and when a good, co-ordinated SWF can complete all the gens in three minutes if they want (BNP and commodious toolboxes x4, hyperfocus, prove thyself, etc.) at the very extreme end of what's possible with efficiency, it means the game has a lot of wiggle room with gen efficiency. You need a lot more co-ordination to pull something like that off en masse, but a single player can still do part of it in solo, and you don't need any SWF or voice chat to get to the regular scenario you said didn't happen every time.

    It takes 450s of gen progress total for Survivors to get out. If you want 12-hook games to be the norm, then that means at least 8 hooks before that gen progress accumulates (because otherwise we're talking 4E being normal). Which means for every 56s of accumulate gen progress, the Killer needs a hook. Or, for every 19s three Survivors are free to do gens, a hook.

    Holding W after being hit is 15s before an M1 Killer can down someone again. 40s a chase including pickup and hook time. So, if you get 8 hooks, the one person who is always free (1 in chase, 1 hooked, 1 unhooking) stacks up 320s. But if the other 2 non-chased Survivors only get in 10s of gen time during all this, that's 160s total. 480s, more than enough. No toolboxes, no long chases, no self-unhooking or heals, no considering three people on gens right at the start, no instaheals etc.

    Which is where tunnelling and regression-heavy perks come into it and cause the game to comically seesaw between rapid escapes and utter overkill because the Survivor side has collapsed and doesn't even reach that inefficient level.

    But that's pretty much the point in a nutshell: if you want one side to be playing a game where they need to do 8 mini-objectives before the pressure eases up (no tunnelling ever), it won't happen in a game where they need to pull this one off roughly every 30s and can spend 8s of every chase in animation cooldowns (on-hit cooldown x2 + pickup animation); assuming 20s chases constantly is the whole starstruck nurse thing everybody wanted gone.

  • Yes, SWF is when things get extra bad because people can co-ordinate bringing all the items for a single purpose. That was rather the point. Sometimes it's much worse than what's already a pretty weird mathematical baseline.

  • The flaw in that is it assumes the Survivors don't move. Shockingly, if they aren't triggering idle crows, they are in fact doing that.

    It's almost like the stealth aspects of the game are made with the assumption that Survivors will at some point have to do something attention grabbing in order to win. And if they don't, there is absolutely nada that a Killer can do at that point to find them (the few info perks that would help in such a situation being impossible to swap in mid game, obviously).

    Also, as you have been told multiple times: it's BHVR's own policy that refusing to do gens because you're waiting for the other Survivor to die so you can get out is holding the game hostage and against the rules. So, do gens. Or go find a singleplayer game to enjoy.

  • @Xendritch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312536#Comment_3312536

    Playing to survive actually going for the objective. I'm not talking about a duo trying to stall the game as long as possible, I'm not talking about exploiting glitches, I'm just talking about trying to outlive the other survive and escape. If the game goes down to 2 survivors in about 8 minutes and the killer can't find and down one of the other two survivors in 52 minutes after that that is literally a skill issue. Realistically it shouldn't take longer than 5 or 6 minutes if the killer has any competence at all.

    "Trying to outlive the other Survivor" is not trying to win, it's just stalling out the losing. Do. The. Gens. Do not squat in a corner and hope the person actually advancing the game dies.

    Also, two people, who could be anywhere in a huge map, most of which you can't see, on the other side of walls, and the ability to silently hide in any one of dozens of lockers, and as long as they're not too still the game won't point it out, and you're claiming it's a "skill issue" if you can't find them? Hm, yes, find the person who's not doing gens (no gen noise or progress to narrow it down), running (no footsteps or scratch marks to find), hastily vaulting (no noises or loud notifications), or standing out in the open away from cover (therefore low-visibility even without the crouching)... gee, I wonder what skill someone's meant to use in that position. Are they supposed to smell the Survivor? Seeing through walls at all times and echolocation aren't in the game. Only one side constantly gets a clue if the other one is close to them and, hint, it's not the one doing the searching here.

  • @GensByDaylight said:

    Do you understand what would happen if hatch was removed?

    Survivors that were determined to survive as long as possible or were just salty would just hide in a corner until the match automatically ended.

    This would make a large portion of killer games an hour of searching corners.

    It would never make it past the PTB, or pronably not even to the PTB

    really, all it does is shuffle the situation over to the 2-surv step instead, if they're both healthy at the time.

    If Hatch was removed, the Killer could (hopefully) open the damn door to force a timer.

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/360404/tunnelling-at-5-gens-needs-to-be-addressed

    It's an unfortunate situation, but I...have no idea how to fix this without completely pooping the sheets balance wise.

    The best I can think of is adding perks that incentivize the killer to attack people who haven't just been unhooked - but then you get the problem of survivors hard countering it by trying to force the killer to hit them.

    OTR isn't the way - it's already a problem perk, because the weaker killers get smoked by it, as it gives a free bodyblock 3 years from when the unhook happened. The problem with tunneling is:

    • Some killers can glitch it out or bypass endurance completely. Clown with his bottles (a direct hit cancels endurance for some unknown reason), PH has some shenanigans with Tormented and others are just too fast for the person to escape.
    • It's not enough of a deterrent, as a sufficiently determined killer just won't stop chasing. It may make the game easier for everyone else to win, but it's no less miserable for that person unless they were really looking to practice their looping today while also depipping.

    Really not sure what more can be accomplished here without completely changing the way the game works.

    And fixing it with perks would have to be some really nice perks.

  • @Xendritch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312417#Comment_3312417

    This literally just translate to yes you expect them to just give up and die which just isn't reasonable and reads like entitlement. It's not comparable to killer because killer always has a chance to get one kill especially with end game perks like NOED, survivors don't have an equivalent other than maybe sole survivor which is still a D tier perk.

    If no matter what you do you can't win (because the game will end) and you're too busy playing prisoner's dilemma with the other Survivor, then yes: I expect you to give up and die.

    Because what you're saying is that you don't think you can complete your objective if you take part. You're hoping that either the other Survivor will slip up (and the Killer, who is trying to play the game normally, gets them) and you can get hatch, or that one of the other two players will outright quit, thus letting you win.

    Not dying is not trying to win. I expect you to try and win even if it's impossible, much like I'm still going to try and kill someone, even if there's 1 hook at 0 gens left and I have no endgame perks.

    If actually playing the game when you're losing is too much to ask, go play a singleplayer game. Don't waste an hour of someone else's life and free time because of some stubborn inability to accept defeat.

  • The more you buff the unhooked Survivor by default, the more incentive there is to focus them down (because as soon as you do that too much, experienced survivors start using whatever anti-camping or anti-tunnelling mechanic you added as an offensive tool, not defensive), so generally give the Killer a reason to chase someone else. Or at least some benefit to offset not taking someone out.

    Otherwise you're just stacking effects that counterintuitively make getting someone out first even more important.

  • Reducing the duration is not the right nerf.

  • It'd be worse. Toolboxes can (if stacked and co-ordinated) be completely ridiculous, but no gen regression aside from the terrible basekit effects of kicking that can be halted with a single tap? Oh boy. Deadlock would be basically obligatory.

    You're basically positing a game where the Survivors need 450s total gen progress and that may as well be impossible to reduce. Basekit gen kicking is more than offset by the occasional great success in such a state.

    Simply holding W in a first chase can get you up to 50s of uninterrupted time total (150s free time on other gens) without exhaustion perks, for an idea of how much of an issue that could be if the Killer can't force a faster down.

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