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Reshy

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  • If anything, he needs a buff. He's noted as being the "easiest killer to loop" in the game.

  • @GuyGravyy said:

    Meta Perk Nerfs:

    Survivor Perks:

    Unbreakable: Can recover from the dying state once. Recover 30% faster. Once the Exit Gates are powered. You can no longer recover from the dying state by yourself. (Doesn't effect other recovery perks)

    Dead Hard: tap into your adrenaline bank and do a quick dodge to either the left or the right. you avoid the attack if the killer swings, but counts as a hit if the dodge is completed. Become exhausted for 60/50/40seconds

    Boons (general): boons now have a token system, gain a bless token every time a totem is cleansed by either you or another survivor, get cleansing blood points by every totem not cleansed by you as well, and you start the trail with 1 token. (For each boon you have equipped gain 0.5 more tokens rounded down to the nearest one.) Boons only temporarily disable the hex totem when blessed. Hex totems must be destroyed to completely disable the hex totem.

    Iron Will: grunts of pain are reduced by 100%, however scratch marks are fresh and visible for longer and pools of blood are more frequent.

    Decisive Strike: keep it the same, but if the killer downs another survivor, and the user of ds is more than 22 meters away from the killer, or is fully healed when another survivor is downed. it deactivates.

    Killer perks:

    No ed: once the generators are all powered, no-ed becomes active and only shows as active if either a survivor is downed or hooked/on a hook, Increases all survivors' hook states by 1, survivors on 1st hook going to 2nd suffer from blindness until the totem is cleansed or blessed, survivors on 2nd hook are exposed until the totem is cleansed or blessed. killer moves 2/3/4% faster.

    Dead Man's Switch: same effect but has a cooldown of 80/70/60 seconds

    Pain Resonance: Have the generator with the most progress revealed to you for 10/15/20 seconds, if any generator repair is interrupted while a survivors is hooked. the generator explodes losing 9%/12%/15% progress, and regresses 15%/18%/20% faster for as long as any survivor is hooked. if the survivor is unhooked before the generator aura is gone, the effects last for 15 seconds longer as if the survivor was still on the hook.

    Hex: Ruin: When a generator is kicked, it loses 12%/14%/16% progress, does not stack and highest value applied, if another gen is not being worked on or is left within 10/15/20 seconds after another gen is kicked it regresses 100%/150%/200% faster until it is either interrupted or fully regressed. If a survivor is working on another gen when a generator is kicked. The survivor will become incapacitated for 5/10/15 seconds, but the generator will not regress.

    Hex: Undying: same effect but the perk moved will be set back a tier.

    Now for the Niche Perk buff list:

    Scourge Hook: Monstrous Shrine

    When a survivor is hooked on a scourge hook, they suffer from the following Status Affects:

    15%/20%/25% slower unhook speed (both self unhook and altruistic unhook)

    10%/15%/20% faster entity progress

    while hooked, the survivor suffers from Blindness and Oblivious

    Up the Ante:

    For every 30/25/20 seconds you are in chase with a killer, gain a token stackable up to 5.

    for every token you have, spend ONE token to gain a:

    -40%/50%/60% chance of a better chest item (while opening a chest)

    - for missed skill checks to be counted as good skill checks, and good skill checks to be counted as great skill checks for 15/20/25 seconds, and for great skill checks to give you an additional 1% bonus(while preforming an action, does not effect difficult skill checks)

    - 9% stackable chance to self unhook.

    For each survivor sacrificed, lose one stackable token slot, and your aura is revealed for 5 seconds to both the killer and other survivors

    Beast of Prey:

    While in Blood Lust gain the following status effects:

    All survivors in your terror radius suffer from Two random negative status effects, Minus Oblivious, when you gain blood lust, does not effect the survivor you are chasing.

    You become undetectable for 15/20/25 seconds after blood lust is lost

    Gain 50% stackable bonus blood points in the Deviousness and Hunter category.

    Premonition:

    When in the killer's terror radius, if a killer has a positive status effect on them. you can see their aura for 4/6/8 seconds. This perk has a cooldown of 25/20/15 seconds

    This is not Happening:

    when injured, you suffer from the oblivious status effect, however you gain a stackable 7%/8%/10% faster; recovery in negative status effects, unlocking chests, healing speed of others and yourself, gen repair, and opening of gates.

    Sole Survivor:

    When a survivor is sacrificed gain up to 4 stackable tokens.

    for each token you gain the following effects:

    - 15%/20%/25% less noise is made while injured

    - Scratch marks disappear 3%/4%/5% faster

    - Blood pools disappear 10%/15%/20% faster and are less frequent

    At max tokens, you resist the urge to scream, make Zero grunts of pain, and gain aura disruption when further than 32/26/20 metres away from the killer.

    Increases your chance to become the obsession.

    If you are the obsession when the exit gates are powered, your aura is revealed to the killer for 30/25/20 seconds, and suffer from oblivious and exposed status effect during that time.

    Self Preservation:

    when another survivor is hit by either a basic attack or special attack while you are within the killer's terror radius. Gain tokens up to a maximum of 3/4/5 tokens. For every token you have, when you are hit with a basic or special attack you scratch marks, pools of blood, and grunts of pain are hidden from the killer for 5 seconds per token.

    Buckle Up:

    same effect, but gift endurance for 3/4/5 seconds after dying survivor gets up.

    Smash Hit:

    gain a 150% speed boost for 4 seconds after stunning a killer. become exhausted for 60/50/40 seconds.

    Bloodhound:

    see the auras of recently injured survivors for up to 5/6/7 seconds

    Predator:

    Fresher scratch marks will wave and bend to where the survivor is located. this will only happen if the scratch marks are 3/4/5 seconds fresh.

    Idk what do you guys think?

    For Unbreakable, all it needs to do is inflict you with Incapacitated for like 10-15 seconds, so you cannot use a single unbreakable to unhook/pick up your entire team. After you use Unbreakable, your crawling speed is reduced by 50% for the duration of the trial.


    For Dead Hard, it probably needs a hard limit on how many times it can be used (Like making it token based, 1 token to start, plus 1 token for every generator you complete; this in addition to the exhaustion), or an indicator if a player has it ready or not.


    For boons, it's only Circle of Healing that's the issue. Make it no longer let you self-care yourself, so if you want that benefit you need to actually run self-care and have the boon up. That specific boon should probably be temporary and last for somewhere between 60 to 120 seconds before snuffing itself out naturally. This increases the time investment the perk needs to grant all the healing.


    For Decisive Strike, it should be disabled if you get healed up by someone else. Additionally it shouldn't work once all the generators are powered. It should have an indicator if a survivor has it ready (when downed they're grasping a weapon or something), and if a survivor recovers with Unbreakable it should also cancel out Decisive Strike. This helps with it's readability so killers know if it's safe to pick up or not, and it shouldn't be a get out of jail free card when combined with the EGC or Unbreakable.


    For NOED, it either can remain unchanged due to it's inherent counterplay or made so that hooks instantly sacrifice a player once all the generators are completed.


    For Dead Man's Switch, it is fine as is as it has counterplay built into it, if the survivors are feeding the killer that many hooks it's not the DMS they're losing to.


    For Pain Resonance, it's fine as is as it only carries a total time penalty of 12 seconds for survivors. It also has built in counterplay as you can either let go of the generator ahead of time, or run Calm Spirit.


    For Hex Ruin, it's pretty hit or miss in it's current state, if the totem spawns in an amazing location it can be daunting to deal with on mobile killers; however if it spawns dangled right in front of a survivor it's a dead perk slot. What it ought to do is make generator repair speeds like 10-20% slower while the totem remains in effect, and whether or not the totem remains in effect gens regress at 100% of the normal rate automatically.


    For Undying, I don't think interacting with the perk tiers is useful as the tier system is kinda added in without much care.


    On the topic of buffs:


    For Monstrous Shrine I like where you're going with it, but I have a better idea: Survivors when unhooked are inflicted with Deep Wound and Hemorrhage. It also converts Basement hooks into Scourge Hooks.

  • @[Deleted User] said:

    It's not fair, no, but this game is unfair by it's definition. Randomness makes the game more fun because it can make it feel more unfair for either side.

    Also, i don't think that otz's 50 wins in a row series should be possible in the first place.

    Because the game isn't unfair enough for killer as is.



    Honestly, what should be done is making it so you can't successfully Kobe off the hook unless you bring items that boost your chances. Make the base rate like 0%, but make the increasers slightly better to compensate. If you wanna get off hook, you gotta spend a perk or offering for it.

  • @DreamPallets said:

    This map is too wide and complicated. So that's very hard to stop survivors from repairing the gens. And when you pick up a slug survivor from the front door with the gate open, it's likely that you won't be able to hook the survivor with at least one hit.

    As a survivor, or killer, I don't like this map. In this map, killers are do frequent camp/tunnel.(In Korean server) Please can you remove this map?

    The gen repair speed is too fast, but here is a map that I would like to exchange with Hawkins because there are cases where 1 gen is repaired before even finding a survivor.

    What they need to do is add more divergent paths, and close off either the Western or the Eastern section of the map.

  • @Notretsam said:

    Every player and BHVR knows tunnelling is not a fun game, it's not fun for the survivors and the only fun there is for killers is the potential desired salty reaction they're looking for.

    Ever since Wisps tournament, Otz 30 second challenge, SBMM introduction and Boons being added, the amount of tunnelling and camping has gotten worse, guaranteed every 2/3 matches you get a killer doing it.

    I don't care what excuses players come up with, tunnelling and hard camping (staying at hook) are wrong, there is no skill to it and it's not fun for the players and this is well known to players, this game is meant to be fun for everyone.

    BHVR, I blame you the most for this, you know it happens, you know it's been a problem for longer than I've been playing the game (1 year), yet you do nothing to prevent it at all. You throw out empty gestures like Borrowed Time Base kit in a FAQ but you tell people not to report it in your T&C.

    Borrowed time base kit needs to become a thing yesterday and it needs to stack with Borrowed time perk. Also, it needs to be increased from 12 seconds to 24 seconds, with both being a total of 48 seconds. As for anyone who says BT basekit+perk is over-powered, it's only OP if you tunnel a survivor off-hook.

    The proximity to hook penalty needs to be massively increased and you also need to introduce a massive blood point deduction to a killer who hooks the same survivor in a row, granted there are 3/4 survivors still in the game.

    Proximity to hook penalty, borrowed time perk and borrowed time base kit should be disabled in the endgame, as hard camping hook is mostly the only play a killer has.

    You need to come out and say whether you support tunnelling and camping, I would presume you want the game to be fun for everyone, some game sessions are ruined by players doing this. Survivors are just as bad but for the most part, killers can work around that but things need to be done there, like removing head-on perk.

    There is no mechanic for tunnelling and hard camping, and you're not a big bad killer who is not meant to be nice either, everyone is looking to escape and have fun in DBD, not just you. If everything I suggest was to be added, then that is the fault of those players who tunnelled and camped, while knowing it wouldn't be fun for the survivors

    This game can be a lot of fun but some selfish players ruin that fun for others, it's on you BHVR to do something about it, unless you don't want DBD to be fun for everyone in the match.

    P.S I don't blame Wisp or Otz, I blame the players who interpreted the results of the tournament and challenge as an excuse to tunnel/camp.

    Blood points don't mean anything to killers at high MMR, they probably have everything unlocked already so it doesn't do anything. Only thing it does is punish newer players who haven't already sunk 100 million blood points into the various killers.

    Borrowed Time is a crutch for players who like to make unsafe unhooks, you should be encouraging the survivors to play the objective rather than trying to play around the hook to counter camping. Giving it base kit and doubling the duration would mean you have to wait it out even longer as a killer and often times it's used for body blocking to prevent you from even having the option of going after someone else.

  • Honestly, the duration on it needs to be more sizable (like 25-33%), and it ought to have an anti-mad grit effect where it reduces the cooldown on successful hits while carrying.

  • @GannTM said:

    Alright so I came up with this idea from another game, but I feel like this can put the perk in a healthy spot without completely killing it. So basically, Valorant has a character named Jett where she has a dash ability that is pretty much a get out of jail free card in a bad situation without any planning ahead and it has caused a big unbalanced. In the next patch however, it’s about to get nerfed to where to use the ability, you first have to activate it and then you have 12 seconds to use it otherwise you lose the ability.

    I was thinking Dead Hard can have the same treatment. Basically, while injured, the perk isn’t activated while running until you press E to activate it. Once it is activated, then you can press E again within a X second window (it doesn’t have to be 12 seconds) to use the benefit of the perk. If you don’t use it in that window, you become exhausted.

    The biggest problem with Dead Hard is that there's no way to know if a survivor has it or not, there's no indicator that a survivor is exhausted either on the UI or on their animations. If a survivor bluffs that their dead hard is off cooldown, and you waste an extra 5 seconds trying to bait it out then that's another 20 seconds of gen time they got for free.

  • @Aneurysm said:

    Blindness is the next (only?) status effect which needs looked at, broken is fine.

    Make blindness put survivors into 1st person for it's duration.

  • @Mandy said:

    This is something that was tested initially and didn't work, it felt awful.

    EGC is there to prevent matches from being taken hostage - that's the reason it was implemented. A way to end matches naturally, not to give one side an advantage in the endgame.

    Previously survivors could just open the door and do whatever for any particular length of time - that's all this is intended to stop. It's the reason that killers can also open the doors now.

    Well currently we have the exact same problem with 99ing of doors basically allowing survivors to do whatever they want for any particular length of time till they want to all escape.

  • @SkeletalElite said:

    I don't think this should be basekit, maybe you could tack it as a buff to remember me though.

    Quality of life improvements on killer really need to stop being packaged as addons or perks.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2722062#Comment_2722062

    I like the second idea. It's very boring to just stand in front of generators holding M1 and pressing Space on skill checks.

    You know what would be fun? If at certain points of the generator (maybe 50%) you would need to solve a very easy, but time demanding minigame in order to continue progressing it. Like connecting cables or some something like that.

    Here's an example from the game Deep Rock Galactic (by the way a very good developer that actually listen to it's players). Recently they've introduced the ability to hack enemy bots. All you need to do is to complete a very easy minigame in order to hack it. If you fail you just try again. No more than 1 second penalty or so if you miss the skill check. A very skilled player (like the one shown in the video) only takes 4 seconds to complete it. I bet that average players take 7 - 9 seconds to complete it.

    https://youtu.be/-vBMkxAYuxE

    That would be nice, have 2-4 of those every 25 or 50% of the generator's progression, and you cannot progress past those points till you succeed (failing would have the usual regression penalty). Also having some large UI in front of the player would mean you're less able to notice when the killer's nearby.


    Other thing is killers need to have a Merciless Storm-like minigame in order to stop the generator from regressing rather than just tapping it. That means if a killer kicks it, the survivors at least know they're getting some value out of it as it cannot be tapped anymore. That and doubling the base regression rate (tune down perks that regress currently to be like +50% instead of +100%).

  • @Ula said:

    Revealing the aura of a face-camping killer is a nice idea, but I think it's not enough because of stealth killers and insidious.

    I though once that using afk crows on an hooked survivor would be neat, but it would probably not be explicit enough for most survivors.

    There are few killers that can't use their powers near hooks (Pyramid Head's trails, Twins, Artist). Disabling more killer power next to hooks could be interesting, I mainly think about bubba (yes that would hinder a bubba chasing a survivor that loops near a hooked survivor, but this situation is a mistake from the chased survivor and is in the advantage of the killer in my opinion).

    Another issue that makes facecamping strong is that you can be grabbed from rescuing survivors while being healthy. I remember Otz made a poll on one of his streams months ago, and he said he'd like that you can only be grabbed from unhooking if you're already injured and I think that would be fair.

    On dbd mobile, there's a loading page that pop ups often, telling survivors they should do generators asap when someone is being face camped. However, facecamping is very commun on dbd mobile, and survivors always run to their death despite they should know not to do that. There was an attempt there by bhvr, but it's clearly not successful.

    (I have 700h on dbd on pc, and probably close to 200h on dbd mobile)

    Finally, if facecamping gets weaker, these players will certainly seek and find another cheesy strategy, like stalking from afar the hook with ghostface, iridescent head huntress watching the hook, one shot deathslinger, etc.

    They tried implementing something like you propose with killer powers, the result was people abused it to get people off the hook while they're effectively a M1 killer.

  • @Valik said:

    https://forum.deadbydaylight.com/en/discussion/comment/2894352#Comment_2894352

    True - although I think that flooding the map with free stuns may prove difficult to balance. It has a lot less guaranteed value but a hell of a lot more potential value.

    Yeah just thinking of something a bit below a pallet and a window in terms of survivor value.

  • @Valik said:

    https://forum.deadbydaylight.com/en/discussion/comment/2892525#Comment_2892525

    True enough.

    I don't really find EGC to be an extension of the rest of the game, but a punctuation. While Blood Warden exists - I firmly believe that the killer's time is not EGC, but that EGC is a gentle 'recommendation' for survivors to hurry on out.

    In truth, once the exit gates are open - survivors should cut their losses and leave. Hooked survivor or not.

    Forcing the exit gates to open faster may keep survivors from playing around triggering the EGC, but it will not - by virtue - make the benefits of EGC plain, as there will be a lot less last-ditch efforts from the survivors and a lot more leaving ASAP.

    However, I understand where you're coming from. The woeful truth is that the EGC is not anti-survivor, it's simply intended as a period to punctuate the final sentence of the event's last paragraph.

    Main thing is that currently the EGC doesn't do enough to force survivors to leave. It's why people run NOED, force them to leave and let the killer confirm the kill. I'd imagine of the EGC was more of a "######### around and find out" mechanic that survivors wouldn't be trying to greedily rescue people all the time during the EGC.

  • @Valik said:

    https://forum.deadbydaylight.com/en/discussion/comment/2890602#Comment_2890602

    Not a bad idea - but remember, killers view this as a MASSIVE advantage. The perk that does this - Spirit Fury - requires the killer break 2 other perks before they can even have this work!

    Yeah, just saying that it'd probably be a lot more common than existing pallets are, but could work as a substitute for having god pallets everywhere on certain maps.

  • @tastespurple said:

    I've played against a few hardcore hook-campers in my time, and I'll tell you what: it sucks. Now, I'm not talking about those tip-toeing "patrollers" or those proxy watch-me-die-from-afar types, nor those "well, exit gates are powered so what else do you want me to do" chumps. I'm talking those Killers who get the first hook of the trial and then stay close enough to hold your gosh dang hand whilst your sacrifice progress bar chips away, like some twisted hospice nurse. It's a real problem. But, just in case some of you are questioning my sanity or somehow lack the understanding of why this playstyle is so unfun to play against, I'll lay it out for you. If, however, you're already on-board the anti-camper choo-choo, skip down to the section labelled "The What (To Be Done About It)," and give yourself a pat on the back for already being reasonable. Well done.

    The Why

    If we want to stop hook camping, we have to know why it happens in the first place. Yes, I know that tunneling and camping are two tools toxic troglodytes use to terrorize you and I, but it's actually not that simple. In reality, it's not just that sick inward satisfaction that drives some of them--DBD itself rewards Killers for camping.

    Ever hear that saying, "a bird in the hand trumps two in the bush?" Well, that's the crux of the Hook-Camper Killer Creed (it's a real thing for real, I promise--go look it up). By hook-camping, the Killer is securing a kill, or at least preventing that Survivor from being on objective. If more Survivors arrive to try and be a hero, objective progress stalls further, but the sacrifice progress bar continues to tick. Even if the Survivors realize the Killer is camping and abandon the unhook, it still results in a lot of wasted time. In hook-camping, the Killer has an advantage over the other playstyles that allow for unhooks.

    The What

    "So what, though?" I hear you say. "A strategy is a strategy, right? Hook-camping is just another strategy. That does not make it problematic. Run Borrowed Time and get gud."

    But actually, though. Hook-camping is bad and you're wrong if you think it's valid. ... Yes, I am bad at Survivor, but this is not the point!

    I mean, I don't think it's a hot take to say sitting on a hook from stage 1 until death is fun. In fact, a lot of hook-campers benefit from how awful it is to be in a match with them, getting Survivors to sacrifice themself so the Killer can go find a new victim to camp faster than normal. Being a victim of hook-camping is the equivalent of being put in time out for no good reason, except in DBD, all the items, add-ons, and offerings you took in also disappear. So I guess getting spanked, too?

    Let's not forget, either, that one of the Killer medals specifically penalizes you for time spent near occupied hooks. So obviously this play style does not have the blessing of BHVR (Hello! I finally said your name! How are you? Doing good? I saw the Player Feedback Survey. Very excited to see where that goes...).

    The What (To Be Done About It)

    Let me beat you to the punch. You're about to tell me, in varying levels of politeness and detail, the tactics and builds that you can run to beat hook-campers. You know, now that I think about it, you'll probably just link me to Otzdarva. Hey, listen, that's great, but I don't play at as high a level as you and I definitely don't have those perks as teachables, or even unlocked. Or even available to unlock. And I'm not unique in that regard. I do play this game a lot, but some are just moonlighters who do a few games a week. Imagine one of those gets ruined by a hook-camper. So I think we need a more direct solution. Do I have it? That "direct solution?" Yes.

    Let's just come out and say it: a few seconds after a Survivor is hooked, reveal the Killer's aura when they are standing next to a hook occupied by a Survivor, and are not currently in a chase. It's basically Kindred but for everyone, all the time, except under a few conditions. Let me explain.

    Like I said, a big part of the hook-camper's strategy is to waste the time of the Survivors until they realize the death of their teammate is inevitable. During that time and after, the Survivors have less hands to finish gens, which counterbalances the time the Killer wasted standing at the hook. Therefore, the Survivors need to be able to detect a hook-camper killer early on, so they don't fall behind.

    If the Killer stands close to the hooks and has their aura revealed, the Survivors can decide to stay on gens to rush objective. Since that counter-strategy usually works, it will discourage Killers from camping in future.

    If the Killer stands just outside the range to have their aura revealed, that distance should be enough to enable Survivors the opportunity for an unsafe unhook.

    Additionally, this change would make going for unhooks on late hooks much more interesting and viable, and would make me (as Killer) feel less dirty when I'm standing there with my thumb in my mouth hoping I'm not being judged while the Survivors make their way out through the exit gates, sans one.

    The WHAT!? You Want *WHAT* To Be Done About It!?

    Here we go again. Now you're saying "just run Kindred if it's so good at detecting campers, meh, I'm an imaginary community member made to sound antagonistic even though the actual response will hopefully be very nice," and I hear what you're saying, but that was a very long sentence so I didn't pay attention to the end. Please wait until the sub-posts to heckle me; this is my part of the thread.

    I sort of brought this up earlier but I'll say it again: running special builds just to counter toxic playstyles (that ideally should not be possible in the game) is the worst form of a solution. Perks themselves should not be the solution to this problem, because there is no way to know when you're going to need your "anti-camper" perks. If you tell me just to run them all the time, well, now I can't try out other perks and have fun with them.

    Not only that, but with Kindred specifically, it only reveals the Killer's aura to the person with the perk (unless that person is hooked, but if you are the hooked person in a hook-camper game, you're ducked anyway, so...), meaning that Kindred is not good enough in this situation. It will only tell one person not to waste their time going for the hook, or show them how to break through.

    So, yes. It is clear that hook-camping is a problem. It is clear it is not wanted, both by the community and BHVR. It is clear that anti-camping perk builds are not a good solution, because to achieve 100% coverage you'll never be able to run anything else since you never know when you need them. Therefore, a higher level change needs to be made, one that specifically targets hook-camper behavior and punishes it by giving Survivors actionable information when it is detected, perks or not.

    Show them the aura. Who says The Entity can't be just a little bit forgiving?

    So you want Kindred to be basekit. Okay, why did you need such a long bloated post for that?


    Also the problem with killers camping is that most maps are either too large or dense in pallets/walls for most to effectively chase; even if you do manage it there's a half dozen perks that can get survivors out of any mistakes they make.

  • @Valik said:

    https://forum.deadbydaylight.com/en/discussion/comment/2892482#Comment_2892482

    I knew as much. I wasn't being sarcastic - I love the sense of humor!

    We're just going to have to agree to disagree on those numbers. I really think that having a hard lock on 95% progress and 1c/8s would be plenty to nip this tactic in the bud. It would also make for an easy Remember Me buff if they added a 200% bonus regression to the gates, causing it to passively regress by 1c/2s or so on top of making gates longer to open.

    Well, regression would only happen if you're not actively opening it. Mostly, the end game for DBD right now is in a terrible state. Once the gates are powered the killer's basically powerless. The EGC timer's extremely generous, survivors know precisely how long they have, gates don't have to be committed to being open, and gates don't close if survivors take too long.

  • @nikodemo said:

    can we buff this perk? it's a kind of fundamental perk that can really help M1 killers. right now it's not quite impactful.

    maybe something like:

    15 / 20 / 25

    or

    10 / 20 / 30

    i love perks like this, but it just needs a little more OOMPH!

    Could make it so you get a small speed boost after kicking a pallet to help you catch up the lost distance.

  • @Valik said:

    If your survivor team is getting 3 people down on the ground and nobody is getting picked up by the 4th during that time - you done goofed.

    If a survivor's on the ground - 3 are up - and the killer leaves them to chase someone else... why aren't people going for the save?

    If there are 4 people on the ground, where are the Unbreakable takers and Soul Guards?

    We're Gonna Live Forever gives double healing speed - group healing is the current meta. Nobody has enough healing to pick someone up?

    Is your entire team piled on top of one another and the killer is downing them 1 by 1? That's your fault.

    If the entire team is spread out across the map, and nobody is going for rescues or heals on isolated survivors - that's your fault.

    When more than 1 person is down, you should be going into damage control - either picking up one of those downed teammates or waiting in a good hiding spot to swing in for a BT unhook. If you see the killer leaving someone, always ALWAYS go to help them - even if it's far away.

    You're complaining about being in a bad place when there are 3 downs and 1 is in chase - you should ask yourself how you got into that situation and how you could play around it because, in reality, you had several opportunities to prevent this from escalating.

    If you're so sick of killers leaving you on the ground. Play like it matters to you and it will go away.

    (Unless it's a Nurse. That's just how Nurse is played)

    https://forum.deadbydaylight.com/en/discussion/comment/2884163#Comment_2884163

    https://forum.deadbydaylight.com/en/discussion/comment/2884169#Comment_2884169

    You are not owed an escape.

    You are not owed an easy time.

    You are not owed mercy.

    You are playing against someone who's title is 'Killer' - if you give them means to kill you, they will take it. As they should.

    If your team is letting the killer get away with slugging, the killer is expected to capitalize on your bad performance.

    The killer is not going to allow you to run away with the game just because you personally think it should be such a way. There are numerous means to punish a killer for slugging - or avoiding such a situation altogether.

    (Also, the last survivor should NEVER finish the last generator before picking someone up. When numerous people are down, generators are no longer the priority - they should have left the gen when the 2nd person was down. Popping the final gen allows the killer to use dangerous perks like Bitter Murmur and NOED to punctuate the Trial. In reality, they should have been dutiful earlier instead of mounting additional danger to the saves before going to them)

    https://forum.deadbydaylight.com/en/discussion/comment/2884334#Comment_2884334

    I kind of like this idea. It would allow many players to 'DC' from a bad match or grant the hatch without being penalized for it. Just having a 'Give Up' button that triggers a scream from the survivor and plays a 3 second animation would make this balanced. The killer and other survivors would understand what's happening and have time to act accordingly.

    https://forum.deadbydaylight.com/en/discussion/comment/2884335#Comment_2884335

    Totally agreed.

    There should be a 'Toxic' point base that stores negative values and grants 'average toxicity' scores to killers.

    Camp the hook? Toxic. Survivor bleeds out? Toxic. Close hatch within 10 seconds of dropping a survivor? Toxic. Tunnel a survivor that was just unhooked? Toxic. Lots of complaints about bad mouthing in lobby? Toxic.

    Happening once or twice won't do anything serious - so hitting a survivor or letting someone bleed out every once in awhile isn't going to make you play with degenerates, but when people always slug, always camp, always let survivors bleed out, always tunnel - it places them in a special matchmaking tier with long cue times and other toxic people.

    Let all the toxic people hash it out, let the rest of us live in peace.

    https://forum.deadbydaylight.com/en/discussion/comment/2884340#Comment_2884340

    Not only is it not an abusable mechanic, but it is also one with many counters.

    Unless it's a Nurse, you will always have ample time to counteract such a style of play.

    In addition. If the game is boring because you have to sit there for so long - make a sandwich, go to the restroom, tab out to watch a video, talk to your family for a few.

    If the worst thing in the game is that you have to idle for a bit because you couldn't counter something that hasn't really ever been a legitimate problem with the game... then that's a you thing, not a game thing.

    https://forum.deadbydaylight.com/en/discussion/comment/2884373#Comment_2884373

    So like, a miniature in born 'Fire Up' for both sides?

    That's... an interesting idea.

    I wouldn't mind that!

    https://forum.deadbydaylight.com/en/discussion/comment/2885985#Comment_2885985

    Nono. Not true at all.

    The 'wiffle bat' idea is a good one.

    https://forum.deadbydaylight.com/en/discussion/comment/2886374#Comment_2886374

    I'd love for this to be an idea - but there's one problem with this.

    It would make downing a survivor more attractive than not.

    Hooking a survivor can take 10+ seconds and make the killer more vulnerable than ever.

    It takes survivors 16 seconds to full heal a downed survivor, but only 2 seconds to unhook.

    If the bleed-out timer was halved and a minute on the ground was a total hook state, slugging would be the new meta over night. As a killer, why would I defend a hook? I just need to hold down the area and treat the dying survivor as a hooked one where they fall. No more pallet saves or flashy stuns.

    By having the bleed-out timer take so long and contribute nothing to the objective, Killers know that hooking is the more attractive solution over all. 4 minutes to perhaps be picked up last second and have no hook progress? That can crush a killer. Wait for 2 Minutes, they're up - but dead on hook? Easy game.

    I appreciate your creativity and your heart, but I feel like this would have the inverse effect in practice.

    https://forum.deadbydaylight.com/en/discussion/comment/2886506#Comment_2886506

    I'm 90% agreeing with you. But it would have two problems.

    A - all killers would do this, then. It would be far more satisfying to have all survivors killed by the Entity if done correctly than to have all these hooks. It would be a 'high risk high reward' option for killers, and you'd see a lot more slugging.

    B - Perks like Flip Flop and Power Struggle allow survivors to make incredible comebacks in these situations. By killing survivors in these instances, you are potentially robbing them of incredible comebacks that they may have engineered with their perk choices.

    https://forum.deadbydaylight.com/en/discussion/comment/2886545#Comment_2886545

    If the killer is in the area, what are you doing going for a risky save anyhow?

    If there's 1 guy on the ground, you should be in another zip code - unless you're there for a save.

    if you're there for a save, continue to wait until the killer is gone or your buddy is at his max recovery.

    If you're in a different zip code, work on a gen - either the killer will leave your friend to chase someone - or they will hook your buddy. Win win.

    If you're not near the killer, and the killer leaves the first downed person to chase someone else - go to your downed friend and revive them before the situation gets out of hand.

    It isn't rocket science. Just be in a different zip code, or have a logical plan while the killer is nearby.

    If you go for a super risky 'heal-in-face' save and get downed for the trouble, you forfeit your right to complain about slugging. You can't play on the bridge railing and complain about the fall.

    https://forum.deadbydaylight.com/en/discussion/comment/2886590#Comment_2886590

    Comedy gold!

    Although I wouldn't mind a 1c/8s regression on exit gates. That would be a healthy addition IMO.

    At this rate, leaving the exit gate for 30 seconds would regress the exit gate progress by 10%.

    They should probably also have a mechanic that snaps progress back to 95% if progress is halted past 95% - making the final 1 second of opening paramount. It would just mean everyone has to complete the opening animation all the way to actually open the gate.

    Leaving the exit for 30 seconds and coming back would require 3 seconds to open - 2.25 with Wake Up.

    That being said - the instakill option to stop T-bagging is hilarious and should be jokingly leaked as a feature next April 1st!

    My suggestion was partially tongue and cheek.



    Regarding gate regression, gates should regress at 1c/1s or 1c/2s. 99ing gates shouldn't be something you can do with no effort or cost on your part, if you wanna maintain the gate's progress you have to keep it from decaying. Also could be worth making gates automatically shut themselves again after 30 seconds, so you have to be more decisive about leaving or not. Home Sweet Home does this for example, it takes a couple of seconds to open the exit, and the exit seals itself after time.

  • @Faulds said:

    After seeing a mod that turned the survivor POV into the first person... i must say that a perk or an offering that would do that would be so hilarious.

    Make it part of the Blindness status effect.

  • @Letholldus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2890602#Comment_2890602

    I had thought about that before, and it could be useful. The door suggestion above was also kind of made to fit that niche in that it'd only do a short stun and be something you could break quickly. But basically 'garbage' you could drop instead of a pallet that maybe has a slightly longer stun but it doesn't block the path of the killer (or it only blocks it for a second or two while it's falling down and breaking apart) so it has to be timed well? I'm not sure how well that'd work though with balance but it is probably possible to some degree.

    It'd be a more high risk version of a pallet, something they can stick into hallways without creating god pallets. More opportunities to stun the killer in chase. It'd also give Smash Hit more value as it requires stunning the killer, when lithe requires you to vault a pallet.

  • @Letholldus said:

    looking at the new awesome Haddonfield rework really got me thinking about locker skins as well as pallet skins, seeing big red metal workshop lockers sitting in living rooms, and the like got me thinking about how silly they sometimes look in other locations as well. So I decided to add locker skins to the post as well with my reasoning and suggestions for them!

    I think another thing that should be considered is a weaker version of the pallet, an item that you can, with good timing, stun the killer with, but it doesn't create a barrier that they have to kick. Could be flipping down a small table, chair, lamp, trashcan, thin door, or sign; or any item that would break if it lands on the ground or hit the killer.

  • @Letholldus said:

    I saw a post about elevators not long ago and it really got me thinking about a bunch of other old ideas I've had or heard people mention over the last couple of years that are not present in the game already in terms of map design. I honestly feel one thing that could really breathe some fresh air into the game in a way that would affect both survivors and killers would be more 'obstacles' on the map for the survivors to use and the killer to overcome or mindgame around. Now bear in mind, that these would replace some pallets, vaults, and loop locations so do not assume I'm suggesting we add all these to maps without first taking out some of these pallets and vaults first to help balance it. Some of these would be especially prominent on indoor maps or maps with buildings. The goal is to maintain balance but with a new twist to things that change the game up.

    Garage doors: Garage doors, raised just high enough for a survivor to fit under. They can be crouched under by survivors with a little animation like vaulting a window, or if they are sprinting they can try to dive under it faster. They may be a bit slower than speed vaulting a window even when done quickly but are an alternative means to avoid the killer. However much like breakable walls the killer can approach one and fling it open with an animation, disabling the obstacle for good. There are already a few maps that have static garage doors where such a thing could be added to them to add a unique flavor to those maps

    Doors: Just normal old doors. Doors can be opened or closed quietly by survivors when not holding shift/fast action key. Or slammed open and closed when holding the shift key which creates a noise notification. If slammed in a killer's face they will gain a mild stun, less than a pallet would cause. Killers can kick down doors the same as a breakable wall (perhaps even faster with a single fast kick?) if the door is closed when they approach it or after it's slammed on them. Chainsaws, blight rushes, and the such would still smash straight through them of course.

    House Windows: Not the same as the already vaultable windows. These are normally windows that must be opened first. A survivor can interact with a window to open or close it quietly or use the fast action to slam it with a noise notification. These would replace vault locations in houses and some buildings perhaps?(Not all of course, and not things like T and L walls or other such loops), and survivors must take notice of them and open them ahead of time if they did not spawn already open. As they cannot slow or medium vault a closed window. They can however speed vault a closed window, breaking it and permanently leaving it as a normal vaulting location. But doing so can cause them to become injured, and if already injured then they will gain the laceration status effect. A killer can vault a closed window, smashing it in the process, though it is a second or two longer than a normal vault.

    Pallet skins: The basic idea here is to replace pallets with other junk like shelving perhaps? Though they'd be made very obvious as a pallet type item as they will give the throw prompt, show up with aura reading that shows pallets, and would likely have the signature yellow tape and such on them that means it can be interacted with. It'd just help make maps feel a little more natural or varied with the throwable junk?

    One thing you could do is also make some windows spawn boarded off, requiring a toolkit or the saboteur perk to unblock.

  • @jaawn said:

    I recently learned from the "Game Rules & Report System" section of the forum, that camping is listed under actions which are "not considered bannable offenses" and thus should not be reported. This is a problem.

    Camping goes against BHVR's own Terms of Use (viewable here: https://www.bhvr.com/terms-of-use/) Under Section E. "Rules of Conduct", it says it is a violation of the Terms of Use to "Interfere with the ability of others to enjoy playing a BHVR Service or take actions that interfere with or materially increase the cost to provide a BHVR Service for the enjoyment of all its users."

    Singling out an individual player, hooking them, and then standing there until they die on first hook is absolutely interfering with others' ability to enjoy playing the game. This should be reportable, bannable, and BHVR should take steps to steer players away from this behavior through gameplay design. It is toxic, bad for the game, and feels an awful lot like harassment (often offending killers will even stand there and taunt you/swipe at you with attacks while you can do nothing. Mocking your inability to play and enjoy the game until you die with no recourse.)

    Under that same "Game Rules & Report System" post, the stated goal is "to find the players who are creating a bad game experience and punish them appropriately, making the game a better place." Camping absolutely creates a bad game experience. I see it way, way more often recently than I have before and it needs to be addressed.

    Then ask for killers to get a buffed. Killers need a reason not to camp, give them a large speed boost after hooking a survivor to help them get into the next chase (ends at the start of a new chase), make some sort of gen regression basekit on each hook so you have more time to breathe, something like that is what killers need.

  • @KateMain86 said:

    Killers that keep the 3rd survivor on the ground for their entire bleed out timer just so they can try to find the 4th survivor is toxic and simply makes the game an unfun and annoying experience. Being kept on the ground for several minutes and not being able to do anything (unless you have no mither or unbreakable which no one should be forced to use all the time) is unfair. It makes absolutely no sense at all that survivors cannot fully recover over time. If a killer leaves you on the ground for over 2 minute, ESPECIALLY if you are the 3rd survivor and only the 4th is left alive, you should fully recover from the dying state naturally without the use of a perk. How does it make sense that survivors can wiggle off killers which removes the dying state but you can't recover being left alone on the ground back into the wounded state? I am sick of killers leaving us on the ground for what feels like forever so they can try to slug out a 4k. This needs to stop NOW! Give passive full recover to all survivors that are slugged for more than 2 minutes. Killers need to be punished for doing this. Its one thing to do it for a few seconds up to a minute to try to catch someone YOU SEE but to leave someone on the ground when the last survivor is nowhere near you is beyond pathetic and toxic. This needs to change and it needs to happen very soon.

    I have a better idea, make the bleedout timer 120 seconds, and each second on the ground equals one second on the hook for the purposes of hook states. That way players only spend half the time slugged, and picking up from off the ground is important.

  • @R1ch4rd_N1x0n said:

    https://forum.deadbydaylight.com/en/discussion/comment/2883852#Comment_2883852

    You want increased FOV but then say it's a waste of a perk slot. That's like saying you want to instadown but then saying NOED, Starstruck, etc, are a waste of a perk slot.

    Unfortunately, gen slow down is basically mandatory. If killers got like 9 perks or something I could see the argument; but they get far less than survivors do and every second they spend having lost someone due to their inhumanly small FOV is four seconds for the survivors to do gens.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2879932#Comment_2879932

    hmm that's interesting. I remember when he was first released that he was able to stalk multiple survivors at once before that was changed to single survivors. It was a different game back then though.

    I'd say that stealth killers in general should be invisible from far away like Sadako currently is. As is, there's a massive disadvantage on outdoor maps for stealth killers when you can see them from a mile away.

  • @TiredMan said:

    I thought of a feature that couters camping hooked survivors. If the killer doesn't leave the area whithin 6-8(or even higher) meters of the hooked survivor the dark entity will stun them or someting for 2-3sec enough time for others to unhook safely also this feature is removed when the exit gate is powered. there will be a thin white circle so that the killer will know how far they should be for this not to activate

    They already nerfed survivor looping ability so i wished they'd do this specially those LEATHER FACE MAINS who just stands in front of the hooked survivor until they die

    How about after hooking a survivor killers get a 5-10% haste effect for a couple seconds to try and convince them to leave the hook and find another chase (make it end once a chase starts).

  • They need to have a minium amount of distance, and for larger maps more of them should be scourge hooks.

  • @Sparxlost said:

    i like the idea but idea seems like it would change legion a ton

    i think it would be great if legion didnt have a red stain

    maybe if they had add-ons that reduced their terror radius then that would make them better stealth killers

    I mean terror radius is kind of irrelevant if you still glow like the sun from far away.

  • @SuzuKR said:

    Immediately is useless the second they have voice comms. No.

    I mean sure, but the game isn't balanced around SWFs.

  • @Literallyweezing said:

    Her condemnation rarely does anything and is somehow less of a threat than the Reverse Bear Traps so make it so after you get your 7th stack you can no longer lower how many stacks you have. It fits the story because after your 7th day is up you can no longer escape the cure. This would give survivors more reasons to try to break the curse by making it something they can just procrastinate on doing.

    Also this may be op but maybe have it so fully condemned survivors near TVs have their heartbeat revealed, as cursed people in the film try to avoid TVs to prevent her finding them.

    I think instead if they wanted to give her a chase power, make her phase through pallets while demanifested, and fast vault windows. Make it so that Condemned adds 2 permanent stacks for each hook state (so on death hook you have minimum 4/7). Lastly, make it so a stack is added each time a survivor is struck by the Onyro.

  • This is something I wish was changed, killers are already first person why should they have a tiny FOV on top of it.

  • @Voodoo_Thirsty said:

    https://us.v-cdn.net/6030815/uploads/UKJQJYAB61DH/lol.png

    [Context: Meg at Exit Gate #1 me at Exit Gate #2. Killer got Meg at Exit Gate 1, I ran to get her.]

    I went for a last minute save for Meg, but BW got both of us killed. lol.

    I laughed it off and said gg but the killer started going off about us just leaving instead of BMing. I said that I was there to keep my teammates alive and he told me that I was trying to greed a save.

    Why have that attitude, killer? Leave the preaching to the pastor and just play the game. haha

    It's probably a symptom of the killer having poor strength in end-game even with end game perks.

  • @Marc_123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2825465#Comment_2825465

    Thats a really good idea. If he can do more he don´t need to camp so much.

    I think his chase/movement potential with the chainsaw ought to be a bit stronger, maybe make the tantrums a bit shorter since you can sometimes bump on what feels like nothing due to strange collisions on certain props. Could make the chainsaw simply not bump on certain objects (Low wall loops, bushes, totems, windows), like for example if you want to attempt to hit someone vaulting a window you have to eat a tantrum succeed or fail which makes it very risky if you screw up as it gives a minium of a 20 meter head start on the survivor's part. There's also a bit of an issue with looping more circular tiles with bubba's chainsaw in that you lose a good amount of the speed boost from the chainsaw due to being unable to hug the wall as reliably without bumping.


    Funny thing is that Bubba and Hillbilly are like two halves of a really great killer. Hillbilly has the mobility Bubba Wants, and Bubba has the downing potential that Hillbilly wants.

  • @drsoontm said:

    DS: I've often thought it was unfair to have a free escape by DS during EGC. Then I realized it means that either the killer hasn't managed to get the survivor or that he has played "fair" like a sucker. Ergo, it's fine.

    BT: The time seems just right. A shorter time would make it pointless and a longer one would make it too powerful.

    Yes, because in a meta that's Blight, Blight, Blight, Spirit, Blight, Huntress, Facecamp Bubba, Facecamp Bubba we really need to discourage killers from playing fairly and play as sweaty, tunnel-y, and camp-y as possible.

  • @Thusly_Boned said:

    I was thinking about how true camping in general could be addressed without depriving certain killers of their defining features.

    One thing that came to mind (apologies if others have thought of this before, it seems pretty logical) would be to increase gen speeds if a killer remains to close to a hooked survivor beyond a certain time limit.

    I know that the basic mechanic is already employed with Pyramid Head's cages; if you camp a cage, it moves, so we know that the game can at least recognize this.

    The issue then becomes the sophistication of it - what is the radius? If it's too large, killers will be punished for chasing other survs in the area, or for defending against hook bombing. Id the gen speed buffs are too high, this could be really punitive for killers. My proposal would be something like this (not stressing the numbers/details, just the basic mechanics):

    If the killer remains within 5 meters of a hooked survivor for more than 5 seconds, repair speeds increase to 200% for as long as the killer remains within that radius.

    For 10 secs or more within 10 meters, 150%. 20 secs or more within 20 meters, 125%. Something like that. Again, the speed buffs would revert to base (or the designated rate) at or within a couple seconds of the killer leaving each radius.

    This may seem steep, but realistically speaking, the only non-camping reason a killer would have to remain that close to a hooked survivor is because one or more survivors have moved in for the save, in which case they aren't doing gens, and the repair speed buff isn't going to be as damaging, since they would revert when/if the chase moved the killer away.

    But for a true camper, they can be made to pay a massive toll for face camping, and killers like Bubba can still make altruistic teams pay. And yeah, with Bubba you could still essential guarantee a 1K by face camping, but at 200% repair speed you'd know almost for certain that the other three could clear all the gens and leave while you do.

    Like tunneling, I think if a killer is determined to do camp someone out, even if it means throwing the game, there really isn't anything in game that can be done to fully prevent it. But you can make it a virtual certainty (depending on the team's actions) that you will get ONLY 1K.

    Not perfect, but maybe a framework for something workable?

    Literally been tried before and didn't work, got abused from the moment it dropped. You're not going to fix camping with the stick, you gotta use the carrot. This means making killers better at finding survivors to chase and chasing them successfully. This means tweaks to the killer's basekit features, and tweaks for individual killer powers that are underperforming at the chase/patrol game.

  • I imagine that it's the same reason why we don't have an FOV slider yet.

  • Oh sorry, let me get someone more tasteful:

    https://www.youtube.com/watch?v=a49MfFWTKK0https://www.youtube.com/watch?v=a49MfFWTKK0


    @Shaped said:

    I have to agree even tho I always played surv more.

    All it takes is 4 decent survivors to beat a decent killer. If survivors are messing around you get kill rates we have now.

    As it's been said, you have to be more skilled as a killer than they are as a survivor to win the match, the problem is that the learning curve for killers is far higher and individual to each killer.

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2823732#Comment_2823732

    Ah yes, the old "its boring for everyone" trope.

    CLEARLY the killer is having a good time. I know I do when I facecamp. Because you won't be alone for a long. Only a matter of time before Huey, Dewey, and Louis show up charging into the basement trying to play Justice League.

    I mean it's kinda funny how a lot of survivors are attracted to the hook and will click and dance at you for your amusement.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2824918#Comment_2824918

    If a killer match up against good soloq players it'd be a problem, but there is not much of them after all.

    Not at low MMR no. At high MMR you'll feel like it's a SWF every game.

  • @Lord_Xylum said:

    https://forum.deadbydaylight.com/en/discussion/comment/2824936#Comment_2824936

    Sadly I think the devs stated that they're never adding more Zombies, but the pathfinding definitely needs some fine-tuning.

    Then they're going to need to tune down the size of maps. Killer powers shouldn't be wholly reliant on getting a small map to get value out of.

  • @Advorsus said:

    I don't think it needs changed.

    1. You'd be removing the main points of the perk. Yes, it's the killer's only real second chance. But it's also also an incentive to cleanse totems. This would remove incentive to do them so survivors can just gen rush even more without having to be worried.

    2. NOED already has counterplay, survivors just don't want to do it. They want to rush 5 gens in 3-4 minutes and escape.

    3. The whole point is to give killers a second chance if they're having a bad match. That bad match could be because of anything from mistakes and missed plays, to bad map RNG with extremely gen efficient survivors.

    Survivors already have a ton of second chance perks that can be used all throughout the match that killers are forced to play around with no ability to remove them.

    NOED can be removed before it even gets any use. All it requires is survivors to do the other part of their objective. That's why you get objective points when cleansing them. Why should killer's only second chance perk be nerfed to reward survivors gen rushing even more, because they don't want to cleanse totems. Makes no sense

    Imagine if you could remove DS/Unbreakable/BT before it even gets used by spending a few seconds of your time as a killer.

  • @tesla said:

    The problem with removing collision is that the killer can just "check" if there is BT by walking through, if there is collision then just hit. If you removed collision you'd have to give a sprint boost too.

    Either that, or just give them the sprint boost without any defensive perks. Like a 4-5 second sprint is a lot for most killers to deal with.

  • Need more zombies on larger maps as well, in addition to better pathfinding behavior.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2824919#Comment_2824919

    Kind of? better make it 50/50 for either sided though, I'm not sure if one LT walls are killer sided.

    Individually not really, when they go into another strong window is the problem.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2824906#Comment_2824906

    Because it's pretty much baseline mechanics, not something you will meet once or twice every day.

    So fixing it so you don't see those all the time would make the game more RNG based, and less broken then?

  • @fulltonon said:

    SWF is broken, soloq is fine.

    I dunno, even in this video it looks like it's not a full SWF (there is a full sabo SWF in the video though) and yet it'd be a hassle for a killer to deal with:

    https://www.youtube.com/watch?v=B5z8V8YwDt4
  • @Holylock said:

    I hope that bubba's facecamping ability get nerfed and his add-ons (Long Guide Bar, The Grease and Depth Gauge Rake) got reworked for better.

    Why? Are you the survivors in this video?

    https://www.youtube.com/watch?v=B5z8V8YwDt4


  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2824496#Comment_2824496

    Seems to me like a good indication of DS needing to be changed in some way, if there's no way to avoid it without being punished.

    https://www.youtube.com/watch?v=B5z8V8YwDt4

    Nah it's all fine, just play face camp Bubba.

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