ReverseVelocity
ReverseVelocity
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Does that imply that Killer mainly being the role with +100% incentives for all this time means the killer role is cooked?
Not that I think it's really a great indicator of anything, but still.
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@Mazoobi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790151#Comment_3790151
I guess at the time being, we'd have to agree to disagree on this matter until the devs look back to the perk (if they do).
I'm always the progress jockey on the team so I tend to dislike perks that stray from key objectives except for boons which is a topic for another time.
Yeah, that's fair I guess.
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@Mazoobi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790135#Comment_3790135
This won't work against competent killers though which is one of my problems with it. High risk, medium reward.
It shares the issue with Smash Hit and Head On. Might work once but harder to pull off once the killer knows your cards. If a perk needs Appraisal (of all perks) to pull off something like that then I wouldn't need to worry about it.
Similar to how Lara's Specialist perk rewards survivors 1 token which equates to 4 charges for each chest interaction but why spend all that time searching when a survivor could've spent that time on a generator instead?
If MoG only needed one chest interaction then I could be at peace with 45 seconds, but two chests? I'm not wasting a perk slot for Appraisal when Weave of Attunement is lurking every match.
It's not super difficult to run a competent killer for 30 seconds on one health state unless they're playing Nurse or something.
I've been running a build centered around Moment of Glory and I've been having actual success with it. Lucky Break/Overcome/Moment of Glory/Appraisal. Standalone, it's not really all that worth it atm though.
If it was 30 seconds, though, it would genuinely be busted. You'd have 3 Health State chases regularly AND you could take DH or Lithe with it.
It should be a "come catch me" kind of perk. Like you get hit, the killer sees Broken and they have to either let you go and leave you to heal instantly or they commit to you to try and counter it, and if you run them for an extended period of time you get heavily rewarded. It shouldn't be super easy to reach the self heal if the killer commits to you, though.
Set the timer too low, and it becomes extremely busted, like comparable to release Mettle of Man busted.
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@Mazoobi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790130#Comment_3790130
Well, I'd argue that the perk has taken inspiration from Second Wind with only a 20-second condition (1/3 of MoG) yet the perk isn't considered problematic or busted.
SW has two different conditions, yes, but healing 1 full health state is a lot more helpful, less selfish, less time-consuming, and less RnG dependant compared to having to locate and open two chests in a meta where Weave of Attunement/Franklins is dominant so its hard to make use of the chests.
I just think the survivor with MoG deserves a strong tool after wasting time not helping the team since locating these chests adds on top of the time needed to open them potentially leading to an average of 45-60 seconds of pure chests interactions.
It's because Second Wind requires you to be hooked first. Moment of Glory doesn't, and you can just reset it up to 3 times if you bring Appraisal with it, so you'd be insanely hard to down at all. It'd be 3 health state chases all round.
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@Mazoobi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790108#Comment_3790108
For having to search 2 chests (almost 30 seconds total?) the perk triggering in 30 seconds sounds a lot more rewarding.
I don't think survivors need more perks with too safe numbers.
Chests take 10 seconds to open, so it's 20 seconds, not 30.
It's also an automatic heal that can proc mid chase, if you set the timer too low, that'd be incredibly busted.
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Yeah it's a funny one. Kind of overwhelming with all the auras you see. Chests, items, loud noise notifications from people moving said items, and auras of survivors.
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Yeah I don't think it should reset partial progress when you're downed, it should only deactivate if you've fully charged the perk, since its effect is in play.
@Mazoobi said:
Dropping it to 30 seconds would make the perk easier to pull off.
30 seconds would be way too short, 45 would be reasonable I think.
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Alucard doesn't have a mori animation at all…
I'm kidding, no unique animation, but I think there's unique voicelines for when Dracula moris Alucard.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789966#Comment_3789966
Refute the video then.
Why would I refute a video that isn't relevant to the point I was making? I wasn't making any comments on the overall balancing strategy, I was literally only saying that no player can maintain perfect efficiency at all times.
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@totallynotamegmain said:
I don’t think I’ve ever gotten 5 stacks of penti-mentos in my life. But I’m also just bad at this game so :P
It's only the first stack that really matters, all the other effects are either relatively inconsequential or not worth waiting for all of the totems to go down for. Stack 2 is nice but Stacks 3 and 4 aren't super great.
You have to be trying hard for 5 stacks, you have to be running Plaything or something and wait for all the totems to be cleansed to go and light them up. It's funny to pull off but not really a viable strategy.
I'd recommend trying it at least once though for the hell of it, try Devour + Undying + Plaything + Pentimento. Swap Undying for Shattered Hope if people are actually Blessing totems.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789942#Comment_3789942
But that is how you balance games. You balance them around the people who are best capable of exploiting things. This is why they need to nerf loops significantly and nerf the power of structures like shack rather than increase gen time. Increasing gen time hurts the low skill players, nerfing the power of loops only hurts the high skill games where survivors dominate because those low skill survivor's aren't using the loops to their full potential anyway. Then they could even go and LOWER gen times even.
And before you go and say "but those players are rare" it doesn't matter, there are ways you can balance the game intelligently to deal with both high and low level play:
This video is talking about TF2, but the principle still applies. I timestamped the relevant part but the whole video is a good watch.
Reinami try not to post the TF2 video challenge (impossible)
Literally no player can be at 100% efficiency at all times, so I don't know why you're writing all that when that's literally all I was saying. You're talking in theoretics, not what's in the realm of what is possible.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789916#Comment_3789916
Mathematically speaking it works out though, again it takes roughly 20 seconds to physically cross the map, by the time you get there the 4 survivors can be starting a gen, so we'll say the first chase starts at the same time the gens start.
The survivor being chased shift+w to the nearest god pallet this takes probably 20 seconds before they drop it. They drop the pallet, its a god pallet it MUST be broken, this adds 20 seconds to a chase. Kill can continue chasing, or give up and look for another survivor, if they give up, the chased survivor hops on a gen, and the process repeats but now you have to find a survivor. So you keep chasing catch up, they predrop another god pallet, you break it. Now they shift+w you land a hit, 18 seconds later you land a hit again, they are in the corner of the map, 2.7 second wipe animation, 3 second pickup animation, 10 seconds to walk to a hook, 1.5 second hook animation adds up to…..
20 + 20 + 20 + 18 + 2.7 + 3 + 10 + 1.5 = 95.2 seconds. 3 gens done.
Mathematically speaking doesn't really translate properly into the real world.
You're assuming absolutely perfect efficiency in all cases, which is literally impossible.
Playing against good teams without Corrupt is extremely rough, but assuming complete efficiency in an argument is kind of flawed.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789920#Comment_3789920
It is almost never used in any comp games.
Comp games typically have the killer running 4 slowdown perks or 3 slowdown perks + noed with the OCCASIONAL STBFL.
Of those slowdown the ones that are used are:
- Corrupt
- Deadlock
- Pain res
- Grim embrace
- Surge
Maybe Pop, although i haven't been watching anything since the pop nerf again, so i would guess it is trash again.
In comp play, even with multiple hex cleansing, hexes just don't stay up long enough to be valuable at all. Effectively all they do is waste 16 seconds of a survivor's time and that is even if they bother to cleanse the thing.
I've been watching DBDLeague VODs a bunch lately and a good chunk of them have been using Pentimento, usually paired with Ruin and maybe Undying on top of that.
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@GonnaBlameTheMovies said:
I don't understand.
Really weak M1 Killer that badly needs love in the form of some kind of rework or retooling of their kit uses a very off-meta and easily handled hex build, and people are… mad about this?
Is the Killer ever allowed ANYTHING to control gens at all ever? If not, why are Survivors then allowed all these generator progression perks?
Why isn't Killer allowed to defend gens at all even with niche perks?
Pentimento is off meta? It's used pretty extensively at high level play.
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I don't really think it matters all too much how many Aura reading perks are in the game, since you can only take 4 Perks and 2 Addons at once. Like yeah, there's a lot of options, but that doesn't change how many aura perks you'll see in one game, so I don't really get that argument.
Distortion being able to counter such a huge amount of things basically unconditionally is a problem, though. There is practically no way you're running out of tokens unless the killer is Undetectable for a LONG time like Mirror Myers.
They need to make it so it's remotely possible to run out of Tokens at some point in the game instead of just "you never see my aura ever".
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@UndeddJester said:
It's got the same vibes as Hex: Plaything to me, you should probably ignore the Hex if you're affected by it due to the threat of Pentimento, and focus on being the teams designated unhooker/healer instead.
If the killer chases you, they're not getting value from their Hex, cause you're not being slowed down, nor are they building Dying Light stacks,and obviously if you never cleanse they have a dead perk in Pentimento.
So by not cleansing they're basically perkless.
You can't really ignore that much slowdown at all. You're basically one person down on gens for the entire game if it's up. Plaything you can just keep your eyes open, but that's not the case with Wretched Fate.
You can't be "designated unhooker or healer" unless you build for it. That's not really how it works.
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@[Deleted User] said:
Probably unpopular take around here: I would rework Pentimento to iterate through its functions rather than start from 1 every time. So, the first time you light a Pentimento, it's the slowdown. The second time would be the second Pentimento effect whether or not the first totem is already cleansed or not. I think there's way too much slowdown synergy in totem builds with Pentimento.
That'd cook with Remember Me, honestly. Since the last 2 effects are gate opening and then blocking totems, you'd be able to make the gates take over a minute to open if all 5 Totems are cleansed.
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789790#Comment_3789790
Camping with legion is 100% wastes of time, NEVER results a win against any serious survivors
I'm not specifically talking about Legion, just Pentimento in general.
Camping with Legion can be the play sometimes though, proxycamping when everyone is injured forces a reset which is basically free pressure. Plus camping can help you get a chain down since the first two hits are free.
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Quite long? It's 40 seconds.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789754#Comment_3789754
the problem is that you rely on survivor to cleanse totems around the hook that your trying to camp. I tried running hex:crowd control, Hex:blood favor, hex:devour hope and hex:pentimento in a single build to try to optimize a strategy where survivor
- had to cleanse totems, you can't afford to leave CC,BF and DD up.
- attempt to hook the survivor near hex:penti totem.
It just wasn't consist enough of a build. hex:penti really shines best when it is used with hex:plaything and you play very actively with its best two perks being thanatophobia and dying light. Now with new edition of the perk, you can drop thanatophobia, a perk that realistically been nerfed to the ground and put in new hex:wretched fate.
some player are trying an old iteration of a build that i used to run on killer.
The play is getting them to cleanse it, then carrying a Survivor to a hook near a Penti spot to hook them and then lighting it up.
Extremely boring way to play but very effective.
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I'm personally totally fine with Legion, but I hate seeing Pentimento on any killer.
It's a potentially very problematic perk, and I doubt the people who seem to think it's fine have faced a killer who utilises it properly. Camping a hook or a 3 gen with Pentimento around is absolutely insane. If I get a hook next to a cleansed totem, I can camp both and there's not really much they can do.
If the Killer just puts it up and leaves the totem alone, then it's not really the biggest issue since you can see where Hex totems are cleansed with the Loud Noise Notification and go back yourself. I try to stay super alert of Hex Totems getting cleansed especially once I see Plaything appear. This will shut down like 90% of Killers who use Pentimento since people don't really know how to use it properly.
Either way, 30% Repair Penalty is pretty agonising to face. I've been running a disgusting build with the new Obsession Hex perk and I had a player straight up DC because their generator repair speed was slower than Old Freddy for the entire game LMAO.
I don't know how you'd change it without making it useless, maybe make the rekindled totems emit a noise in a small radius around them to make them easier to find? And maybe temporarily disable the totem that's within a certain range of a hook, since that's the problematic aspect of the perk.
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Make it show a bunch of other stuff. Exit gates, totems, all the other Survivors. If it showed Survivors it might be decent, but until then, it's terrible
Buff the action speed bonus as well, 10% is practically nothing.
@BEEZzz said:
I see people suggesting that this perk should show the killer's aura when you're inside the boon. I have no opinion on it.
Boon: Object of Obsession?
I think the killer's aura is the only thing it shouldn't show, that's a really powerful effect.
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How is "new wiggle" any different to "old wiggle" apart from not having to destroy your A and D keys?
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@Ayodam said:
There is currently a bug going that doesn’t allow survivors to unhook or heal other survivors. That, I would say, benefits killer. Where’s your outcry? 🤔
They fixed it.
Anyway, the sentiment that one side's bugs get prioritised over another is very silly indeed. There have been longstanding bugs that affected the Survivors at different points in the game's lifespan.
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@lokii_l said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789293#Comment_3789293
Tysm 😭😭😭
I should try to put anonymous mode on! That would probably help a lot 🫂
No problem! I hope my advice helps, I suffer from anxiety issues a lot too and it helps calm it down a bunch.
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I personally use Anonymous Mode to help. Then people getting pissed at me for whatever reason doesn't matter as much, since they don't know who I am.
It also helps to try and remember that you can't actually be banned for playing the game regularly, even if you hard camp and tunnel every single match you play, not bannable. Even if you make a mistake as Survivor and let your team down, still not bannable.
Playing in a way someone finds personally objectionable (like camping, slugging, tunneling, genrushing, flashlight saving, etc.) or just making mistakes or playing bad aren't bannable in any way.
You have to be doing something super maliciously in order to catch a ban. As long as you're not bodyblocking someone in a corner for the entire game or throwing abuse at them in endgame or deliberately abusing gamebreaking bugs then you're good. Generally when people get banned, they're aware they're doing something dodgy and think they won't get caught. If you're out there worrying if you'll do something to get banned, chances are you're not.
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They're never going to do that. Nor should they.
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@ChuckingWong said:
I mean I dont blame them. SoloQ survivors are just running out of reasons to stay in a match at this point.
A lot of my issues as a SoloQ survivor are caused by people leaving the game early.
@doobiedo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787614#Comment_3787614
Those are all balanced non-asymmetrical games. Completely irrelevant what they do.
Identity V has a system that punishes people for giving up early/idling in matches. You get stacking matchmaking bans for going AFK or throwing, and eventually your currency gain is heavily reduced as well.
If you rack up a bunch of severe violations, you can get permanently banned. (Not that I think permabans for giving up should be a thing in DBD, but you wanted an example from an asym game).
They also don't have the option to give up early in the chair (the IDV equivalent of hooks).
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@this_aint_h00die said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789090#Comment_3789090
then I don't really understand why everyone is so upset about the soon change, unless I guess it messes with any sort of perks like PT or something.
On one of the PTBs, they tested a version of the finisher mori that messed with a BUNCH of stuff, like they had to rework a load of perks, there was basekit self pickup and stuff. It was never intended to be released from that PTB, but it was a mess and was scrapped entirely.
This version of the finisher mori is probably going to be way less complicated and will probably end up just being Cypress Mori basekit, but people still associate the words "Finisher Mori" with the first iteration, which was unpopular.
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Is more info still needed or will this bug be acknowledged?
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785064#Comment_3785064
Yeah, I've been saying since before 6.1 released that hook times should be matched to gen times. This is a good step in that direction, even if I still feel it should be 90 seconds.
Still, this is the first time ever that hook times have been increased since the game launched. Gen times have gone up at least twice, and long, long before hook timer was changed. This was way too overdue.
The Hook timer was 45 seconds until about halfway through 2017. It got changed with the same patch they removed instant gens and 0 Hook moris.
Still the first change in AGES but it's still funny to think about.
I think 90s hooks would be far too long, that's the same time as a generator. Increasing the hook timer by the same amount the gens were increased is a good spot imo.
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@this_aint_h00die said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789063#Comment_3789063
does it apply only for the final survivor or any survivor downed on second hook?
Only for the final survivor I'm pretty sure.
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@this_aint_h00die said:
Kind of behind, what exactly is the Finisher Mori supposed to be? isn't the Mori already a finisher? sorry if I sound a bit stupid, just kind of confused.
They're making moris part of the base game, as a finisher to the match.
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As requested, a video showcasing the issue:
https://www.youtube.com/watch?v=GsoVCqK3QzsI also included an issue with Twins, Victor cannot cross the passages at all.
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So you're telling me I'd become a cute girl with a knife who can only run for 10-20 seconds at a time before getting tired?
Nothing changes, then.
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No? I get every perk in the game (asides from general perks and the new ones) on the new characters instantly when the chapter drops.
I don't have to spend 12-15m BP on a character to get a perk I want to use on them. That's amazing to have.
I also don't have to throw away all of my BP for the prestige cosmetics either.
You also get boosted chances of rarer items as you level up, so it's fine.
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It is somewhat effective. Can be decently annoying if it procs at the right time.
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They need to get rid of hook suicides, not add an option for the killer to give up without penalty too.
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@WolfyWood said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3788500#Comment_3788500
It's so funny because OP expected people to forget you can prestige 100 a character without ever playing them.
Like, over a year ago now, I ran into a p100 Clown who had absolutely zero idea what he was doing. Like actually struggling to use his power.
Turns out, he'd p100ed Clown without playing him at all, and then decided to finally give him a spin once he reached his goal.
@IIITweedleIII said:
Do any of you believe going P100 really means anything? You could use any character after BP for codes, playthroughs, even gifted by streamers or such. It's up to the player to choose who gets their favorite character bloodpoints. To reach Prestige levels. I honestly don't see Prestige any special than just 🤷♂️
It just shows a lot of dedication to a character, is all. It doesn't mean anything apart from that.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787505#Comment_3787505
Fair enough, but you are the first person in this thread who has countered it by saying "filters are not cheats"
Can you explain to me how filters are not cheats when:
- They can provide an advantage over players who are not using them
- They are only accessible via downloading a 3rd party program that runs while your game runs
- They are not accessible to console players at all, and thus are only available to a fraction the player base
Mouse and keyboard are cheats by that definition.
- Can potentially provide an advantage over players with certain killers that require precise inputs
- Only accessible via using 3rd party program that runs while your game runs (Drivers, which are not developed by BHVR)
- Not accessible to console players at all, as console has no M&K support
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@MarbleThrone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3788496#Comment_3788496
Honor the Bloodline is a survivor achievement, actually. It requires you to reveal the killer's aura for a total of 60 seconds in one trial.
OH i thought that was the Window Vault one, my bad lol
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We're really Us vs Them-ing the prestige system now? 😭😭😭
I can't with these forums sometimes.
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It's a global killer achievement, not just Dracula specific.
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Pretty sure they gave those to everyone.
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I mean, they have taken measures to make these strategies less effective. They don't want to remove them entirely, though, as that would railroad gameplay.
That's their stance.
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People getting antsy at Reshade users when DBD lacks graphics settings that were standard like 10 years ago is weird.
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@Rugalraim said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787555#Comment_3787555
So at the end, nothing changed? As I said, they are going to give up regardless. They made the choice already and they'll stick to it. This won't discourage giving up.
Some people are going to give up regardless. A lot of people won't, though.
People generally take the path of least resistance for things. If staying in the game and playing it is easier than AFKing and giving up, then people will generally play.
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@Rugalraim said:
You can't stop someone from giving up in the first place. They need a penalty but I don't know how.
You can't stop people from giving up, but that doesn't mean we need to keep a super easy way of leaving the match with no penalty.
If you remove hook suicides, people will generally be less likely to give up, as that makes giving up a pain. You'd have to go AFK until the killer killed you, and you can't immediately go into the next match.
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@humanbeing1704 said:
honestly that’s just how the game is
I do kinda wish they’d do a giant perk update again and do like 50 of them on each side
They're doing like 20 this midchapter I think.
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I suggested the same thing on the PTB!
It'd be nice to see this perk made a bit more significant. It already discourages camping by design anyway.
