Rogue11
Rogue11
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- Rogue11
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@Stabby_Widdershins said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316208#Comment_3316208
You completely missed the point. None of my examples were inventory based:
- The Halloween store has enough costumes to sell year-round. They just choose to b e open one month a year.
- Stores have enough candy to sell outside Valentine's Day.
- You think Wal-Mart runs out of Christmas decorations? They just store them away for next year.
Hmm, it's almost like every business rotates stock and store away seasonal items after that season ends. WEIRD! 🤔
The inventory a store chooses to display is limited, if not by supply, then by the store's dimensions and limited shelf space. If wal mart had infinite shelf space, they would surely stock all kinds of seasonal decorations year round. Hence you can easily find Halloween costumes online at any time. So again, comparing physical constraints of brick and mortar stores to digital items is foolish.
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@Stabby_Widdershins said:
Did...did someone really lose their mind over seasonal outfits leaving after the season ends?
I wonder what OP's reaction would be to my local Halloween mega-store, which opens for October only and closes November 1st until next October 1st, every year.
Or how about when grocery stores only sell Valentine's Day candy around Valentine's Day.
Or how Christmas decorations leave stores after December 31st. Not to mention the holiday deals that end after the holidays! So much FOMO! Down with Big Money! 🤣
Hmm it's almost like inventory of physical goods is limited by store costs and space, but that doesn't apply whatsoever to video game DLC...
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Same, they gave an in game advantage and bp rewards to the test version, then claimed "everyone likes it now" as an excuse to remove the original version.
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@Crowman said:
When the devs did sbmm testing to figure out what changes to implement, they turned off sbmm and used grades for matchmaking and people complained about those days being the worst.
People need to stop looking back at rank matchmaking with rose tinted glasses, because it had it's own share of issues that the devs wanted to move away from.
The way that test was conducted is more akin to entirely random matchmaking than old emblem system based. They did it just before a grade reset, when losing grades by depipping was no longer possible. So everyone was near or at rank 1. Basically, all the problems of old emblem system matchmaking on steroids.
We had several rounds of testing mmr vs actual emblem based matchmaking. In every case, mmr was worse for me. Now I'm stuck with a 20-25% escape rate in solo queue that never changes, as I consistently go up against 2-5k hours killers with potato teammates.
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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..
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Delete guards,.
Give him a horse.
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@[Deleted User] said:
It should really have an achievement one for both sides in my opinion.
Those that don't like / care about achievements won't be affected & those that do are almost certainly already grinding the game anyway.
I'd also give them a charm, I don't care much for them personally but if each character had a unique p100 ugly doll charm then I'm all in!!!
I'd also give them some kind of p100 blood cake how much bp it would award in game is up to debate & most people would never burn them but it would be nice to see.
Or if a particular character got say a permanent 10% boost to blood point earnings on reaching p100, it would still only be a few hundred a match but would help level up other characters & players who are going p100 are way more likely to play & spend points than average players.
Finally i'd like it to unlock the ability to make all that particular charcters clothing bloody, its never ever going to happen but if nemesis can stain any clothes combo blue its certainly not impossible to code, make happen!
All my characters have non standard outfits making them all bloody would be a great bonus & further encourage players to p100 more characters to do the same & probably boost cosmetic sales too.
They already tested adding blood decals to all clothing that accumulated throughout the match as a standard feature, but removed it after PTB with no explanation. As you said, it shouldn't be any harder to imlement than nemesis or plague effects.
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Wasn't there a "technical bugs/issues" section before? I was looking for help getting 60fps to not micro stutter all the time on a new high end pc.
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BHVR: always leaving the "options" out of accessibility options...
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@PrettyFaceKate said:
SoloQ cannot be feasibly balanced, because the skills of teammates is RNG.
HOWEVER (big however), there are definitely things that can be done to improve the conditions of soloQ and on that I completely agree that devs have been way too lackadasical, if not even opposed, to at least try.
I'll go so far to say that the new icons, while undeniably an improvement, will be mostly underwhelming. Knowing that someone is not on the objective and not in chase doesn't tell if they're going for the save or just bring useless, or they need help for a camping killer, etc.
Kindred basekit, maybe with tweaks, would've been a better solution.
I've been telling friends for months, giving solo queue more free information won't help. I often play with friends with no comms, and we are able to make the correct plays just fine with 1 or 2 of us running Kindred.
No amount of free information will get the default claudette to stop self caring in a corner.
To clarify, mmr is a teammate lottery and you rarely win it in solo queue. No amount of information will make up for that skill variance.
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Not sure this is the rework he needs, but I do think he needs one. Right now Wesker is stronger and also more fun to play against. I wish the zombies and virus infection played a bigger role in the match. Instead of making him another boring anti-loop killer where all you can do is mindlessly hold W.
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I hope it gets nerfed. There's nothing more boring than chasing a survivor holding W and pre-dropping every pallet following Google Maps. Bring back the cooldown and/or reduce the range. Just because it wasn't used as much before the buff doesn't mean it wasn't useful. Currently it's easy.
Also nerf gen regression meta (again).
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Yes, a perk that has no counterplay and causes a net loss of over 40 seconds on multiple gens, with a 30 second cooldown, needs a big 'ol nerf.
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@Unam said:
https://forum.deadbydaylight.com/en/discussion/comment/3290361#Comment_3290361
Your Title literally complains about a Killer perk that "carries" them through games.
You cannot complain about ONE Killer Perk that carries while the other Side has COUNTLESS Perks carrying them, for years!
You want easier games! Just admit it at this point...
Considering my solo escape rate hovers between 20-25%, with killers averaging close to 3 kills, yes I'd like some easier games please.
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@MeanieDeeny said:
https://forum.deadbydaylight.com/en/discussion/comment/3285840#Comment_3285840
I do have children actually, I also knew these skins were going to be released some time ago and that I would want the majority of them, so I also planned accordingly. They never just release new cosmetics, we’re always shown them well ahead of time.
People did plan accordingly. They held the vote for the Christmas cosmetics months ago. Around the same time, they announced that ALL new non-licensed outfits would be made available for iri shards after 4 weeks. Not (maybe) a year later. Not "excluding collections".
Many players have been grinding and saving shards with the intent to purchase these outfits based on the announcement, from the official DBD twitter account, that these would be available for shards after a month.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3285690#Comment_3285690
I think you have "shady" confused with "changed their minds".
Shady is when a perk suddenly gets nerfed and conveniently left out of the patch notes.
"Market me harder daddy corporation"
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3285473#Comment_3285473
What exactly is "shady" about something done right out in the open? They announced their plans. There is no secret agenda here.
There was that time they announced all new original character outfits would be sold for shards after 4 weeks. No exceptions. No "seasonal collections".
Then shortly afterward all new original outfits start being removed from the store just before reaching 4 weeks.
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"season of giving" my behind.....
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/3283388#Comment_3283388
Atleast these will be available for little more than 4 weeks so if you wait you can get them with shards for the last few days they're available. Still not a fan of them continuing time limited cosmetics like this. Also sucks for the Yun Jin mains that finally get a cosmetic and may not be around/able to get that cosmetic in that short period of time.
Unless they confirm that, I wouldn't count on it.
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3283564#Comment_3283564
What I don't get is why you are so worked-up about this.
It's just skins. You want them, you get them. You don't want them, you don't. They have virtually no impact on gameplay.
If there is nothing special about them, even more reason not to care.
Perhaps it has something to do with the whole "new outfits will now receive iri shard prices 4 weeks after release" announcement followed by "btw, new outfits will only be available for 4 weeks".
Many people probably saved iri shards since July or whenever they did the poll for these outfits, and now get slapped in the face with waiting another year.
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Thanks, can't wait to buy the new outfits in a month for iri shards....
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Nice how they kill switched the map for spawning a few extra pallets but left this in the game. Could have just kill switched MyC and maybe Monstrous Shrine as I'm sure it could be exploited similarly.
Devour is less of an issue imo as if Knight is camping, he can't protect the totem.
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@I_CAME said:
People refuse to acknowledge this even happens. People pretend like every DC is just someone who is salty because they got downed early. The majority of DCs I see in my games are people who are being face camped or hard tunneled off the hook. Then this leads to the chain reaction where the rest of the team just gives up since the game is a lost cause. I feel like it comes down to people feeling like they're in a no win scenario. Same reason people immediately give up against nurses and alch ring blights with four slowdowns.
I've kept track of teammate DCs over my last 24 miserable solo queue matches. There were only 2 DCs and surprise, they were against an alch ring/crow blight and a 4 slowdown perk + strong add ons + autohaven offering nurse.
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@Iron_Cutlass said:
https://forum.deadbydaylight.com/en/discussion/comment/3278986#Comment_3278986
The Average Killrate was 72.1% (721 / 1000 Kills) of all the matches was (I count DCs as kills for this data, since killing a Survivor effectively removes them from the match, and DCing does as well; 92 of the kills were DCs, 67 of which were done on Death Hook).
Almost every match ended in a hatch standoff, I escaped 27 / 250 times through Hatch and 5 / 250 times through the Exit Gates, meaning I escaped 12.8% of my matches; the rest of the escapes were my teammates getting out via Hatch or Exit Gates.
All matches were played in SoloQ.
Yea, it is depressing. I would recommend taking breaks. It goes a long way.
Wow that is horrific! I've only tracked my last 24 matches and my escape rate is about 20%, with an average of 2.5 kills per match.
Teammates often refuse to commit for the last gen or take a chase when needed, so I'm forced to die for a gen or distract the killer, or accept handing the killer a win. It's really depressing and my matchmaking never seems to adjust. I usually have very capable opponents, with completely random teammates.
I haven't seen nearly as high usage of Eruption yet, though it is a small sample size.
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@Iron_Cutlass said:
https://forum.deadbydaylight.com/en/discussion/comment/3278663#Comment_3278663
I would always advise starting with a fresh slate.
Also for formatting, you can typically just do whatever you want with it, since Im not sure what data you exactly want to capture. It's also important to format it in a way that makes best sense for you, some of my formatting is weird but it makes sense for me, so I do it, but it's something I would never do in a professional setting so it might not work for you or make sense; Id recommend experimenting until you find something that works for you specifically.
As for learning Excel, there are several YouTube tutorials that can help, Im use to using Excel since Ive used it a lot when tracking stuff required for my degree in Art Education, and when I first started using Excel, I heavily leaned on YouTube because there are a lot of amazing tutorials out there to use.
I hoped this helped.
I'm just going to track killer, killer perks, match result, my own escape rate, and DC's, with an asterisk denoting gift escapes/kills.
Do you have data for average kill rate and your own personal escape rate over those matches? I'm only 20 matches in so far and it's depressing to say the least.
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PC (Steam)
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It's not just on switch (PC-Steam)
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Mind if I ask how you laid out your stats for the survivor perks? I'd like to track my matches for the next 100 or so solo queue games, but not sure how to do it in a way that would be easy to aggregate into tables/graphs in excel.
I've just been saving a screenshot of each endgame screen so far to record later.
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Hopefully "revised" means sent to the Island of Misfit Game Mechanics that no one wants to play with.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3262173#Comment_3262173
Yup. It is. Eruption fills a unique purpose. It is the only perk in the game that can actually STOP a Survivor from progressing a generator by taking away their ability to work on one. Not just blocking a gen, but Incapacitation. That's a GREAT thing.
Can't wait for a survivor perk that takes away the killer's ability to attack for 25 seconds. It'll be a great thing, because it's unique and ill type it in caps.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/3261672#Comment_3261672
You're probably not wrong, though I think Kate would be a better pick. 😉 Too bad she doesn't have a cosplay collection like Feng.
Kate > Feng, but I'd rather she get her own outfits than lazy copies that remove uniqueness from licensed characters
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@KateMain86 said:
Tribal Sheva would sell like crazy.
the equal attention feng knock off copy would sell even better 🙄
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@Irisora said:
Its mostly happens because a trash killer camp or tunnel in first hook. The solution is simple, doing something to prevent early face camp or tunnel in the game.
Or bring back old Borrowed Time with a tweaked duration, like 5 seconds of endurance to the unhooker instead of the crazy 25 seconds it had before it was changed. That would prevent hooks trade off for killers that face camp, as a side effect this would mitigate DCs a lot, besides tunneling and camping.
BT endurance should be separate from the other mutually exclusive endurance perks. Then, killers couldn't hit you immediately off hook and wipe out BT, OTR, and Dead Hard.
In addition, if the devs plan on keeping the OP gen regression stacking perks in their current form, hook states need to take longer to progress. It's far too easy to face camp an early hook and have a 3v1 at 2 gens.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3257516#Comment_3257516
The root cause is people thinking that 100% of their games should be fun, and that it’s ok to ragequit if they aren’t having fun.
That should never be acceptable thinking in a group PvP game. How well would this game work if killers decided to ragequit at the same frequency that survivors ragequit? So whenever survivors are doing well, the killer just closes the game?
Killers get to pre-screen lobbies and dodge anything they don't want to play against.
Let survivors see the killer and add ons in pregame lobby and see how long it takes to start a match as double range nurse or blight with any combination of his many broken add ons.
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Hopefully scrapped entirely. Basekit yellow mori that manually triggers the cinematic would be fine without ruining gameplay.
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Autohaven and some MacMillan maps have become more killer sided since they introduced 2 garbage tiles into the rng. Autohaven was already bad with half of the gens spawning next to a tree and a rock, with the nearest pallet 30 meters away.
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Waiting a month for new outfits to be made available for purchase with shards, but they disappear from the store after 3 weeks...
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Hey at least we have like 3/7 gens on that map that spawn next to a tree and a fire barrel to work with. I'll never understand why people vote for that map in the community events.
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@RonMan32 said:
Hook grabs on healthy survivors are the main thing really. Outrageous those are still in. I think just that would go a long way against all killers other than Bubba. Bubba's chainsaw should just disable after they've been close to the hook for too long.
Camping should be made less viable, and perks that encourage hooking everyone/staying away from hooks should be buffed. Things like devour hope, no way out and grim embrace. They're the kind of perks that make "playing by survivor rules" actually viable. Tunneling and camping with those is wasting perk value.
They seem to be going the opposite direction, nerfing healthy perks like Pop, BBQ, Ruin, that reward leaving hooks and spreading chases. Instead we have perks that slow without leaving the hook (Eruption, Surge, Deadlock, Pain Res). And the "new meta" gen perks punish solo queue way harder than Ruin/Pop ever did. Plaything/Penti completely wrecks solo queue but does little to swf. Same for Eruption. Really poor perk design all around.
In addition to buffing perks that reward not camping/tunneling, I would increase hook state timers by at least 20 seconds. It shouldn't be possible for a killer to facecamp 1 survivor to death, then secure at least 1 more with NOED because its impossible for the other 3 survivors to rush the gens and escape in time.
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Better fix would be increasing hook state timers. It was proven multiple times even before the gen time increase to 90 seconds, how easy it is to camp someone out and then get another kill with noed. It becomes even easier when you add all the free game delay perks that help campers (deadlock, no way out, etc).
Leaving hooked survivors unrescued if they aren't being camped only hurts survivor efficiency and risks letting the killer snowball. So the only losers here are killers that camp.
Mechanics that effect killer powers, pause timers, etc., are too easy to be weaponized by one side or the other.
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I'm sure they'll do it as long as they can also give it to Feng...
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Maybe but Feng will also get it as a "cosplay"
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@Jay_K said:
https://forum.deadbydaylight.com/en/discussion/comment/3227776#Comment_3227776
This is standard even out of the event lol. If i identify a 3man leaving one person behind I go out of my way to kill them and give the solo hatch lol
Was recently told I was "not a team player" when I let go after a 3 man left me on hook. I was running Kindred and wasn't being camped.
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Agreed
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@dugman said:
Not at all. Emblems are terrible for matchmaking, MMR is actually a lot better. There was even some good evidence of this when they were doing MMR testing earlier this year and they switched on Grades as the matchmaking criteria and matches were noticeably worse than when they used MMR.
That test wasn't close to actually comparing emblem matchmaking to mmr. They did the test right before or right after a grade reset so almost everyone was the same grade. It was a test of no matchmaking not the emblem system.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3207276#Comment_3207276
They neutered a lot of clutch plays/winnable situations on the survivor side by implementing this mechanic (IE Deliverance plays that win games / soul guard or ub plays while the killer is walking to hook the last guy / etc)....now everyone just dies.
No one's really talking about it/picking up on it, atm, but tomorrow will be very interesting once the players capable of making such dynamic plays get their hands on the PTB.
I honestly went from thinking this update was survivor sided to being overwhelmingly killer sided - not even joking.
I wouldn't say killer or survivor sided yet. Just overwhelmingly dull. They keep making changes that are essentially putting guard rails on matches, to the point they will all play out in very similar ways.
For a game with ONE game mode...
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3204475#Comment_3204475
It still takes time for survivors to pick themselves up. That's still beneficial to the killer if they're slugging intelligently. It's wildly inefficient for a team to leave someone on the ground for 45 seconds, and no survivor perk has a higher than 20% usage rate (or something like that) now. People have created this scenario in their mind where slugging will somehow happen often enough that survivors are going to run Unbreakable en masse for 22.5 second pickups. It's not rooted in reality IMO
It's not wildly inefficient if that survivor stays on gens for 45 seconds where before they would have to run across the map and back to the gen. That's a huge boost to gen efficiency.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3204359#Comment_3204359
That's one of the main reasons this mechanic is being tested. Killers will sometimes slug survivors until bleedout for no reason other than a power trip.
So let's blow up the balance of the game because once in 200 matches you might have to tab out and watch YouTube or get a snack for 3 mins? Seems reasonable!
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3204804#Comment_3204804
But you can tunnel two survivors out then slug the other two survivors in 45s. You can end the game with a 4K in 6 hooks, 2 if you camp.
This is the 'adapting' killers will carry out. Have fun!
Tunneling is way more common than slugging currently, and needs either new perks or some other ways to counter. No one slugs because DS is terrible.
Hoping these changes are scrapped entirely.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3201115#Comment_3201115
Generally features added for testing in the PTB make it to the live game in some fashion, with the odd tweaks here and there. I'm not personally aware of any major features that didn't, the only scrapped proposed feature that comes to mind is the automatic ban system which was merely mentioned, not actually put forward in a PTB.
So this understandably has people very worried, considering this new system is a monumentally terrible idea.
Nobody asked for forced, unavoidable Mori's, not survivors, not killers, and if this restrictive system requires the implementation of basekit Unbreakable in order to function, which effectively eliminates any and all meaningful play around the dying state, with the knock on effect of needing to completely rework all perks that interact with the dying state (which can no longer be called the "dying" state), I have to wonder how this idea ever got this far into development.
It seems like a snowball of heavy handed fixes to correct for an idea that should have been scrapped long before it got this far.
This basekit Unbreakable would not be necessary without the Last Stand mechanic, and nobody wants this mechanic. It removes player agency, as a killer I can no longer choose whether I Mori or hook the last survivor. This is effectively robbing killers of a hook, and makes it impossible to score 12 hooks, on top of removing more than half of the pressure that slugging generates.
Simply making the yellow Mori basekit and nerfing the Mori offerings in some way would be a far more appealing change.
Well said. The other mori offerings don't need a nerf. There is nothing wrong with them currently. If anything, they could go after potential tunneling instead of nuking slugging, as it's far more likely to be the tactic used if the killer wants to mori someone.
That said, after this update, I'm terrified to see what monstrosity they would create as an anti-tunnel measure.
Also agree very much on the player agency statement. And as survivor it removes the possibility of so many clutch escapes, ie crawling to hatch as the last survivor before the killer finds you, someone popping unbreakable, soul guard, power struggle, flip flop, deliverance, adrenaline, etc.
Just last night, 3 of us went down next to a gate from a Bubba chainsaw sweep, but one of us had flip flop and was able to wiggle free and pop the door. The game resulted in an exciting organic conclusion with 2 of us escaping. Under this terrible new system that would all be scrapped for what, a canned automatic cutscene animation that will be boring to look at a week after release?? Hell no, I don't need to test this to know it sucks.








