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RpTheHotrod

RpTheHotrod

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RpTheHotrod
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  • P100 ghostface. I literally watched a steamer's VOD after a match I was in. This was a streamer who raged quit mid match. After watching it, the streamer was absolutely irrate and and raging, and I kid you not, because...and I quote "...hate playing vs ghost face because I have to look around and pay attention to the match. It is so unfair that he can stalk me while im reading my chat."

  • I have wondered if they should have gone with a tier system. You pick one perk for the high tier (purple), you pick one for mid (green), and 2 for low tier (yellow). Essentially, not all perks will be at "full power". Instead, you can build your perks around making specific ones strong but at the cost of others not being as strong.

    That being said, it would probably feel bad implementing such a system since in general, all player power would be reduced for 3 out of 4 perks. I'm just saying I think such a system would have been better from early in development than what we have now. All the current system does is penalize newer players.

  • The game is balanced around the assumption youre playing with friends (hence the solo queue buffs to try to bring them up in line).

    That being said,

    Low mmr - killer sided

    Mid mmr - generally balanced

    High mmr - survivor sided

    Exception: blight and nurse at experienced level is above everything else. However, that is before considering their recent nerfs - I am uncertain of their capabilities at high mmr post nerfs.

  • @Your_Dad_Playing_DbD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/469496/dbd-is-survivor-sided

    The average kill rate is 60%. That seems pretty balanced to me. What are your average kill rates for the killers you play?

    Clarification, the average kill rate is intended to be 60%. Some killers are way under that. Some are higher. A 60% kill rate equates to 2.49 kills a match on average (just shy of 2.5 kills which would be 62.5%).

  • Im not even bothering to play dbd this event outside of the bare minimum for the skins, and you bet im only playing survivor.

  • @FerrousFacade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089111#Comment_4089111

    One flashy save and body blocking for injured survivors and you instantly assume sweaty SWF? Followed by not displaying the loadout screen at the end? You didn't get power struggled a single time, you're just assuming they have it. Do any of these players even have power struggle? Are they even playing together? I really don't think they are.

    If this was a squad they would have called out that you were camping Trevor's hook. If these were players going for power struggle plays they would have intentionally died on pallets and they never do. Finally, at 4:53 you say Trevor is exploiting with an extra health state, you hit Ada on the hook. I know it can be hard to be critical of our own matches at times, especially during, but I suggest you re-watch this with a more critical eye. It likely wasn't a squad and I don't think anyone here has power struggle.

    Get some experience and you can normally nail if it is an swf squad or not. Post game chat confirmed it, but frankly, who cares? You're going off topic.

    I also went out of my way to not hit the person on the save - and I clearly didn't. Defend an exploiter all you want, but just a heads up - it's a really bad look. Regardless, entirely off topic.

    Didn't show the ending screen because no one cares about the ending screen. I'll include if it the post-game chat is worth it, but that's rare. Regardless, you're still going off topic. Im flattered you're so intrigued with my editing cuts. If you're so obsessed with post game screens, a handful of my videos have them. Have fun.

    Considering you're grasping for straws if you're only rebuttal is trying to chsnge the subject and go completely off topic, the point still stands - sometimes slugging is mandatory. By him going down at the pallet, picking up wasn't an option. They both decided to go down under the same pallet to try to get me to pick up the power struggle guy by mistake. Youll notice I actively avoided slugging when possible there by immediately picking up the person who just got downed. Unfortunately, the remaining survivor was down long enough to power up his power struggle. At least BHVR gave us a final survivor mori option, so this is less of an issue these days - kudos to BHVR for that.

  • @JesterVittorio said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089145#Comment_4089145

    I will not give any clicks to videos that might give support to 4 slugging for no hooking. if you need a video to say it for you its not worth saying yourself

    Oh, I see what youre trying to do. Gave yourself away.

  • @wesker_shades said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089034#Comment_4089034

    Tactical slugging is fine, since it usually only affects one survivor, and it is also not used to bleed someone out.
    The problem stems from those who abuse 4-man bleedout slugging, and are actively doing it to end the games, without any hopes to counterplay it on the survivor side

    4 man slugging for the sake of slugging is frustrating. At least they added a surrender option. In my 3000 hours or so, I've only come across 3 matches where it was a bully squad that was literally entirely built around being unhookable - 4 man slugging (after dealing with 4 unbreakables) was the only real way to win as an m1 killer. That being said, I feel that 4 man slugging just to troll far outnumbers bully squads that make hooking impossible.

  • My only issue with him is that he can patrol exit gates too easily. If there is one person left, they are effectively guaranteed to lose if the hatch is closed and a key isnt available.

  • @JesterVittorio said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089115#Comment_4089115

    if you are going up against a power struggle user just let some one waste the time to pick them up while you run another survivor off a gen. Pallets are not endless despite what you are going to imply in your next post I'm sure. That said that is still not a valid reason to leave some one on the ground for 4 full minutes with no intention to hook them. Im not clicking your video

    You still won't get it until you watch it. You claim that i should have chased off a 5th survivor - bizarre suggestion. I guess thats what happens when your defense is based off of ignoring any and all evidence presented to you.

    Ignoring the bizarre suggestion of yours that there are 5 survivors in a match, your ultimate solution is to....slug the person and go chase someone else? Isn't slugging what youre upset about to begin with? You're solution to "slug is bad" is to slug?

    That being said, at least they added a last survivor mori option so the issue happens less. Still a problem when the other survivor is still in play.

  • @JesterVittorio said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089111#Comment_4089111

    1 perk is no excuse. It has a cooldown it has its flaws. But there is no excuse to bleed some one out on the ground for 4 full minutes.

    See video. My options are the survivor escapes or I bleed them out (unless they crawl away from pallet - entirely up to the survivor).

  • @JesterVittorio said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089034#Comment_4089034

    you never HAVE to slug some on to death. there is no excuse for leaving people on the ground for 4 minutes to bleed them to death and not hook.

    Power struggle would like a word. Unless the surviv9r crawls away from the pallet, it makes grabbing them literally impossible.

    Prime example (time code skip, so it should jump to relevant part). Also note this predates last survivor mori.

    https://youtu.be/8zVrpuZrlBM?t=491&is=JMt4jP303G41h28x
  • @BongoBoys said:

    Apparently due to copyright you can't call him Jason Vorhees only Jason

    Let's just go with Jay's son.

  • Here's an actual example from my survivor point of view of this issue.

    1 player eliminated

    I get hooked (next to an open exit gate).

    The remaining two survivors, despite us having a guaranteed 3 man out make a HUGE blunder and decide to just leave the match with me on-hook.

    Because of this massive survivor blunder, the killer should have at least secured 2 kills here. However, despite that, because I'm a survivor, the game simply handed me a free escape leaving the killer with a single kill…and there was absolutely NOTHING the killer could do about it. Even if he hooked me further from the gate, that extended BT time gives me plenty of time to get to the gate - especially with Lithe in my pocket.

    https://youtu.be/0YtyDEGryos
  • @cogsturning said:

    If they were to increase base gen speeds (which has already happened before) killers would still run four slowdown and doing gens would be impossible without a gen build, which would narrow the survivor meta even more. As it is, diminishing returns has already nerfed bringing perks like Deja Vu, Teamwork: Full Circuit, Resilience, and Prove Thyself together. I run 2 regression perks on my main and 1-0 on everyone else and I do okay. I have to wonder what the KRs of people who feel the "need" to run four slowdowns are.

    I think the biggest issue this game faces is players not understanding macro. A killer will allow themsleves to be dragged to an inactive corner of the map by a smart survivor, or they'll ego chase someone good without judging time, and then get mad at the game when three gens pop, when they were actually outplayed and don't realize it.

    Have diminishing returns on slowdown/repair/healing perks.

  • @pidgeon said:

    They likely didn't see you in a locker and saw your aura previously or you might've been on a generator and saw no scratch marks or crows so they checked lockers I tend to do that a bunch

    Reminds me of this situstion I recorded. A lot of assumptions are based off of a lack of information.

    https://youtu.be/5ccuXuIttEk?si=VFdcwHY3uaPlHuyr
  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085208#Comment_4085208

    I like it and I don't. Unexpected is interesting, but losing in the lobby because the matchmaking gave you giga potatoes is not. I don't like it as killer either, when it feels free. Too much of the game feels random.

    If I feel some survivors just simply aren't doing their part, I'll usually eliminate them then let the rest of the survivors go. Like, if I feel a match is a bust, I remove the issue then let everyone else get a pass.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085132#Comment_4085132

    I think this mentality applies to bad and new players (which is arguably most people) since macro teamwork is probably the most challenging part of survivor to execute. This is the real difference between soloq and SWF in my experience playing a lot of both. SWF players work as a group and care about one another, many solos don't. So the way I see it, when I load into a solo match, I'm either getting a bunch of eveyone-for-themselves bad players, or I get people who understand the best way to play. It makes it so there's two flavors to survivor, which is good and bad.

    I'd personally like to see both a persoanl ER and a team winrate on the stats. If the numbers were visible it might change attitudes a bit. Would be interesting too.

    Honestly, the dynamic between those two possibilities is what keeps me playing survivor. I'm almost entirely solo-queue, and I like surprising my other 3 teammates with a solo who actually knows how to loop, take hits, and work as a team. That being said, you sometimes simply get really bad other teammates, so you never know quiet what to expect - which is what I like. Sometimes it's a sweatfest, sometimes it's an even game, sometimes you wonder what on earth are the others thinking, and sometimes everyone just has this unusual mutual understanding on what to do.

  • First, what I'm about to say I entirely disagree with. That being said, the game is designed not as a team game. It is 4 individual survivors vs 1 killer. Each survivor has their own win condition. That's why there are no tie situations - 4 "matches" are going on at once simultaneously. The problem with this "every man for himself" system is that it can sometimes discourage survivors from playing together - there are even perks that actively encourage not working together such as sole survivor.

    That being said, I really do think they should shift to a team vs killer game where survivors are expected to work together, and where working against other survivors is considered breaking the rules. This would also allow for survivors to have a higher escape rate because it would allow for tie games. The downside to this system is that survivors would entirely win or lose together, so even if you alone escape, you still lose (ie your team) - escaping would only mean getting some extra BP despite still getting a loss.

    Both systems have their upsides and downsides, but at least survivors being an actual team and winning\losing together encourages survivors to actually work together.

  • If a survivor is near, it will slow it significantly.

  • @100PercentBPMain said:

    could a killer not just immediately turn around and find somebody with this perk?

    No considering it lasts quite some time. If you need a real example, try looping a survivor even without the perk. While looping, stop what youre doing and turn around. Did you find the survivor?

  • I would give my opinion, but this person made a fairly detailed feedback video about it with live footage examples of how it is an issue. Cross exam starts at 3:30

    It essentially gives Survivors the strongest effect in the entire game for simply looping the killer.

    https://youtu.be/g72n4rlRDwY?si=pEirMVmXNu71ONq1

    However, this belongs in the PTB feedback forums.

  • @random1543 said:

    I think the game has had perk bloat for years.

    They need to move towards having one or two learnables per character, weaker perks should get buffed or even merged together to make less perks, but more viable ones.

    The current way they do it with three perks we will continually have perk bloat.

    Chapters should stop having multiple survivors. One killer and one survivor limit. Frankly, I wouldn't have an issue with one or two perks per character moving forward, as well.

  • It's great for knowing how much pressure survivors are putting on you, and otherwise what gens need to be defended. You have little spare time as an m1, so knowing where to go is vital.

  • If you count surge as slowdown, I run two. Surge because m1 no mobility cant afford to stop to kick, and thrilling tremors for minor slowdown, but I really use it for its information regarding it showing what gens are being worked on. In other words, im intentionally using one, but the 2nd is sort of a happy side effect.

    Ghostie p100.

    Surge

    Thrilling Tremors

    Mindbreaker

    Wildcard (whatever I am feeling - usually a nurse's calling).

  • Ghostface really needed that kind of mobility. :/

  • I agree. As a killer, when I see a survivor doing this, I just eliminate them right away then declare the match a bust and let the other survivors escape.

  • @Wyndsor said:

    In my opinion it's an inclusion so overdue its hard to get hyped for it, I feel like Jason doesn't fit modern DBD Dashslop ADHD killer gameplay so I see his inclusion going one of two ways:

    1. They don't give him a dash/anti-loop and he's not played because he doesn't autowin

    2. They give him a dash/anti-loop and he becomes Ghoul 2.0 and gets a bad rep because of it


    Neither would do the character justice imo. He should've came out ages ago.

    Ngl, this is bang-on. Thos whole high mobility killer obessesion needs to stop. We need to start balancing around low mobility killers and give high mobility killers some significant downsides.

  • Simple answer was survivors could abuse it in a way that made killer gameplay practically unplayable. Survivors could make hooking not worth it or impossible through a variety of perks and addons effectively forcing the killer to slug, then those slugged survivors could simply get themselves up. This means zero pressure for the killer since no one needed to actually stop doing gens to get them up. Effectively, slugging would be something absolutely fantastic for survivors, so all survivors had to do is focus on making getting hooked a non-issue. Another thing survivors could do is simply always go down at a pallet. The killer literally cant pick them up with a nearby survivor ready for a stun. That means the killer, once again, has to slug and chase off the nearby survivor. This them allows the slugged survivor to simply pick themselves up. This pretty much meant as long as there was a pallet up, you could guarantee the killer would never get a hook in the entire match - again, as long as the survivors are smart enough to go down at a pallet and have another survivor nearby. The other 2 survivors just slam out gens. If aomeone on a gen gets chased, then the survivors swap roles and the other 2 get on gens.

    With our slugging today, if survivors focus on making hooking not possible, the killer at least gets some pressure by taking someone off of a gen to get them back up.

  • It happened after a weird breathing type of sound happened. This only lasted for about a second.

    I also saw some fireworks, and you could see the sky lighting up from them in the upper right.

  • @GentlemanFridge said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4080804#Comment_4080804

    There have been occasional camera ‘glitches’, yes. Quite loud, those.

    Yeah just caught one.

    Screenshot_20260523_042818_YouTube.jpg
  • I decided to just leave it on for some ASMR sleep ambience. Whatever the heck that was about 10 min ago or so made me jump. I think it was a legit audio glitch but dang was that unexpected, ha. Only lasted about 1 second.

    Edit- so much for asmr. Now fireworks are shooting off.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075525#Comment_4075525

    If it was only for map traversal and not for chases, they could use a big number, but if it is useable in chase it needs to be lower.

    As a ghostie main, it should be limited to non-chases only. Giving ghostie more map traversal is a win for everyone because he will actually have the flexibility to patrol all gens instead of just gens close to each other and inevitably having to go for 3 gens.

  • @SkeletonDance said:

    Also guys no additional buffs for weaker killers that we have asked from PTB 🙃

    Literally nothing

    This is why we react so intensely when PTB changes go into effect. I get the devs say PTB is for testing, but the majority of the time, BHVR completely ignores our feedback. We had an overwhelming amount of feedback regarding the minor tweaks to the weakest killers weren't enough and provided a deluge of suggestions to resolve it. Result? Completely and entirely ignored. PTB may as well just be a teaser of live changes.

  • Some interesting ideas, and I'm still a fan of using a concept of "another" killer.

    I did have a comment on your drop-leg addon change. You say it should provide broken status effect, but if you're exposing them, then it's likely they are full health anyway. If they were injured, you'd just m1 them and not bother to expose them. Currently, the only reason to expose someone who is injured is for the haste boost the current drop leg currently does. I get haste would be basekit in your example - I'm just pointing out that it's a bit weird to have an addon that makes someone broken when it's usually better to save exposes for full health enemies. If you do expose someone who is injured, it's probably more likely you'll catch up to them than them getting away, so the use if the broken status is pretty limited in use.

    I've mentioned this before, but here were some of my ideas.

    While not in chase and in stealth, he should have an innate movement speed buff. This helps both sides. With better non-chase map mobility, it gives him enough map presence to have better pressure on all gens. This means, he's far less heavily encouraged to just camp near the center of the map where gens are closer since he currently can't afford to patrol gens far off in the corners of the map. That means more map presence for ghostie, and less of a chance of a 3 gen camper for survivors. Currently, most survivors do the outer gens first since ghostie simply can't afford to travel 5,000 miles to corner gens. However, that comes with the downside of 3 gens in the center happening more often. If he could get around better out of combat, gens could more equally have attention.

    One problem ghostie has is that he has to generally set up ambushes unless he just wants to run around as an m1 killer in which you then have to question - why are you playing ghostie? The issue with the ambush plays is that it takes up a lot of time - time that ghostie simply doesn't have due to how fast gens fly. To help deal with this, when ghostie is crouched and stealthed, any nearby survivors currently interacting with a object (ie gens and totems….NOT interacting with people) will have their aura revealed to ghostie. After standing up, breaking stealth, or as soon as the survivor is no longer interacting with an object, the aura read is loss. This allows ghostie to more reliable set up ambushes instead of taking time to sneak up and peak around a corner only to find out the survivor was on the far side of the generator and now that survivor spots him and runs for the hills with nothing to show for it for the time spent sneaking up. With an aura read, he can set up good peeks.

    The Accomplice option A. One of ghostie's biggest flaws is SWF communication. With the following, misinformation can be spread as to the true whereabouts of the killer. Upon activating a power, ghostie spawns a decoy ghostie that continues to travel in the direction the killer was facing. If he was stealthed, the decoy is stealthed. If he was not stealthed, the decoy ALSO has a TR (along with the real killer if the killer is still not stealthed). If the decoy spots a survivor, it will attempt to chase them. However, upon being in strike range, the decoy will vanish into smoke. This allows ghostie to spread misinformation amongst survivors giving wrong callouts to the killer's true location. This would also aid in confounding survivors in a loop. The decoy does NOT do any damage.

    The Accomplice option B. Ghostie seems to me in multiple places at once! At the beginning of the match, 3 random lockers have a mark visible to the killer only. Ghostie can enter a locker. Once in a locker, he can teleport to a marked locker. In doing so, the locker teleported from gains a mark, and the locker teleported to loses its mark. This means only 3 lockers have marks at any given moment. This simulates there being multiple killers. Any locker with a mark hides an Accomplice inside. A survivor interacting with a marked locker gets a surprise skill check as the Accomplice takes a surprise swing. If healthy and the survivor fails the skillcheck, they are injured. If they were already injured, they get deep wounds. If they pass, they dodge out of the way safely. Regardless of the result, the Accomplice then remains in the locker, but killer instinct activates letting the killer know the location of that survivor for a moment. They can decide to hop into a locker and teleport to that Accomplice if they so desire. This feature let's ghostie more effectively get around the map and adds in some limited jumpscares. This would also help encourage ghostie not to partake in the currently heavily encouraged 3-genning.

    His greatest weakness is having nearly zero chase power. Making drop leg knife sheath base kit entirely would help. Quick and easy buff.

    His crouch should not initiate chase to give him a chance to sneak up on someone without chase music giving him away. It also would give a good purpose to crouching.

  • @The_Count said:

    I think now BHVR just need to add map wide Bond basekit and pre-made phrases and the gap between solo q and SWF will be as minimal as possible.

    "Map wide Bond?! Are you insane?!"
    While playing in a SWF every surv can constantly say to the others where they are. It's exactly the same as a non-stop map wide Bond that can't be disabled by Blindness.
    This will be a huge buff for survs and killers will struggle a lot because of it at the beginning, but with this BHVR can finally buff the killer role the way they need to be able to compete with 4-man SFW.

    Base kit bond well beyond sharing info as an swf. It gives people picfure perfect information. At best in an swf you csn give a general idea where youre at, but k owing exactly where people at every corner at every moment with 100% accuracy is just too much free info that is well beyond the scope of swf. Even in SWFs, how many times have you had trouble trying to find exactly where someone is to get a flashlight save? Uncertainty is part of the game.

  • @NeverSolus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4074638#Comment_4074638

    Absolutely: Thank you for clarifying, I misunderstood this. I appreciate it.

    All good! A 62.5% kill rate would give them a 50% chance for at least a 3k. 60% puts them sliiightly under 50%...it's like 48% or 49%...I forget. Gives Survivors a bit of extra room to stretch their legs, I suppose.

    Survivors have to have a lower escape rate than a killer's kill rate because the killer has 4 opponents and needs to secure at least 3 kills for a win while a survivor only has a single opponent (unless there is a claudette on their team - jk). If survivors had a 50% chance to win, that would be like flipping a coin 4 times as a killer, and you only win if you get at least 3 heads - statistically, you would win around 32% of the time.

  • @NeverSolus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4073706#Comment_4073706

    Killers are meant to be winning the majority of the time, per BHVR. 60% success rate is the metric they aim for. A 'weak' killer would then be any killer (from that metric) that performs under 60%. A 'strong' killer would be one that performs over 60%.

    That is, of course, assuming BHVR is balancing in accordance to those statistics as they say they are.

    60% also makes sense, as there are four survivors. That means nearly 2 survivor successes per match on average, or simlar to it. Due to the assymmetric nature we can't balance 50/50, as there are (again) 4 survivors and one killer.

    Just clearing up a misconception. They are designed around a 60% kill rate, not a 60% win rate. A 60% kill rate on average equates to 2.4 kills on average per match. Over the course of several matches, that roughly comes out to getting at least a 3k on half their matches.

  • @Balrog said:

    What a cool surprise, right? I couldn't believe Gabriel got included, too!

    I was floored when I saw Hudson was an option. Sounds like I am retiring my p100 Alan Wake.

  • I really think Mr. S̶̜̃c̴̩͐͜ŗ̶̟̄̌a̶̠̔̑t̵̼̐c̸͖͎̓͘h̵̠͎̆ would have made for a fun killer. "Human" killers like ghostie and such are just rare and interesting.

  • Ghostie can wreck at lower mmr since survivors dont know how to counter him. Hes one of the weakest killers in the game once you have experienced killers. He has no chase potential, so he can easily be looped. It is also entirely up to the survivors if ghostie has his power available, as the hard counter to him is to simply have aomeone tail him all game revealing him. They just need to keep their distance a bit to make any loop if ghostie decides to stop trying to pressure gens and turn around to chase them from loop to loop to loop which is still a win for survivors. He is just fundamentally broken without any mobility.

    If you go to high tier play such as tournaments, all survivors stay off of gens until ghostie is spotted. Once spotted, thats when everyone pushes gens. They do this to ensure he cannot ambush anyone.

  • @cammoking123 said:

    I hope you’re joking. Killers are the ones who can play like crap and still get a 4 man slug. Survivors can’t play like crap and expect to finish all 5 gens.

    The game is designed around survivor mistakes. Survivors have all the tools in the world to succeed. The killers are designed where their success depends on their ability to capitalize on survivor mistakes. Survivors who play perfectly will always win. Killers who play perfectly can still lose. The exceptions of course are blight and nurse which are just flat out broken - happy to see nerfs coming their way.

  • Not really a game youre supposed tp relax with. You have to pay attention to a lot of things. That being said, private games can be a hoot.

  • @azaxydbd said:

    it only benefit the killer, having high ping on survivor is actually downgrade to the survivor, lower ping players should get advantage in validation. as it is in every other game.

    Laggy survivors are very difficult to face as a killer. They run off one direction just to teleport away since they were actually running somewhere completely different. You'll end up chasing down and attacking a "fake" survivor. This fake survivor doesnt take damage.

  • BHVR has a history of having some atrocious PTB tests, have overwhelmingly negative feedback about it, only for it to go live anyway and told that they will keep an eye on it only for the community to suffer over the consequences for months until BHVR acknowledges it's a problem and it getting fixed/removed. Considering the number of times we have gotten punched in the face with this, it isnt surprising people are reacting sooner than later.

  • @ThatRyanB said:

    Hey folks! I wanted to pop in with some extra context on this to give you a little look at the dev side of things. The timing of when the Killer power icon is shown is a tunable on our side, which means we can make adjustments to this if needed.

    We'll be closely watching PTB feedback to keep the team informed about how folks are feeling about this in case adjustments from the PTB are needed!

    THis absolutely needs to be hidden. Stealth killers are very weak, and one of they key moments of the match is to be able to catch someone off guard early on before they are aware of who the killer is. This would be an absolutely massive nerf against killers like ghostface - already an extremely weak killer. On top of that, this will increase people DCing if they can simply dodge any killer they dont want to face. Even if DC penalties would work, people will still take their "free dodge".

    Pro tip - the best time to reveal who the killer is is when a survivor sees the killer for the first time in the match.

  • @Duncan_Ellis said:

    Is anyone playing other killers during the event?

    I think I've seen him and Mina all day and thats it.

    Killers are punished for hooking even more this patch, so slugging will be a lot more common. That being said, I haven't seen any ghosties in some time.

  • The blood loss is negligible when running - you will fill way faster by disregarding that entire mechanic and just run back and forth between pump and gen.

  • @VilerOfCool said:

    Another thing. Tunneling isn't just specifically "Go after one person until they die", just hooking someone 3 times in a row counts as tunneling. Hooking someone, then hooking someone else, then tunneling out the previous hooked survivor is also tunneling. This is not to say "Tunneling bad ):<", same way I don't (At least I don't mean to) say "Gen rush bad ):<".

    That's...okay you may just have a big misunderstanding what tunneling is. If person A is hooked, then person B is hooked, then person A is hooked, that is literally the complete opposite of tunneling.

    Going after the same person and ignoring other viable targets is tunneling. By going for a completely different target, it immediately eliminates tunneling from the scenario.

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