Rumplestiltskin
Rumplestiltskin
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@WhoSoup said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765770#Comment_3765770
I'm just posting my feedback in the feedback forum, I don't really care about arguing with you over this.
I wasn't arguing with you. I asked you questions of a critical thinking nature to fully understand your position, and/or to see if you had thought out your position. Everyone assumes Tunneling, Camping, Slugging, etc. are running rampant. The truth is far more nuanced than that. I'm regularly accused of Tunneling when everyone got three hooks and nobody was hooked twice in a row. How do you think that is possible? Do you see my point? I'm not arguing with you; I'm pointing out that bias clouds perception and the most effective way to make a point starts with making sure you have a salient one to make.
I also trust in the DEV to slowly but surely (emphasis on slowly) deal with issues as they come up. When they have felt it appropriate they have provided more tools to deal with certain tactics. There is a reason they don't simply eliminate those strategies from the game. That too should be given some thought. Dead by Daylight is a unique type of game and by its nature is both deeply frustrating as well as a powerful satisfaction at the same time. Because it is so hard and often geared to bad or good luck, those wins feel really, really good. If what I was saying was wrong, the game would not be going into its 9th year still pretty much on top.
We like to blame our losses on other people or the game. It is human nature. We like to take credit for our wins as if luck or outside input had nothing to do with it. That is also human nature. The trick is to look past those self-serving instincts to truly understand the situation. Only then can you make progress.
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@Halloulle said:
Killer does one thing right = 3/4 k
Survivor do one thing wrong = 3/4 k
The comeback potential for killers is insane.
AW: "git gut" - I thought the point of MMR was that it somewhat adjusts to your skill level. 15+ death streaks just shouldn't be a thing.
AW: "I only face 4 TB BNP seal team 6 swf, stop crying" … if it wasn't the same team over and over again I highly doubt it. Even if: what you face is in no way related to what I face. Sometimes two things can be true at the same time. Shocking. I know.
AW: "Killers got their gen defense nuked, they're weak now!" It didn't get nuked. They're not weak. - The vast majority of killers seems to be doing something other than solely relying on that. They do very well.
— Is this exaggerated, yes. But it was a good reminder why I didn't really play over the past few months. Guess I go back to other games. */end rant/ventDBD Forums in a nutshell:
Survivor Mains think Killer Players get special treatment.
Killer Mains think Survivor Players get special treatment.
Players who do both know the two groups above are just a bunch of hot air.
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@WhoSoup said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765767#Comment_3765767
Nah, I just want BHVR to implement a system that works in the same spirit as the current bug does. I trust BHVR is smart enough to figure out a good way to do it.
The current bug isn't working; it is simply reducing the number of Killers playing. It has nothing to do with Tunneling and is already being manipulated by SWF to ensure a 3E, and incidentally being triggered by Solo (also aware of how it works) to leave right away to give the remaining Survivors an edge. More to the point, have you considered that Behavior doesn't agree with your notions? You say you trust them to figure out a good way to do it, but you are aware (I assume) that the game has been around eight years now, and for eight years we have had to listen to people making the same complaints? Perhaps BHVR is smart enough to know what is a real problem and what is just complaining about nothing?
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@WhoSoup said:
The generator bug has made solo queue a lot more interesting and, to be honest, enjoyable as survivor. It feels really nice to still have a way of coming back in a game after a teammate gets hard tunneled out early. Anti tunnel mechanics have always been a highly requested feature and this bug feels like it is one.
I would very much like to see a feature similar to this implemented officially, something that seriously deters killers from hard tunneling someone out of the game early because the repercussions are actually tangible.
For this to actually work it would have to be limited to ACTUAL Tunneling, i.e. it would ONLY kick in if one person is killed before anyone else is hooked. That is the actual definition of Tunneling. One person is chased and hooked over and over again without going after anyone else. Is that what you are supporting? If "this" takes places an extra Generator pops when one is done? :)
Or are you actually advocating the current bug which has nothing to do with Tunneling, and everything to do with someone dying and leaving the Lobby takes place?
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@PreorderBonus said:
I swear, if I have one more random player who repairs the only generator in the corner of nowhere, I'm going to lose it and become a slugger skull merchant.
We get the Hawkins map? Randoms repair the portal room gen and the upstairs gen. The map is Greenville? Randoms flock to repair the theater gen. The map is Suffocation Pit? Randoms suddenly have a daily mission to "repair every single generator on the same side."
Of course we lose every match if this keeps happening. I thought it was common knowledge by now that some generators are better left for the end of the game. At this point, I'm happy to face Corrupt Intervention because it funnels randoms into the middle generators.
Most "seasoned" Killers ignore undefendable Generators regardless, so it really doesn't make much of a difference if they get done or not. Granted, that time and energy could be spent trying to strategically take out specific Generators to prevent a strong 3-Gen, but for the most part good Killers build their patrols assuming you are going to do that. I can guestimate with a fair accuracy which Generators are going to be attempted first by the good Survivors. And you know what, those are the people I'm going to eliminate first because they know what they are doing. So, in the grand scheme of things, having those undefendable Generators out of the way isn't necessarily a bad thing. At least it gets you closer to powering the gates for if/when you do crack the hard ones.
To put this in an applied context, using a map you mention, I don't ever go near the portal room end of the map on Hawkins until the game is pretty much over and I'm chasing down one or two unfortunates who have no chance of powering the generators. For me Hawkins is a SQUARE, not a rectangle and there is an invisible line I don't cross until the right conditions are met. I'm not picking a 3-Gen from the start but I am shrinking and reshaping the map. I write the Generators down there off. The longer they stay up the better, but I'm not going to pressure them directly. I'm going to hook and torment anyone entering my square so they have to come down to my neighborhood to play. If they don't, then I'm getting a 3v1 or a 2v1 in my square and I'm 100% going to win that war of attrition. Do you see my point?
By in large, it is pointless to rage against people just trying to do objectives. Unless you are a SWF, with a battle plan, they are just doing their best. Just like you, they want points and they hope that being one Generator closer will mean something. Likewise, some of them might even being working that horrible portal room in the hopes the Killer hears it and chooses to come waste time there. My advice is chill and worry more about what YOU are doing in the match and less about what other people are doing. If that kind of coordination and approach are important to you, find three likeminded friends.
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Teamwork. The person unhooking you should avoid farming you, and stay local and visible to take the chase if the Killer returns. You should move off if need be quickly and by the most secure route to take care of your business. That's it.
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I never understand these types of questions. If it is within the rules, you do what you want to do. There isn't an actual Survivor's Handbook. Don't hack. Don't abuse lag spikes, and avoid exploiting bugs. The rest is all fair game and entirely acceptable. To me it doesn't matter if it is a Bully Squad or a normal lobby; if they build a 3-Gen I'll leverage it to get the outcome I want. You should too.
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@ProffessorTV said:
I have been seeing a lot of killers rushing back at top speed to the unhooked survivor and immediately chased and downed again. How does one avoid this?
Well you could listen to all those other people being passive aggressive, or you could consider teamwork. I play Survivor too. I face the same Killers you do, more or less. If your teammates aren't unhooking in the Killer's face, and you simply move off quickly you should be fine. You also have base kit protection from one hit. The person that unhooks you SHOULD also be there to take the chase. If the Killer rushes back and doesn't see you (because you left) then their only immediate target should be the person who unhooked you and while visible should have a head start to looping.
If you get eaten off the hook that isn't the Killer being mean or unfair. It is bad Survivor play, pure and simple. I just played eight games in a row. All of them were 3 outs, and I died in only two. The Killer did return the hook now and then and I simply wasn't there, was hidden nearby, or my teammate took the chase. Neither of the two times I died were right after getting unhooked. I don't think I'm some masterful Survivor. I just had commonsense teammates and I exercised commonsense myself. There was a time you didn't even have base kit Endurance after getting unhooked. People got by; you will too.
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@Kweh said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764509#Comment_3764509
Looping is…… boring? The only point of interaction in the game is….. boring? Survivor's only viable way to make time for 90 second generators is….. boring?
Why are you playing DBD? Get a hobby or something man.
I see this notion brought up all the time and it kind of makes me laugh. It has a lot of adherents, Scott Jund being an influencer example. Looping is not the only type of interaction in the game, nor am I talking about doing Generators. There were two games we played as children, tag and hide-and-seek. Believe it or not, hide-and-seek is just as popular (if not more so) than tag. The stealthy type of Survivor is interacting with the Killer, albeit it in a very different way. Believe it or not, there are Survivors who enjoy that cat and mouse game over looping.
Just as there are Players who enjoy the mind game of the slower, M1 Killers like Trapper, Myers, etc. there are Survivor Players who either find looping kind of boring (like playing Pac Man endlessly) or simply aren't that good at it. They contribute to their teams in other ways and fight the Killer in a way that interests them more. Do not let your personal bias towards what YOU enjoy about the game speak for all other Players. Some people like the sneaking around, the hunting down of Totems, and quiet rescue. Some people like running loops. I, personally, am a competent looper, but no more than that. I don't enjoy looping which is probably why I've never become a GREAT looper. To me, running is what you do when a plan fails. ;) I do, however, fight for my teammates and carry my share of the weight. I have a good time and only loop when I have to do so.
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@SweetbutaPsycho said:
Most other games display wether people are playing together or not. DBD for some reason doesnt even though it should.
For Survivors it would honestly be nice to know if people are on comms or playing togehter since it helps determine if those guys go for the save etc.
For killers it would be nice cause SWFs makes some builds just borderline useless. Oblivious Builds for example make absolutely no sense if everyone just calls out where you are all the time.
A better question (and solution) would be to ask why isn't SWF its own thing. A League of people who play together, forming their own team name would create a great alternate mode. Just think of all that untapped monetary potential where the game could sell customized merch so a team can all match and have their name on a hat, shirt, or something like that?
To answer your question is that until they separate Solo from SWF they can't tell you who is playing with friends (as other people pointed out) because their lobbies would get skipped by a rather large number of Killers. Whereas when SWF are in their own mode, and playing against Killers who want that challenge (and are being properly compensated for it with a balancing agent) nobody would skip because they would be choosing to play in it.
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@Aven_Fallen said:
It can be removed. The work put into it was wasted anyway, they put work into something which barely happened at all. Now it is just more frustrating than before to see the Killer camping you and having a bar which does not fill up.
Actual facecamping almost never happened, so there is not really a point why the feature was implemented in the first place.
(Even tho, I guess if they would remove it tomorrow, we would see more facecamping because Killers would suddenly do it since they would not have any consequences)
I agree. I never saw face camping as this huge problem in the first place. It seemed like a lot of coding time that could have been spent elsewhere. The best cure for face camping was for everyone else to do Gens and get a three out. Most Killers learned it wasn't good profit. More to the point, there was a time when people could beat a face camp just by bringing the right stuff and working as a team. I've done it and had it done to me. Bubba was the exception though, hard to beat his face camp so three out is always the best against him.
The issue now, which many people predicted, was that it only improved Killers to implement this code. Why? Face Camping is inefficient. It destroys any pressure on the Generators. It tells everyone where the Killer is exactly. It allows coordination and reset. It gives away the Killer's most precious resource, time. The code simply taught that minority that prefer this as a tactic to proxy camp (which is far better) or learn how to time and intercept at the hook. Some pressure is maintained in this way and the Killer is more likely to spot someone sneaking up than right at the hook. It also means Survivors are more willing to go in for the unhook. The code was a big win for Killers who knew how to adapt to it.
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@Akumakaji said:
Damn peeps, I am all for a good conspiracy theory, but some of you are really looking for that potential one bad appel in every truckload of good, just so they have something to complain. A lot of other season passes have this basic infinite climb after the main climb with lots of meaningless rewards, just so that peeps can enjoy the climb once they are done.
One here is one thought for OP: you don't HAVE to climb to lvl 200, just take whatever you get out of it as a smol bonus.
You misunderstand my stance. I'm not complaining about it. I'm making a statement of fact. I'm surprised this didn't happen a long time ago. Behavior isn't our collective Genie. They are a business. They have to find ways to make money. Auric Cells were included in the Rifts originally as an extra carrot because if they were not there, it would require more labor to create even more cosmetics to make the Rift worthwhile. Blood Points aren't much a draw to any of us because it isn't that hard to get Blood Points. Besides, they throw Blood Points at us to fix all sorts of other problems.
The Auric Cells are a problem because it sets them up for an eventual loss of revenue. In short, the Rift provides an endless line of free cosmetics once someone has bought the Rift once. It was a good marketing step at the start, but it is not useful now the game is mature. The problem lies in the fact that once you have given people something, they do get salty when you try to take it away. So we have to be weaned off of it. I could care less about the Rift going longer, but I'm pragmatic about why that is happening. I would prefer, however, that I have the option to turn off the "claim your reward" notification if the Rifts are going to go to 200 now.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764617#Comment_3764617
I believe that what you are writing is unreasonable and wrong.
Time will tell. I agree that it MIGHT be wrong, but there is nothing unreasonable about the supposition. The DEV don't do work without reason. Changing the Rift infrastructure takes man hours and has a cost. They can GIVE us Blood Points anytime they want without it requiring labor as they have proved countless times. Nobody was complaining that the Rifts were too short. Most people feel a sense of accomplishment upon finishing them and simply continue with normal gaming.
So what is the motive? It isn't something anyone asked for. It has to be part of a business plan. That is not an unreasonable suggestion. I gave it quite a bit a thought and the only reason from their side to increase the size of the Rift is to try and decrease the number of people who always finish it. And the only way that will increase profits for them is if/when the Auric Cells start happening at the end of the longer Rift, rather than spread out across it.
They jumped it to 200 because they need to see a few Rifts at that number to make the call. They need to know how far along that 200 the average regular (not the crazy die hard) gets before time runs out. Once they know that, they can put the Auric Cells in the right location for them. My supposition is not unreasonable; it is logical. It isn't assuming anything nefarious about the DEV but simply pointing out that they are a business and most regular Players do not have to buy Auric Cells anymore because the one purchase guarantees participation in every single Rift.
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@Pøršƙžø said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764423#Comment_3764423
You don't understand the amount of backlash they'll get if they do that. Players are no fool.
There will be some backlash yes, but by that time people will be used to the longer stretches of Rift and there will be less. That is the whole point of easing us into it, like slowly bringing the water up to boil on a lobster. Or do you believe, out of the goodness of their hearts, that the DEV set aside coding time to redo the Rift infrastructure JUST to give us more Blood Points because they were worried about people finishing them too soon? :)
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@Ryan489x said:
anything past level 85 of the rift is just blood points I only have one question why????? Seems like a waste to me
There are several people stating it is so people have more to do. They are such an optimistic upbeat lot. The truth is the increase in levels is to get you used to them going past 85. Next Rift you will see the Auric Cells appearing near the end of that two hundred. ;) You see there are people like me, who figured out a LONG time ago that you only ever have to buy ONE Rift. Because you earn Auric Cells back, you can always buy the next Rift with the same Auric cells, as long as you finish the Rift. Most people finish the Rift. This equates to a loss of potential income.
If they suddenly removed the Auric Cells from the Rift there would be a hell of a lot of Rage. So they are going the more insidious route, of getting us used to longer and longer Rifts. They give us the carrot with free BP to keep playing it long after we have finished the only part that had any meaning to us. Then with each additional Rift they will stretch the prizes (and ultimately the Auric Cells) toward the end of that two hundred steps. The goal being that not everyone earn all their Auric Cells back, and have to buy more to buy more Rifts.
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Just don't play Killer for now. Or play another game altogether. That is working for me. There is a reason wait times for Survivor matches is going up and why Survivor is rarely getting offered bonus points to que up. Players are aware of the bug and simply are taking a pass. The more take a pass the faster they will fix it. This game doesn't work if there aren't enough Killers.
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764208#Comment_3764208
9 posts total, claiming to be a killer main but also uses potential energy all the time, enough to not even know what it's called in your original post about it. lol
I never called myself a Killer main. I said I play both. Don't put words in my mouth. I described the Perk rather than naming it because I don't assume you or anyone else know what it does. :) Describing what it does is more useful in showing how it can be used against a 3-Gen. But you see, you are one of those people who seems to enjoy complaining about the game rather than playing it. Not getting enough rage on X? :)
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764199#Comment_3764199
Potential energy is an awful perk that can only store 20 charges at a reduce rate, and all charges are lost upon losing a health state. If a killer is patrolling a 3 gen, the perk is useless. Make it so the charges are capped at 90 and only upon going down do you lose them, and I will agree with you.
Killers were worse, those are the facts and are not really up for discussion. What you're talking about is the general feel of killer strength vs survivors, and that is more relative and based on personal experience rather than fact.
It is a workable Perk, and one I use all the time. You see here is the little dance. Nothing is ever enough for you. Someone points out you have a tool, and you immediately complain about it. Somebody points out ugly truths about the loss of modern teamwork in Survivors, and you brush it off. Most GOOD Players play Killer and Survivor. Most GOOD Players know you are just a lot of hot air. The game will never be perfectly balanced, but it is in a pretty good place when bugs aren't shaking the apple tree. I just thinks PLAYERS (not Killers or Survivors) need to be more honest with themselves. You are here to argue that you need MORE MORE MORE! I'm like, when is it ever enough?
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764191#Comment_3764191
Killers were worse back then. You're forgetting the mountain of buffs killers got in 6.1.0. Kicking speeds are faster, stuns are shorter, hit cooldows is shorter. Bloodlust timers have changed. Gens went from 80 to 90 seconds. Pain res was added, pop was buffed, corrupt intervention was added, no way out was added.
To say the game has not changed to the point where it's incompatible to compare it to dbd from 2018 is not a good faith argument.
Also, despite what most killers think, the 10 seconds base kit bt changes nothing in 90% of circumstance unless the gates are open and the hook is right next to the open door. I've seen every killer count to 10 and then down the survivor if they realize off the record isn't in play. A survivor has to run to a window within that 10 seconds and force the killer to m1 them with the endurance still up to get any value, but since maps are getting worse, finding a pallet or window within 10 seconds of your hook is almost impossible since you most likely used those resources while looping before you went down. Borrowed time the perk is still required to have any sort of fighting chance off hook.
I'm not forgetting anything. I was there. Killers were NOT worse back then. Killers are about the same today, give or take a few with more options than others. The only thing I have noticed change over the years is the teamwork of Survivors. That's it; that is all she wrote. There are more options now for Survivors to break 3-Gens, avoid tunneling, less camping, and all sorts of other stuff. Much of it doesn't get used, but it is there to be taken. I think the best example is the DEV creating Perks specifically to break 3-Gens, by letting you store that energy so that when you get run off you come back and haven't lost any. Nobody took the Perk. It was the perfect counter to the 3-Gen, but nobody would take it because they liked their other stuff better. Instead they whined and cried about 3-Gens (which Survivors build not the Killer) until the DEV got so sick of listening to you they put kick limitations on the Killer. ;)
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764142#Comment_3764142
Having an endurance effect that deactivates after 10 seconds doesn't make up for systematically reworking every map into small square deadzones. Defending yourself from being tunneled while you have 1 pallet between 2 trees and nothing else for a mile gives survivors (and killers) zero meaningful skill expression.
Again, I want to point out that people didn't even HAVE the Endurance effect for many years. We got by. More, more, more! You have to do MORE for us. How about you do more for yourself? I play Survivor both as a SWF and Solo, and somehow we managed to escape (and with more or less the SAME metrics we see today). How is that? How did we manage with less? Are you arguing Killers were worse back then? Or, as I might suggest, Survivors rose to the occasion and used aggressive team tactics to protect that unhook? What I see today far more than I ever did before, is getting unhooked with the Killer plainly in sight, my rescuer unhooking and vanishing in a twinkling to leave me unprotected and the only valid target for the Killer, people rarely taking protection hits, the unhooked Survivor getting YELLED AT in after game chat because he/she didn't use their Endurance to body block for the person who unhooked them in the presence of the killer, and so on it goes.
I could write a novel about the bad, entitled Survivor play I see as Killer and suffer through as a Survivor day to day. The Killers weren't worse back then. The Survivors did what they had to do and played better. Now they are so used to base kit protections and perks that they don't do jack for their teammates. In fact, most of the kills I get are because of the Survivors screwing over their teammates. If I saw GOOD Survivor play on a regular basis and this was a problem then there might be something to talk about. But since Survivors don't even pay LIP SERVICE to classic basics, this is a red herring.
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@Krazzik said:
I don't mean for this to be an us-vs-them post, I just notice that gen slowdown got a LOT of hate and pushback until most of them were nerfed. Many killers moved from multiple slowdown perks to multiple aura-reading perks, and now aura-reading seems to be going through the same thing, there's a bigger uproar and a bigger push to try and get BHVR to nerf these perks.
I ask what perks can killers use that won't be branded as 'crutch perks', 'making the game easy' or just generally accused of getting killers to a higher MMR than they 'deserve' to be. Chase perks I guess, but STBFL got heavily nerfed after complaints, and Coup sees the occasional nerf request.
You are allowed to use anything you want. My suggestion is to ignore anyone who rudely decides to tell you what you should and should not be playing. If the DEV put it in as an option, it is fair game. If there is a problem with it they will eventually adjust it or remove it. As others have already stated, it doesn't matter what you run. I've run PERKLESS and been accused of being carried "somehow" so it has nothing to do with the state of the game and everything to do with the lack of manners on the part of the people pushing back against you.
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@Peanits said:
We definitely see the frustration it causes and have shared it with the team, and we agree that it doesn't feel great to have teammates abandon you. I'm afraid I don't have anything more concrete to reveal at the moment, but I'd like to be open about it regardless.
It's a tricky problem to tackle since even if the option was removed, there are other ways to quickly get out of the match, such as running to the Killer after being unhooked. Ultimately if someone refuses to play the rest of the match, we can't force them (in a literal sense, they could walk away from their system and still leave the team one player down).
That's not to say that it can't help, of course - making it more inconvenient can be the nudge some people need to finish out the match - though it wouldn't get rid of it entirely.
Hopefully this sheds a little light on it, and please by all means keep the suggestions coming!
Sure you do. Remove the ability to attempt a self-unhook short of a Perk like Deliverance. That way they stay on the hook until the end or the DC and give their team a Bot. It is a simple, fair solution and would not take much coding. Nobody relies on the 4%. I don't recall the last time I saw anyone using Slippery Meat. Make self unhooks entirely Perk based, otherwise you wait for someone to unhook you or until you die. Just like any other DC you can depart the game.
*If you want to be NICE you can simply remove the lockout penalty for those that DC on the hook. I don't see that as necessary but you could do that. A Bot is better than nothing. Time on the hook for other Survivors to do things is better than nothing. If people don't want to play the game, they should not que up. The time it takes to die on the hook is not unreasonable.
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@Yggleif said:
I know what I'm about to ask is probably going to get some strong reactions but on the topic of the gen bug where if one survivor dies and leaves the game the next gen completed counts as 2 gens, would it be crazy if that stayed in the game in some version as an anti-tunnel mechanic?
It hasn't cost me any games as killer personally and as survivor it really only makes a difference in games where one person gets hard tunneled out early on. If they made it where it only did it after one person died it could be a genuinely good mechanic to dissuade tunneling. I thought killer was going to be unplayable with this bug around but it really isn't if you ping pong between two survivors and spread pressure by the time a survivor dies it doesn't really matter if you take a gen away or put another way any game where it matters you were probably going to lose anyway. Because from my experience it only effects killers trying to hard tunnel one person out while running a bunch of gen blocking (deadlock/grim embrace/DMS) perks which isn't any fun to go against anyway.
It would be a poor design and as others have pointed out, would lead to a rapid drop in Killer players. There are plenty of tools in the game already for the Survivors, as a team, to make use of in regards to tunneling. Most of these tools weren't around for years and teams managed to get by. What I have noticed is that every time they add another base kit or perk option against tunneling, Survivors become more and more self-oriented. They don't go out of their way to take chases, hits, or play much as a team. It seems as if most Survivors today feel that the Killer should be chained to a tree so they can run around it taunting. How is it Survivors got by without all this help before? Why is it no matter how many things they add, Survivors just demand MORE? For the record, I play both Killer and Survivor. I've been around since year three of the game. I don't have many posts here because I came to find out about the Generator Bug and created an account to comment on it. Survivors already have MORE THAN ENOUGH to deal with the things Killers throw at them. At this rate, Behavior better get cracking on improving those Bot Killers because something will eventually give.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764120#Comment_3764120
Man, it was a joke. lol.
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764120#Comment_3764120
Man, it was a joke. lol.
Ah, my apologies then. I took you literally.
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It also bears mentioning that a Team of Survivors can simply manipulate the outcome by having the first of the four suicide on the hook and immediately leave giving a 2 for 1 on every Gen. Normally the 1st Gen will have popped before or about the same time as the first hook. As long as 1-2 Gens are done before the suicide, it all but ensures a rapid roll of the Killer. Hopefully this is a bug. If this is a preview of a future mechanic, I would only point to the growing wait times on matches as Killers are stopping playing already.
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@Aven_Fallen said:
From what I understood, not sacrificed, but leaving the Trial after dying. So if Survivors stay around until the end, nothing changes.
Anyway, this is actually a useful Anti-Tunnel Mechanic. The best and probably only useful they ever implemented.
Except that Solo players don't stick around when they die. They move on to the next match. I stopped playing Killer yesterday. No one was tunneled. No one was camped. But the people who died, left. Thus the Gens started popping at accelerated rates. It isn't an anti-tunneling technique because it isn't based on tunneling. It is based on the Survivor not sticking around in the lobby. It doesn't care if the person was tunneled or not. It needs to be fixed and pronto.