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SabunoHakia

SabunoHakia

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  • @RenRen said:

    I sometime feel like whispers should be basekit but obviously slightly nerfed.

    Yes it should within a 15 meter radius but doesn't trigger if in a locker as this would cause a problem.

    Been running spies in the shadows on the killer's I have it on thankfully this solves my problem at the end but I hate being forced to use it.

  • @TunnelVision said:

    https://forum.deadbydaylight.com/en/discussion/comment/2558765#Comment_2558765

    lol You can demand all you want it won't do anything at all.

    I know that lol. But I figured to just hope you know? I swear I keep getting myself stuck in sessions with 2 left and neither willing to die for the other, so I literally try to have them sell the other out and left the one who sided with me so I can end this live. But one of them had the nerve! To try and take the map they offered me back by pointing behind me while they sat there spamming heal and not doing the door so I hooked them out of aggravation of having to wait another dang second.

  • @Bran said:

    Loops should probably get a change. Really is no fun having to chase a survivor around a wall or pallet. The only way your getting them is with a few selection of perks, bloodlust, or they make mistake. Even then it's still give or take.

    It's really easy to force a mistake by a survivor with a bit of pressure and practice I do it often as the pig.

  • @greed23 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2549660#Comment_2549660

    "Ruin is bad because BHVR made a perk that gives you a built-in map."

    I was a Red rank 1 killer before SBMM. Rank was kinda meaningless, and that's why I had more fun back then- it was a mixed bag. Nowadays, High SBMM is like old Red Ranks on crack. That being said, no, ruin still gives you a ton of value.

    Yeah if they don't spawn on top of it. Other wise yes.

  • @GodSpeed_CDN said:

    Instead of teleporting a hook, which would look out of place, I'd say the more time the killer spends near the hook, the more bloodpoints he loses at the end of the game

    This way they don't pip up and waste their time playing sitting bored land.

  • @MrCalac123 said:

    They have consistently proven they are unwilling to change anything that would bring down Survivors and the power they possess, and since RPD still exists I doubt we are getting any meaningful map changes for a few years.

    RPD, on any killer even Trapper I do amazing I love that map as a killer. Don't take my favorite away.

  • @Morpheus_7_ said:

    i switched to ps5 dbd version and lost all trophies! let me explain: it is as if they were 2 separate games! it happened to someone! I was missing 2 to platinum it!

    Put on your PS4 upload trophies to the PSN cloud, they will still show as PS4 version but not PS5 as you need to get them again for the different version. Not hard actually I am nearly 50% done already again. Trophies are pointless.

  • Stridor should counter this and reduce the effectiveness of IW by the respective amount but we all know BHVR stopped with perk counter perk, so Perk VS Perk and then skill comes into play isn't going to ever change. Why? Because people whine and complain to much saying nerf, delete, remove, never adjust, balance add a counter to it or improve something else to make it not as appealing, their are a multitude of perks that are garbage and BHVR isn't going to bother with it anytime soon. Unless you know, open your wallet.

  • @indieeden7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2558768#Comment_2558768

    Trust me, it really won't. You obviously don't know how bad the game was for killer on release.

    I would be okay with a 5-12 meters being fair as I would use it when I do SWF with family.

  • @YOURFRIEND said:

    I think he has one of the best Moris in the game, but yeah. The antidote is mostly worthless.

    Makes me a tad sick that he sucks on the finger but I suppose my friend is the problem with it. But I expect more of a circus vibe.

  • @KnotEnthusiast said:

    Kill rates for most killers are well above the 50% threshold, so clearly the game isn't super survivor sided in all games. Learn to run tiles correctly and you can get all non-long walls out of the way in 20 seconds or less. DH for distance is annoying, but it's an exhaustion perk, it's supposed to be strong, just like sprint burst.

    In short, git gud.

    Yeah, if you get the rare actually good killer not the potato ones and if you say that killer's destory randoms well no crap they potatoes too because every match I do except for obvious SWF one person is ALWAYS RUNNING AT THE START lol. First to always get hooked. Simply look at patch history of survivor's and killer's to know the true side.

  • @indieeden7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2557501#Comment_2557501

    Have you seen the upcoming patch? Please don't make out that the devs hate killers when the game's updates clearly prove that to be entirely false.

    One buff to the killer side in how many patches doesn't count as they love us all that much. I could read a list of the buffs and nerfs that both sides have and it will read very very one sided.

  • @TunnelVision said:

    Always love a post that says 'I demand'

    Well after I felt like letting them go for a good whole 15 minutes nearing the 30 minute mark in total a match totaling nearly two hours. So yeah I kinda do demand I don't deserve to be held hostage as a killer by survivor's, they get enough handouts when it comes to easy times.

  • @Hippie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2557512#Comment_2557512

    Exactly. SWF should be closer to the level of solo queue, a.k.a. brought down to the same level. SWF is very strong and I honestly believe solo queue is pretty balanced, so why would we be buffing perks and mechanics for solos to be at the same level as SWF, when SWF is not balanced for the game in the first place? Wouldn't that make solo queue unbalanced and just as bad as SWF? Do Survivors in general really need buffs? 😂

    https://forum.deadbydaylight.com/en/discussion/comment/2557501#Comment_2557501

    I would honestly say that most Killers are in a good place. If they buffed most Killers to deal with SWF, they would be far too oppressive in an average solo queue. I really can't say what a good fix would be but it sure as heck isn't buffing solo Survivors to be on par with SWF. Solos are in a good place right now and giving them anything that SWFs have (basekit Kindred, aura buffs that SWFs would already have access to, e.t.c.) would be awful and completely unbalance solo queue. I shudder to think of playing Killer and having to deal with SWF-level solos every game.

    Agreed.

  • I DIDN'T EVEN GET 4 PIPS MY LORD I AM TIRED.

  • Hexes are Obsolete and I will never change my mind on this. It's why I don't care for any of them.

  • @meatisadelicacy said:

    And then on indoor maps, they're almost impossible to find, even with Small Game or any other perk to find them. It's almost like they're high risk, high reward, except you just want all the reward. Not to mention the corn maps that are almost invisible, and I rely entirely on HEARING them to have any chance of finding them.

    There easy to find on all maps except for RPD. I had ruin for 1 whole minute in game against a group of people with out small game and with out a map or any form of finding it. Why? Because the damn thing was right next to a gen...

    Always wonderful when I try a new build to actually utilize a hex but goes out the window in mere seconds.

    20211012_003627.jpg


  • @WaveyTrey said:

    Have you noticed no matter what killer is added the problem stays the same?? Because it isn’t killer that’s the problem. It’s survivor! The devs won’t rework survivors because S Mains complain too much. Survivors complain about the “Big Three” (Nurse, Blight, and Spirit) because they’re the only killers mobile/nimble enough to keep up with them!!! That’s the truth!

    Solution? Remove Bloodlust entirely. Give survivors a stamina bar! Rework Exhaustion!

    Basically whenever a survivor is running, or performing a rushed action their stamina bar gets consumed. Once it’s fully depleted the survivor suffers from “Exhaustion”. Meaning they can’t used rush actions, or use exhaustion perks again until their stamina replenishes fully. Exhaustion perks will activate if you have any stamina left; However, the perks consume all stamina you do have. Applying “Exhaustion”. Meaning if someone used Balanced Landing with full stamina they will get that ridiculous head start, but now they’re sluggish at the insane tiles they always lure you towards. This pressures them to use the surrounding pallets to get away. Not to dance around insane tiles and pallets all day, running the killer for 5 minutes (This shouldn’t be possible!!). Sitting still, and crouching replenishes stamina quicker. Survivor perks like Vigil, Urban Evasion, and Fixated can be reworked to replenish stamina quicker under a given circumstance. Upon getting hit survivors get a burst of adrenaline. So some of their Stamina returns, and exhaustion is removed. This is to be fair to survivor so they can escape a killer that is persistent on downing them. This also works with Endurance. You can replenish stamina by taking more hits. I know… Even if players can now Smash Hit, Dead Hard, Balance Land multiple times under certain circumstances... The consequence is eventually they’ll receive penalties to their rushed actions! Rework Adrenaline so that it is the only “speed burst” perk that will refill your stamina bar fully with an added health state. As opposed to consuming the entire stamina bar like the other “speed burst” perks do.

    Killer now becomes a matter of exhausting survivors to catch them easier. Killers must pressure survivors to rush until they’re too exhausted to rush anymore!

    Survivor becomes a matter of managing stamina reserves to keep themselves from getting caught. Even if it means using additional health states to replenish the stamina to do more rush actions. Extending chases this way. As opposed to the busted exhaustion system that lets survivors loop killers for days..!

    Like it, in a way but I know this will never happen.

  • @meatisadelicacy said:

    https://forum.deadbydaylight.com/en/discussion/286634/remove-sbmm

    I've been playing with people who are newer to the game, and just like a couple years ago, the match making heavily favors the killers. We can't get three gens done most games. It always makes me laugh that killers complain so much about match making when they get a lot of easy wins from it too.

    Have you ever gotten a perk? Because as Killer main I can promise you that if the survivor's you are with are garbage then yeah killer sided but the groups I get as a survivor when I do SWF with family and randoms the game is always survivor sided and I have to bust my A to get kills as a killer, hope them boons aren't going to make my job harder oh... right😉

  • @I_am_Negan said:

    If you want to fall back in SBMM let the survivors escape. More relaxed games

    If you want higher SBMM keep killing. Stronger teams.

    https://us.v-cdn.net/6030815/uploads/UWEHJ7QBXRDA/image.png

    And your grade doesn't count for match making it's a reward at rank reset

    Sad that it is not based off the damn system that grades you based on pip system that seems more skill bit hey they half A there job.

  • @Sakurra said:

    Noed is fine. This hex punish survivors for gen rush.

    Agreed. This allows for chases and other things to occur which the killer needs to actually pip up which oddly the new mmr system isn't based around but you know escaping and kills..

  • @Hippie said:

    I don't think Head On needs to be changed in that way at all. It's not meant to be a free pallet stun for your teammates to use while they're being chased... it's simply a niche exhaustion perk for Solo Queue that is fun to use and strong when you pull it off.

    The last thing we need is for Solo Queue to be buffed to the level of SWF in any way, shape or form. And I mostly play solo queue Survivor! We need SWF to be brought down close to the level of Solo Queue if that is possible.

    That would only be possible by buffing killers which we know BHVR sure as heck does their best not too.

  • @Patokiller said:

    That´s it. BHVR did a terrible job with Haddonfield and RCPD? Yeah! They will fix it? Probably no. And so I beg: Remove the map offerings and stop this nightmare to being sent to Haddonfield by SWFs in 5 of 10 games making me lose alot of time quiting and restarting the game when I don´t wanna play in this maps OR having a terrible surprise when I´m not in the front of my PC in the moment that the offerings are revealed.

    So I have to endure the same maps again again? No. No thank you.

  • @Trwth said:

    I think that's a wonderful idea! Around 20m should be a good enough range.

    Why not make it global oh yes. 20 meters is ridiculous in this game that's nearly the whole terror radius in most killers 5-10 meters if fair but I never seen a suggesting fair from a survivor main mostly likely.

  • @wisdomwielder said:

    Big buff to solo q while keeping the perk mostly as-is:

    "When Head-On is ready, teammates within a 30m radius see the aura of your locker."

    How about no. Your job as a survivor is already easy enough.

  • @Falkner09 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2551450#Comment_2551450

    This. Separate ranking for performance as each killer was really all the old system truly needed, though a few other minor tweaks could have improved it as well. This "new" system is actually one the devs mentioned as a failed prototype back in like February or so. It was mentioned in another Q and A stream around that time they planned to scrap and rework. Yet now, here we are. Except that they also dropped the plan to have separate ranking for each killer, deciding to average them no matter how well you do with Spirit vs. Clown.

    So they actually downgraded a system that they decided was a failure already, then launched it.

    They should have gone with separate rankings for killers as this would have been a better fix as I play pig mostly

  • @ReverseVelocity said:

    https://forum.deadbydaylight.com/en/discussion/comment/2557333#Comment_2557333

    I play Blight, though. I just can't stand Tinkerer on him (or pretty much any killer).

    Agreed lol. When I am on survivor.

  • @ReverseVelocity said:

    I personally don't mind Blight, he's strong while still having a good amount of counterplay.

    Tinkerer Blight on the other hand, oh boy, that makes me want to leave the game. A Blight being able to be told exactly when to force survivors off of a gen and regress it with Ruin or Pop endlessly is pretty broken.

    Ruin on a blight is dangerous if it isn't immediately gone, but a pop with dying light is dangerous, but most don't understand he is damn different and difficult to play and should play him before not understanding his gameplay

  • @Pokino said:

    Blight doesn't need a power rework, he needs an addon rework, because he has very powerful ones, even broken. When a killer is strong without addons, devs please, be carefull designing addons for him.

    A 100% pure skill killer is op with out addons so yay you get boons rework him no boons.

  • I'll wire in for 600 mbp lets see if it's still me.. hmm I'll let you know in a few matches.

  • @Seraphor said:

    Oooh you mean lag.

    You lagged.

    Yeah I lagged with a 200 mbp connection. Yeah Premium gaming connection I lagged. Maybe back when I was 13 and DSL was a think and American Online was you know popular with dial up sure. Yeah I lagged. I WONDER if I lag on other games? Hmmm. Nope all good. Must be me.

  • You are wiggling out your literally a bit away from the hook you should within a second be free but all of a sudden he and you lunge to the hool and he throws you on it. Literally up to that point no visible lag, nothing no pallets, no vaults no swinging, no random teleport from the killer and hitting you. That is the crap I speak of.

  • But then totems would be too hard for the survivor's!! Oh actually doing anything other than gens is taboo and anyone suggesting otherwise should be burned for their beliefs but yeah don't expect this to happen but I feel you I do.

  • Just add the addon reverse teleport but with a bigger recoil if failed hit as her base kit. I do better with 1 blink over two anyway.

  • @Seraphor said:

    Unhook a Survivor who unhooked you earlier in the trial, do this 10 time(s). Must unhook them safely.

    This challenge is seriously overtuned. This scenario only presents itself every 5-10 games, and then that's just one time. You have to do this 10 times! That's an average of 50-100 games to complete this challenge.

    First you need to be hooked early in the game. So great, you're throwing the game for starters. (either that, or it's a challenge that rewards the worst player in the game)

    Secondly you need to quickly heal up and be ready to rescue the survivor who rescued you, because chances are they're going down next, and if you're still injured then you're probably not going to be in a good state to recue them. So another survivor rescues them instead, and there goes your shot, next game.

    Then we have instances of being camped on first hook.

    Not only am I rarely the first survivor hooked, but even when I am, I'm either camped, left to die, or I'm not right next to the guy when they get hooked and someone else steals it.

    This challenge should be a high level challenge that awards 60k instead of 45k, at the very least. Or it should be reduced to 3 times instead of 10.

    Alternatively, allow it to work in reverse as well by changing it to "Unhook a Survivor who also unhooks you in the same trial" This way, you at least don't need to throw yourself at the killer right away for a shot at it.

    Considering this isn't the first time this challenge has reared it's ugly head, this would be my feedback for when you inevitably decide to bring it back in a future tome.

    Did this last week in 5 games with borrowed time. Wasn't hard but for newer players with out BT. Yeah def over the top.

  • @90bubbel said:

    (unable to find the clip by itself so here is a response tweet) But after 2 years time of, massive amount of cryptic ######### with no substance and excuses, this is what it all comes down to, only kills and escapes matter for the mmr.

    https://twitter.com/SoulfuryTTV/status/1446182140249522180

    I think it needs to be based off their whole thing all the aspects, heals, saves, kills. chases, etc this seems like they are being lazy and just sloppy. I think this company having a successful game has given them a big inflated fat head. Because that's not how they did the pip system and clearly the way they did the pip system would make a more balanced way of matchmaking.

  • @Sluzzy said:

    Why?

    Devs, nerf him please. He's overpowered and he's played every single match. We need variety. Blight is not balanced for fair and balanced matches. Folks are tired of him, giving up on hook, and there is no Hope against him. I'm playing solo, why am I even seeing him? MMR is also broken because I'm supposed to have matches where a 2E is a possibilty. There is no possible way to have a 2E against him unless there is alternate ways of escaping. Wait, keys are being nerfed?

    Either buff survivors and the perks or Blight should be looked at and nerfed accordingly. The game is really getting boring.

    Have you played blight? If not your looking at 100% blight mains your asking to nerf his actual kit, his addons literally everything. You need to play him then talk about how their is no hope these are people who have played and practiced their butt off and you want a easier win for ffs? My god.

  • @ASurvkillivorer said:

    Hex Plaything is complete broken trash on Pig. Unreasonably powerful against survivors not on mics and probably even when on mics. Almost like the Blood Favor Trickster pallet thing. They did not think this through and the result is that perk is SO effing strong on her that it damn near makes her top tier tunneling MACHINE.

    Strat is simple. You get an active trap on your head you are SCREWED. Make this an indoor map on top of it? LOL. You are forced to try to get this trap off of your head with ZERO chance to defend yourself because you can't hear her coming and have no idea if you're running TO HER. You are literally forced to put yourself in places she knows to check with ZERO gameplay elements to use in your own defense. This is what people ACTUALLY mean when they say Spirit took away gameplay. There is literally no choice here other than PRAY she doesn't come. When she will...her whole GD build is centered around this. I hope anyone opposed to this actually takes the time to think about what that actually means.

    You have a totem that prevents you from hearing the killers TR. You are injured, you are now forced to search boxes with NO WAY of knowing if she is standing RIGHT there.

    I've seen this 3 times in the last 24 hours.

    Pig was in a bad way now you wish for my main to suffer again? I should probably just main Leatherface and just facecamp a whole year in a odd but weird way of complaining. There is a 100% chance of getting the traps off but some how your doomed have you actually played the damn pig before the possible new addons for the pig? Let me guess survivor main?😏 how much play time do you have clocked?

    Cleanse the totem like all other survivor's the game mode isn't just supposed to be gens because you can't get pips by rushing gens.

  • @Seraphor said:

    Has anyone heard of this phrase before? Lunge Lag Hooking?

    Well I sure have seen this phrase happening far too much where in other instances it NEVER HAPPENS. Seems to happen a lot on bad killers and special situations when the killer is losing but that is my experience.

  • Awww I thought I was Special.

    @AGM said:

    We all know about the bump.

    NOOOOOOOOOO!!!! WELL DRAT. Mann hard times for me once more my OCD isn't Special after all. Rofl.

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2550210#Comment_2550210

    Right... because I spent millions of blood points on multiple survivors just to keep a permanent anti totem build in every match I ever play. I guess I should also bring a map every match too and make all the points I spend on other items worthless. Unless you're doing SWF and can have someone on the team be on totem duty then its always taking a risk on what you will be playing against.

    That's a good way of thinking don't run one perk in your build for finding TOTEMS. Because I usually run dark seal, when you have a map and noed hits and you realize you should have at LEAST looked a bit more than you know gen rushing I win <3

  • @FreshCoal said:

    https://forum.deadbydaylight.com/en/discussion/comment/2547035#Comment_2547035

    Dull Totems are not an objective, generators are. I'm not saying I like that, but that is how it is. You seem to not want to bring up that you can easily lose a game by just doing 5 dull totems and then find out that the killer didn't even have noed. You also are afraid to bring up that it can guarantee terrible killers a free kill on a survivor who should have escaped.

    Just because you feel like the game is balanced around Soloque doesn't mean SoloQ is hell on earth with 0 communication with your teammate who you rely on. Most good players play with their friends, and that will never change unless they completely remove SwF from the game. Which is never going to happen.

    1) No, you should not be forced to run a perk, especially since the best totem counter perk is a teachable (detective's hunch) and new players wont have it. And don't bring up killers being "forced" to run slowdown perks, because I also agree that it is dumb that killers have to do that too. Being forced to run perks is an issue, don't just accept it and tell other people to fall in line.

    2) The NOED totem can easily be right next to the hooked survivor, or extremely hidden on a large map, and if you are already down 1 or 2 teammates, and your last teammate is on the hook, good luck getting that totem. A lot of killers with m2 powers can easily hide their noed until they are able to snowball next to an exit gate.

    3) So ruin needs a buff? My argument was that getting at least one free kill is at least worth a single perk slot. Yeah, obviously 4 perks is better than 3 but saying you only have 3 perks when you are running noed is like saying you only have 3 perks if you use corrupt intervention or blood warden, which is a completely ridiculous argument

    4) I swear you are just ignoring my argument at this point. I don't not cleanse dull totems because "i'M lAzY", its because it wastes SOOOO much time that you NEED to use on generators to escape. Games against really killers are often very challenging, and there is ZERO time to do 5 bones across the map which can easily take upwards of 2 minutes, which is one and half generators.

    The bottom part of your post is completely ridiculous and leaves out all of my arguments and you just beat up a strawman that you made yourself. Personally I don't care if I go down to a good killer who has noed, the issue is with ######### killers that could never down me for a million years suddenly get a speed boost and you get one shot. Not to mention trying to take a hit for my injured teammate only to find out that he has noed. I don't understand why killer mains get so angry when survivors do their only objective. No, actually, I dont need to spend 3 minutes doing bones just to find out that you didn't even have any hex perks. What a boring waste of time.

    I know that you like to ignore my arguments, so I'll spell it out for you right here:

    1) TERRIBLE KILLERS SPAM NOED IN EVERY BUILD BECAUSE THEY CANNOT GET A KILL WITHOUT IT

    2) YOU CAN EASILY THROW A WINABLE GAME BY CLEANSING 5 DULL TOTEMS

    3) NOBODY SHOULD BE FORCED TO RUN A PERK BECAUSE YOUR PERK FORCES ME TO RUN ANOTHER PERK. THAT IS TERRIBLE GAME DESIGN

    4) TALK ABOUT MY PROPOSED REDESIGN OF NOED AND ATTEMPT TO EXPLAIN WHY IT IS A BAD REDESIGN

    Thank god Mandy isn't in charge of perk balancing, things are already bad enough.

    No their a side objective, please ignore them. Then I can run, let's say Ruin, Blood Favor Oh the possibilities when all survivors think about is Gen rushing oh yes. Ignorance is bliss, wish their were more like you. I COULD have a easier time for once.


    TO ALL OTHERS WHO SAY WHY SHOULD I HAVE TO RUN A PERK TO DEAL WITH TOTEMS DO ME A FAVOR DON'T I WOULD LOVE TO ENJOY A EASIER TIME. It would be wonderful for you to have DH, DS, DL and anything else it will be great. Your much easier pray when I have actual access to my hex for more than 10 seconds LOL.

  • @PalletsAndHooks said:

    Keys got a slight nerf with a delay in opening a hatch, however, it is the hatch that was nerfed. This keeps keys relatively in the same spot they were before this announced upcoming change. For what reason the hatch is being nerfed is still unknown to me. This change is a detriment to the state of the game for the following reasons:

    1) Once the killer kills off the first survivor, the game begins to derail. The absence of the hatch means there won't be a known possibility of escape for the remainder survivors. As a group they have no choice but to work on generators or wait for their team to continue to die off in order to escape. There is no incentive to unhook during the late game, rather, there is a greater incentive to keep another survivor on the hook, so that their death is expedited.

    2) Once killers catch onto to this new meta, there will be a massive increase in slugging behavior. Killers now have complete control over if a survivor has the conditions for escape. When the survivors begin to fall behind on generators, slugging becomes incredibly fatal. There will be a massive increase to 4K's overall.

    3) At the same time, disconnecting will likely spike up again, irrespective of the consequences. Nobody particularly enjoys slugging, and although there are perks directly in response to slugging, it will not be fun.

    4) Keys have not been "fixed" as a result of this upcoming change. Once the update is live, keys will be a symbol of toxicity between survivors and any killer will know to slug once they are able to get ahead in the trial.

    In conclusion, it is easy to find these pending changes to be short sighted and a detriment to good sportsmanship and team conduct. Without an accessible alternate means of escape, there is only one objective available to more than one survivor. Without that same accessibility, final survivors may be denied the hatch via slugging, or they will deny their remaining teammates an unhook in order to secure the conditions necessary for the escape.

    Do gens or die. Keys are toxic. Hatches will be slugged. I fail to understand the dev team's changes. It appears to me that stripping conditions of victory from the survivors is a counterintuitive approach to finding a solution that works. Solo queue will suffer immensely and SWF will undoubtedly come up with clever workarounds, such as disconnecting, in order to relinquish this kind of control from the killers.

    While many, and myself, have a sound suggestion for the dev team about keys, it appears these suggestions are going to be otherwise ignored in favor of a fundamentally flawed change to the hatch that simply does not address the complaints warranted about keys.

    Thank you.

    If solo que suffers because you didn't have a key? Maybe you should consider more practice and getting better I won't lie my family SWF group is a key reliant group I am finally happy that they can't just HIDE ANYMORE you know and let me the one who does most of the work die and just get out of the hatch because one family member is lucky. Being key mineset when rando que is bad.

  • @Bran said:

    That's already how things are now.

    The only difference is now only 1 survivor can take hatch now.

    That is the way it always should have been honestly.

  • @PalletsAndHooks said:

    Keys got a slight nerf with a delay in opening a hatch, however, it is the hatch that was nerfed. This keeps keys relatively in the same spot they were before this announced upcoming change. For what reason the hatch is being nerfed is still unknown to me. This change is a detriment to the state of the game for the following reasons:

    1) Once the killer kills off the first survivor, the game begins to derail. The absence of the hatch means there won't be a known possibility of escape for the remainder survivors. As a group they have no choice but to work on generators or wait for their team to continue to die off in order to escape. There is no incentive to unhook during the late game, rather, there is a greater incentive to keep another survivor on the hook, so that their death is expedited.

    2) Once killers catch onto to this new meta, there will be a massive increase in slugging behavior. Killers now have complete control over if a survivor has the conditions for escape. When the survivors begin to fall behind on generators, slugging becomes incredibly fatal. There will be a massive increase to 4K's overall.

    3) At the same time, disconnecting will likely spike up again, irrespective of the consequences. Nobody particularly enjoys slugging, and although there are perks directly in response to slugging, it will not be fun.

    4) Keys have not been "fixed" as a result of this upcoming change. Once the update is live, keys will be a symbol of toxicity between survivors and any killer will know to slug once they are able to get ahead in the trial.

    In conclusion, it is easy to find these pending changes to be short sighted and a detriment to good sportsmanship and team conduct. Without an accessible alternate means of escape, there is only one objective available to more than one survivor. Without that same accessibility, final survivors may be denied the hatch via slugging, or they will deny their remaining teammates an unhook in order to secure the conditions necessary for the escape.

    Do gens or die. Keys are toxic. Hatches will be slugged. I fail to understand the dev team's changes. It appears to me that stripping conditions of victory from the survivors is a counterintuitive approach to finding a solution that works. Solo queue will suffer immensely and SWF will undoubtedly come up with clever workarounds, such as disconnecting, in order to relinquish this kind of control from the killers.

    While many, and myself, have a sound suggestion for the dev team about keys, it appears these suggestions are going to be otherwise ignored in favor of a fundamentally flawed change to the hatch that simply does not address the complaints warranted about keys.

    Thank you.

    Remove the hatch delay when opening keep all other current aspects with requirements of the key and only one person is allowed out that hatch. Then I am happy. I am done with half the group usually getting lucky and teabagging their way out of nearly 2 of 3 gens.

  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2551681#Comment_2551681

    Pride charm (or any art related content) is done by a different team. They have nothing to do with game design and/or programming. Therefore it is understandable, that charms or cosmetics get pumped out, but fixes etc might need more time. And adding even a single line to an existing code of thousands of lines and commands might accidentally "cutt off the elevator's power supply while turning on the light". So not every simple problem has a simple solution.

    Very true but I don't think it shouldn't have been not already been done it should have gone to the point that it has.

  • @Adaez said:

    If boon totems can be applied over hex totem and completely remove the hex then this will just straight up kill all the hex perks currently in the game.

    With detective's Hunch and a map and small game which most don't use hexes are obsolete as they are currently, my complaint is the fact they can relight these an it aggravates me. Because I have enough to deal with on my plate and the totem notification perk with no audio que makes this even more difficult for me to care enough to bother.

  • @LapisInfernalis said:

    I don't like macro clickers as well, but I never thought that it might be a safety and health issue for some people. This is very important and needs to be adressed SOON. Not in a year. Best would be in the next chapter or the mid-chapter after that.

    Only will happen when someone has a medical issue and then they get hit by legal action watch how fast it gets pumped out. It isn't even that hard or long to code, literally any conpany could have put a 1-5 second delay between the flashing unless held down and let's be honest, it will take someone literally having a medical issue to get this pumped out fast. But that Pride charm was pretty fast in it's release, medical issues for people don't get enough attention it seems. :/ shame. Maybe if the community had more journalists in the forums and they did some work this could be done. Within a week.

  • @LapisInfernalis said:

    That's called hook vacuum (the killer just sliding in front of the hook during animation) and needs to be fixed.

    Yeah that is annoying as heck.

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