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Saitamfed

Saitamfed

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  • @NMCKE said:

    Okay, I'm going to reboot this thread:

    I'm okay with your suggestion since it's nearly impossible to get Mettle of Man, but I prefer protection hits getting fixed and the negative getting removed. :)

    Nah, the aura reveal is not an issue. Because if you're good then is highly probably that the killer leave you alone. But protection hits need to be more consistent. Right now we only know that you're granted a protection hit if you receive a hit when the killer is carrying someone. Because receiving a hit where another injured survivor is near sometimes doesn't grant you a protection score everytime.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/686967#Comment_686967

    Her addons are getting retuned so she will be fine..mettle goes far beyond that one..I'd def suggest a rework..all I'm saying is ignoring hits just simply isnt feasible when gens are not getting slowed..plus..theres end game to consider

    I play the game since "Curtain Call" was released and MoM is not unhealthy, it's just a 4 SWF tryhard team wich makes it unhealthy. Even when two or three solos had MoM was annoying but not broken or unhealthy. The same applies with Adrenaline, BT, DS, DH. The perks itself in an average survivor will slighty help. Even if you're a good survivor this doesn't grant that your tryhard combo works as a solo.

  • WOW. 7 comments on three minutes. It may be a record.

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/685715#Comment_685715

    I believe enduring was changed to not count pallet saves as stuns, so the same could be done to this perk. Besides, pallet saves are very rare anyway and they're easy to avoid.

    They are strange of course, but not in a SWF team. Is like flashlight saves. In a random match yeah, they are but in a SWF team it's pretty common.

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/685631#Comment_685631

    We must also think alike, fellow Ace main.

    I don't think it needs a chase time requirement and giving it a basic cooldown means it could be used with other exhaustion perks (and I do think it should be an exhaustion perk because of the speed boost). I don't think it should disable scratch marks, since it would be very hard for the killer to track you down.

    I'm guessing this is a popular idea because pallet stunning is one of the few actions that doesn't have already have a perk tied to it.

    Lol. I don't really have a main as a survivor, but as killer I use Pig and Spirit, I use Myers sometimes and I like him but his playstyle is a bit boring . Pig is not that strong but I like his playstile. And about being an exhaustion perk. Yes, it should be. And the chase requirement is for making it a bit hard to abuse. You know how toxic some SWF's can be. Imagine that you're going to pick up a survivor and BANG. Pallet to the face, with a bigger stun.

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/685196#Comment_685196

    Ah, it seems we think alike then :)

    I actually considered removing the stun requirement myself. You'd have to use it more carefully if you don't want to waste pallets, but at the same time people would probably waste pallets for the speed boost.

    The stun requirement makes it harder to activate, but the survivor would have more choice as to when to use it. I personally like this more because it allows for more strategic gameplay.

    Ideally you wouldn't want to use it at an unsafe pallet, especially if the killer has enduring, since the killer could just walk around and catch up to you. If you use it at a pallet that the killer has to break, you'll get more distance.

    On the other hand, the killer can avoid the perk activating in the first place, but at the cost of respecting the pallet.

    I've kept the concept of this perk in the back of my mind for a while. Today I was thinking about an idea for a survivor who starred in a survivalist TV show, and I wanted to come up with something related to "fight or flight" to fit the survival theme. Then this perk came to mind.

    Edit: One thing I just noticed on your idea that I gotta disagree with. I think the stun time should only apply to pallets. 7.5 second stun from DS is a bit much, especially since killers no longer have a perk to reduce it.

    Wait. This perks seems exactly the same as one perk that I made. But I added "you don't leave scratch marks for 3 seconds".

    Also, the perk worked in this way. "After 25/20/15 secs being chased the perk activates. After using it, the perk becomes disabled for 40/30/20 seconds".

  • @8obot1c said:

    https://forum.deadbydaylight.com/en/discussion/comment/685203#Comment_685203

    Only good players know how to use blood trail unless you use bloodhound

    Is not that hard even without blood hound. Generally players use Sloppy Butcher wich helps because increase the bleeding frequency and give the survivors the Mangle status effect. Imagine if you combine it with this perk.

    Unless you put especifically that blood trails benefit effect doesn't stack with another perks.

  • I think the effect of bleeding non-stop makes it a bit "OP". You know, bleeding is easier to track than scratch marks and they don't stop even if you walk.

  • Altough I like people sharing their ideas I think this is really a bad one. It has no practical uses. PUBG has a chat in-game as an example and I had to mute it because it's really annoying.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/684132#Comment_684132

    In all fairness, Huntress is carrying a battle axe and multiple hatchets around, while Clown has it easy with a knife.

    Clown is carrying bottles. And actually he carries all of them with him, while Huntress carry some hatchets and she refills them in lockers.

  • I think it will be better if mid vault would be slow vaults. I mean there is barely a difference and it will be better for killers in infinite loops.

  • Well, it's not ridiculous if you do it as a solo survivor. In SWF yeah, it can get pretty ridiculous.

  • @DocOctober said:

    @Leonardo1ita Are we talking about the English Dead by Daylight Wiki or the Italian one? Because I think the Italian one hasn't updated that information in a very long time.

    Are you back? I missed your comments buddy.

  • Well, I think it needs some kind of a buff. I mean, yes, recovering from Dying State at any point is not a bad idea (on paper), but the truth is, the killer hardly will let you stay on the floor, specially because he knows from the start of the match that you're running it. I mean, bad killers (level 20) could commit that mistake, an experienced killer would not. And having a teammate running "No Mither" is hard when the killer has Thanatophobia because that means you have a speed penalty in all the game.

  • @DonnieTheZombie said:

    https://forum.deadbydaylight.com/en/discussion/comment/679100#Comment_679100

    Thank you. Despite it being a "4v1" every survivor has the sole goal of surviving, so if im playing with potatoes just because I have this or that perk MEANS i HAVE to literally kill myself? For someone who will go down instantly even if i sacc myself? No.

    Whys it so hard for people to just say normal ######### like that.

    You're welcome.

  • @Cymer said:

    Do I get this right? Had Deliverance up the entire time but let all your teammates die? You could have taken a hit or two, even a hook to buy your team some time.

    Playing like this is like a killer complaining about NOED didn't go off...you get value out of the perk, you alone are to blame if you cannot capitalize on it.

    @Cymer So basically as a survivor he needs to get hooked by the killer because he has a perk who gives him a free escape? Is like you say "Had MoM and didn't take a hit for your teammates?" and it's ilogical. The main goal as a surv is to survive, if he didn't try to rescue, or he did but his teammates are a bunch of potatoes is not the issue.

    About the "comparation" you tried to make. It's simply ridiculous.

    You as a survivor needs to use your perks in the way who benefit you more in order to survive. Being hooked even because you have deliverance, doesn't benefit you. Why? First, the killer hooked you once. Wich means that you have only 60 secs of the struggling phase. Second, it's risky, because you can't unhook yourself in the second phase and you are trusting that another survivors will rescue you, another survivors who will try to survive as well and if they don't want to take the risk, then they won't do it.

    Having a perk doesn't mean you need to risk using it at the moment because you have it, wich I won't because it's my perk I BRING IT and I deceide in wich way it benefits me more. If I don't want to take a hit even with MoM active, then I won't. You are implying that a survivor needs to be altruistic when they just need to escape.

  • @Jack11803 said:

    https://forum.deadbydaylight.com/en/discussion/comment/675618#Comment_675618

    https://forum.deadbydaylight.com/en/discussion/comment/675607#Comment_675607

    They also sabotaged his parachute. Among other things. Plus drugs can kill, they don’t know what he has for conditions. But yeah, in one of his newer cosmetics it mentions they messed with his chute

    Yeah they can, but it wasn't the main goal. Meaning they didn't want to kill them. Of course if a joke went bad then maybe Wright could end himself being killed.

  • @Jack11803 said:

    Maybe we’ll learn more ways Dwight’s coworkers attempted murder?

    I don't think it was a murder attempt, maybe they just did as a joke about he waking up in woods, disoriented, you know, something to laugh about in the office, but as far as we know, the entity picked him and nobody saw him again.

  • @Star99er said:

    Not really it takes too long hence why insta is being used more. I imagine inner strength will be the substitute for self care once it comes out.

    I don't think so. You depend on totems for using inner strenght wich may not be available because some other survivors will use the same perk or those survivors are just doing totems.

  • Demogorgon is neither broken nor OP, his lunge attack is easy to avoid and, I still didn't learn to teleport so I can't say much from the killer's side. As a survivor it may be hard to avoid the lunge unless you're looping. Only if it's a long loop, meaning a section where they need to run straight, so the lunge can work in those.

  • @DeadbyDeathGarden said:

    https://forum.deadbydaylight.com/en/discussion/comment/670856#Comment_670856

    Rank 3 does mean your good. You have gotten through seventeen ranks against harder and harder killers. This is not fair.

    Well, I was being sarcastic if you didn't notice.

  • Yes. I don't see a reason why not. After all the rank doesn't mean you're good Right? :P

  • @Frosty said:

    https://forum.deadbydaylight.com/en/discussion/comment/669711#Comment_669711

    I've only ever had one game that was bugged and required a restart and that was quite some time ago. Other then that I've never had one crash or had terrible connection issues or any of these other excuses.

    I personally feel if you are playing an online game with poor internet you are doing everyone you play with a disservice and maybe they deserve an hour block after ruining a game for 4 other people.

    I went out and bought a seperate, high performance router/gateway/bridge so my ps4 connection wasn't based on its whimpy wireless card, rather hardlined into a dedicated wireless beast. It made quite a difference.

    Letting the people who cause problems get away with it because maybe once in a blue moon it wasnt actually their fault is not acceptable.

    I would love to know the numbers on intentional DCs vs forced ones. Im inclined to think a vast majority are just d!ck head's choosing to leave.

    But thats just my opinion

    Well, I had a lot of games with the infinite loading screen and had to restart. Also, games where I was bugged and the killer could not grab me and I was not able to move so I was forced to DC.Sometimes net issues in the case of poor countries.

    I know having 5 games as killer where a single or two survivor DC is frustrating, but sometimes there are reasons so you can't make a "DC = Ban" because that's unfair when people didn't make anything wrong.

  • Well, the perk encouraged tunneling the obsession, maybe for old players (as me) it's fine but as the new chapter is comming and, some new people to the game. And those kind of attitudes can bother a lot the new players because their lack of experience and perks, making the game less attractive to new buyers.

  • Maybe slightly, like 7% but unhooking chances needs to be very rare (like iridiscent mori's or insta- heals). Also, it would be cool to see if the luck affect some other things, more than hooks, chest and bear traps, like Jigsaw boxes.

    I don't know what more it could affect but you know, it will be cool having more uses for luck.

  • Hmmm that level 19 seems to be not really a 19.

  • @KillermainBTWm8 said:

    I like these ideas....

    However I think the devs will go a....slightly different route

    -(addon name) your hits cause hemorrhage for one second

    🤡 

    Please no, I am tired about those status effect, I mean hemorrhage is pretty useless anwyay. And having a status effect per 60 secs being an example doesn't exactly helps. Sloppy Butcher does the same with no timer.

  • @Peanits I have to say, I played with my brother to test it and the killer hear the hatch farest than the survivor. I mean let's suppose a killer is chasing you, I am not saying you deserve a "free escape" but is easier for the killer to track the hatch and close it as he/she is faster and hear it farest.

    Also, about the infinites matches. Do you know that sometimes a killer finds the hatch and waits 20 mins or longer for the survivor so they can close it in their own faces? I mean before EGC happended exactly the same.

    Don't missunderstand me, I know there are a lot of things that you can't avoid, and you're trying your best to avoid those bad behaviours. I appreciate it, but I guess fixing the gates spawn will be a fairest solution and maybe if the hatch can't spawn closer X meters to the gates (let's say 32 meters from the exit gates). For example one time I was playing as hag in Lery's map and when I killed the 3rd survivor with Devour Hope (hatch as his side) I closed it, and the gate was outside the room where I was. The survivor escaped in the end due to having a key but that's not the point.

  • Talking about non-licensed characters. Meaning being in the DbD lore only, I think Bill and David.

    Maybe David is not selfless as Bill, but as he likes to pick fights it's likely he will like more being chased even if it's against a monster. Even his perks works like depending just in himself.

  • Toolboxes aren't that great anyway. The gen rush is not about the purple toolbox, you get gen rushed when 3 survivors appear at the side of a generator and that's not their fault. Remove toolboxes from the game and still killers will get gen rushed, specially by SWF teams.

  • As people said it, some people doesn't heal you. Sometimes I was at the survivors side and they refused to help me, instead they ran away. So self-care allows me to rely on myself.

    Of course going to a corner to heal you is a waste of time.

  • Still is on the HUD, it's simple to remember "Oh I hook the survivor wich is on the left side". I mean of course sometime maybe it will slip to your mind but that's part of the game. Survivors have adapted to certain play style, you can't ask the devs to do something because it bothers you.

  • You don't even need to know the survivors name below. Simply if you remember wich of the fourth survivors changed in the HUD, and it doesn't take a second to look at that.

    Having four identical survivors is not a problem, if you want to focus on one, just glance the HUD.


  • @ShyN3ko said:

    https://forum.deadbydaylight.com/en/discussion/comment/651964#Comment_651964

    This is some real nice critic.

    I will try to answere it.

    First, the perk will become a new monstruos shine. What's that supposed to mean? The perk will become too situational

    DS is an anti tunnel perk.

    So you just said, that very few killer tunnel.

    I want that DS is a meta perk, if many killers tunnel.

    But it should be a trash perk, if no killer tunnel.

    DS is 2,5 years long a meta perk.

    That is too long.

    here is a problem, unless you have an exhaustion perk, a survivor can't do much in 3 secs. I'll put an example, I ran head on

    Ok, I agree with that.

    I dont want 4 or 5 seconds for this perk, but not leaving scratch marks would be good.

    I think I will change that.

    You can use it two times. Do you realize that's a buff?

    So what is your opinion.

    You said that DS will be a trash perk and you said that this is a buff.

    My DS idea is a buff vs tunnel killer.

    And its a nerf vs fair play killer.

    If the killer dont tunnel you, then he get rewarded for it.

    If the killer tunnel you, then he get punished for it.

    I hope you can understand my bad english :3

    And I hope I answered your questions/arguments.

    About the buff thing I should have added quotation marks, it wasn't supposed to be serious. But as I said, there shouldn't be more "monstruos shrine" or a meta perk if...

    Well that's my opinion.

  • It's a bad idea. Why?

    First, the perk will become a new monstruos shine. What's that supposed to mean? The perk will become too situational (and before you tell me about NOED become pretty situational, I think totem mechanics shouldn't exist but it does) like Monstruos Shine that only works in the basement... We need to avoid the creation of new very circumstantial perks and complaining about the killers having circumstantial perks (hex perks) so the survivors should have one is not the solution.

    Second

    "The stun is 3 seconds long" , there is a problem, unless you have an exhaustion perk, a survivor can't do much in 3 secs. I'll put an example, I ran head on, place basement because I wanted the item, hided in a locker and stunned the killer. I barely went upstairs that the killer hit me, I mean 3 secs is not enough to attempt to escape nor hide. The killer that is following you needs to be bad enough if you can escape.

    "You can use it two times. Do you realize that's a buff?", yeah because two is bigger than one but seriously. First if the killer hook someone the perk becomes disabled, second after I hit the skillcheck I have a short time to attempt to escape, and I say attempt because escaping in three seconds is imposible (unless the killer is a potato) because you leave scatch matks. So you can extend the chase wich is bad for the killer but not really being able to escape as you can't win much distance, unless you have some exhaustion perk, wich extend the chase a bit more.

  • @Caretaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/646805#Comment_646805

    Did you read the thread? I want you to look at the math. 74,700,000 to max all survivors assuming they are level 50, and excluding the P3 grind and teachable unlock grind. Does that look healthy to you or even possible?

    If the perks are all dropped to tier 1, then you can get some form of compensation through a skin, auric cells, shards, or BP. I don't care about compensation, cuz I want to actually be able to prestige/max out my characters without wasting hundreds if not thousands of hours to finally unlock everything.

    Also, do you watch any streams at all? There are people who literally just dump BP into the same killer/survivor that's been maxed out for months. They don't level anyone else. They just level the same characters and hoard addons/items. You run Plunder/Ace, but that's you. A new player won't have those. Also, I'm not killing the main objective you are literally just exaggerating for the sake of it.

    There is 19 survivors, and 17 killers. It takes 1.5mil~ BP to prestige, that's 4.5~mil BP to prestige 3. 50k~ BP to fill out a bloodweb assuming you get good RNG. 216 levels of perks on the survivor side. That's roughly 1.5mil~ to hit 50, then after assuming no dead webs with no perks which they do show up, you'd still need 166 levels, 83 with these proposed changes. That's 4.15mil BP~ to get all perks unlocked. 5.65mil BP to get P3 all perks unlocked with the new system.

    This is also assuming you've gotten every surv to 40 to unlock their teachables, which is roughly 1.25~mil BP. That's 23,750,000 BP, which this new system doesn't affect at all. Read that again. THIS NEW SYSTEM DOESN'T HELP THAT GRIND AT ALL! So, no my proposed change wouldn't kill the main objective, or prestige, or anything. In fact many people refuse to prestige cuz the grind is so absurdly bad. Prestige isn't special either, it's bloody clothes, and 3% extra rarity increase in the webs.

    BHVR sells cosmetics, prestiging isn't worth anything anymore bar bragging rights and a grind to keep you playing the game if you're into that. However, if that goal is unobtainable then people might just forego it, and even quit like many of my friends have due to the horrible balance, and the insane grind. Now, fun fact, everything I mentioned is just the survivor side. Imagine wanting to prestige 3 all killers, and unlock all their teachable, and max them out? Killers aren't skins either, so you can't just pick one and have the same build or experience.

    Again as I said, you don't really need every perk in-game with every survivor. Let's be realistic How much perks do you use? I think I am using the same 5 or 6 perks from months. The SWF teams keep running Adrenaline, DS, BT so they can get new perks but they will likely use the same.

    The same goes for new players, they test perks and when they see one that likes them, then they will use it even if they have another 50 perks in-game

    Also, there are no dead bloodwebs, every bloodweb gives you at least one perk (even if it's useless).

  • @Caretaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/646858#Comment_646858

    Doesn't factor prestiging, or the grind to unlock every single teachable. 57 for survivors, 51 for killers, so 108 teachables over all. That adds an extra 153 levels for killers, 171 levels for survivors. If you factor in 3 levels per teachable, and not the teachables being unlocked.

    @Caretaker Seems like the comment that I was going to write got erased for some reason but here we go, writing all of it again.

    For start. Unless you're an obsesive collectionist, you don't need every perk in-game for every survivor in-game, the same applies for killers. Most players just go for the theachables only and then level their main.

    About the maths, they are the "cold" and sad true but you're a bit mistaken with them.

    Let's say the Stranger Thing DLC is in-game. That makes 71 survivor perks with 3 tiers each one. We will be using the current system of one perk per bloodweb

    71 x 3 = 213 - 3 (because you have the base survivors perks at tier I) = 210 bloodwebs.

    The next calculation you do this

    210 x 50 k (this is the average of blood points wasted in bigs bloodwebs, mean level 40-50 ones) = 10,500,000 total BP to win every perk in the game with a single survivor

    But, you commit the mistake of thinking that you spend 50 k in every single bloodweb. The next ones are the results of a survivor bloodwebs with a character with prestige level one (yes I don't have all characters prestiged).

    In the first five ones I spend an average of 10k to 20k (19 k was the bigger honestly), from 5 to level 10 an average of 15k to 25k , from 11 to 15 an average from 20k to 25k, from level 16 to level 20 from 20k to 30k. I didn't go further from level 20 but let's assume you spend 50k points (wich is insane because the biggler bloodwebs start appearing at level 30 and not a lot of them until 40)

    So, let's do maths and I'll assume you spend the maximun instead the average in the first blood webs. Shall we?

    1 to 5 levels 20k * 5 bloodwebs = 100k

    6 to 10 level 25k * 5 bloodwebs = 125k

    11 to 15 level 25k * 5 bloodwebs = 125k

    16 to 20 level 30k *5 bloodwebs = 150k

    That makes you need 500k BP to reach level 20 and that's as an overstatenment. Generally you need 500k BP to reach level 30 and that happens even in prestige 3 that you need 350k as the highest value but I took the bigger numbers and not the average ones.

    *If you prestige the survivors/killers you don't need to spend that big amount in the biggest bloodwebs to obtain all perks, when you simply reach level 50, go for the prestige so it will be easier and cheaper if we talk in BP as money

    Let's assume you have to spend 500k BP to reach level 20 (wich as I said it's impossible)

    So we already have 20 perks from the 210 bloodwebs, that means we have 190 bloodwebs left

    190 * 50k of bloodpoints (and as I said 50k are in the biggest bloodwebs, so it's an overstatement) = 9,500,000 BP

    Now, let's use the averages that means 500k BP for 30 levels (10 perks less to reach the biggest amount)

    So 180 * 50k (again as an overstatement because from 30 to 50 the bloodwebs are smaller) =9,000,000 BP

    Now, let's use the new bloodweb but just in the last 20 levels (We can grab two perks).

    50K * 90 (we grab two perks in each bloodweb so we only need half of them) = 4,500,000 BP

    -------------------

    The grind needs to be lowered but this new system helps a lot to lower it

    Let's change the values a bit

    From level 30 to 40 mostly, you have an average from 35 to 40k of BP

    Let's use the new system as well grabbing two perks in each level

    20 * 40k =800,000 BP

    So we only need 80 bloodwebs (180 perks - 20 = 160/2 , remember we need half of the total bloodwebs to obtain the 160 perks left)

    80 * 50k = 4,000,000 BP

    --------------------------------------

    I know the grind is absolutely big but the new system actually helps, maybe grabbing two perks from level 30 instead of 40 will be better.

  • Why is destroying the game? If you're new of course you will need to work hard to get those perks, besides, let's say the perks are all tier I What happend about the players who unlocked all Tier III perks? They only get a "thank you for your effort"? And what happend when those people have all perks? What's the point of wasting points in the bloodweb? Because I'll have new objects? Then I run Plundered's instinct and Ace in the Hole and I have a good object with two good add-ons. I mean, one thing is making easier to get perks but you literally are killing the main objetive of bloodwebs and prestige.

  • Well, the new perks are not garbage or something, and I guess a perk who let you heal in a locker for finding a totem can be rewarding. Also encourage survivors to break those totems instead of complain about hex totems aka ruin and noed. And I think perks like "Camaraderie" can help if a potato surv running with the killer chasing him closer to you, I mean at least you'll have a few seconds more.

    Also, the killer perks like Mind Breaker can help a bit against perks like Lithe or Sprint Burst. I mean of course they are not ruin but they are not useless. As an example I think "Cruel Limits" can be better than "Bamboozle".

    Yes, I agree the perks are extremely situational but I think they can be great, still we didn't test them so I say let's give them a chance.

  • The only thing that I would change is that start working with the killer distance instead of the killer terror radius.The perk now works with the killer terror radius but some killers like Myers tier I, crouched pig, cloaked wraith, killers using insidious, can camp you and have no terror radius. So, with this change we can guarantee that if the killer is camping you then you have an endurance effect.

  • @SovererignKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/633987#Comment_633987

    You're playing dirty yourself. "Cause I don't want to play with brain dead randoms". You're using SWF to boost your ability to survive by not risking playing with randoms and using voice comms.

    Not saying acting like a jerk off like that guy did was justified, but don't act like like you did nothing. Playing that way is fine, the tea bagging was stupid and childish though.

    He said he didn't t-bag

  • I am with the guy here, there is the benevolence emblem so How can I be benevolent if I need to do generators/clean totems in order to escape? And running BT is not a solution because if the other solo surv is a potato it won't work and due to the new hook distance, killers can camp two people at the same time. And another fact is, helping a survivor when the killer is camping will help killers to get a pip because then surely will win more chases and hook more survivors. And yes, I saved people and escape from camping killers but not everyone is a good survivor.

    Fun fact, if you're a potato and get hooked is my fault and loss points in the benevolence emblem.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/630574#Comment_630574

    Your opinion is not fact. Holding the game hostage means there's no way for the game to end unless one or more players disconnect. The OP's complaint, while annoying, isn't holding the game hostage.

    What is your point? "Your opinion is not a fact", that's why it's called opinion in the first place. Clearly both are different things, and I put my opinion here which you can agree or disagree and it's perfectly fine.

  • @Yung_Slug said:

    This seems just as bad for solo survivors. A random survivor will have to break totems before their random teammates finish all of the gens. This also gives the killer incentive to keep constant pressure on the obsession or just camp one of the totems. With TOTH this would be absolute cancer and since it's a single killer it wouldn't be consistent enough to diminish SWF effectiveness.

    SWF is a problem, but I don't think nerfing them is the best way to go. If we want to close the gap between SWF and SoloQ, we need to buff Solos. SWF is inherently strong and there's nothing we can do about that except try to make Solo survivors just as strong.

    Is hard to buff solos, because if we see it in another way What is a SWF team? A team of solo players. So a solo buff means a buff for SWF teams as well.

  • @se05239 said:

    https://forum.deadbydaylight.com/en/discussion/comment/630574#Comment_630574

    Its not taking anyone hostage. Just tab out and watch some memes on 9GAG, go to the toilet and take a piss, maybe call your parents and chitchat for a minute or two.

    The game will be over in 2-4 minutes, at absolute worst. Its not like the "good old times" where killers were held hostage by survivors for 30+ minutes for "shits and giggles".

    Taking a game hostage means he/she can't "move forward" in the game. When the matches lasted 30+ mins that was taking killer as a hostage.

    Is not about how many time last, it's about being forced to stay, meaning for not being punished. The same if the killer hold me in a place where I can't move, yes you can say "The game will last 10 mins as much" but is not about the time itself.

  • @Zixology said:

    https://forum.deadbydaylight.com/en/discussion/comment/630574#Comment_630574

    Not too hard to fix. Just have the entity kill me as soon as the killer closes the hatch.

    Well, but you still have a chance to leave from the exit gates (even if that chance is small). As @Masantonio said, a surrender button will be the best idea.

  • Well, is a hard problem to fix because is not a "problem itself" but a bad behaviour problem. This is taking the player as a hostage in my opinion and should be punished.

  • This change will make DS more situational than actually it is. Working as an anti-tunnel perks doesn't mean it's the only purpose. We are talking about a one-time perk. A perk that if you fail the skillcheck then it will be disabled for all that the game last. And yes , a SWF can and will, abuse it as they will do with every useful perk in the game.

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