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SaltyNooty

SaltyNooty

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SaltyNooty
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  • @Zaydin said:

    Just ran into a three man bully squad (Who naturally pretended to have no idea what I was talking about post match when I saw all three were on each others friends lists) who spent the whole game out to torment me. The instant one got downed, the other two would rush up trying to bodyblock me from reaching a hook.

    When two of them were dead, the third member of the bully squad hid the rest of the match and didn't come out of hiding until the solo queue member they had screwed over died on hook and I slammed the hatch shut.

    I had wanted to let the solo queue go since they weren't part of it but the last bully squad member ended up leaving me no choice in order to try and flush him out. Naturally he teabagged at the gate on his way out when he did nothing to help earn the escape.

    The end result of BHVRs refusal to do any sort of moderation or rule enforcement unless they absolutely have to is that it creates the massively toxic community the game is known for because they can't be bothered to put the work in.

    Case and point, entitled post.

    By the way, body blocking ISN'T against the rules in the scenario that was provided by you, it sounds like teammates attempting to save their teammate….which….y'know, the point???? Yo

    A bully squad would bring Flashlights, Head On, Flashbangs, and other perks that are specifically attuned to torment a killer, even abuse the locker-Flashlight Save Tech. What you faced was a normal SWF doing what they were supposed to be doing, THATS teamwork right there, that's by no means bullying!

    Side note: The fact you actually looked into their friends list to see that they were all there is very concerning.

    @Zaydin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736447#Comment_3736447

    The last member hid the remainder of the game. That falls under unsporting behavior due to not participating in normal gameplay. They hurt the solo queue player because they threw a tantrum.

    Also, follow up; Hiding from a killer is natural gameplay, did you expect them to keep attempting to do gens and saves after you killed two of their teammates, in which they would assume that you'd be looking for them because you were "bullied" by said SWF??? That's beyond ridiculous and unreasonably immature.

    You essentially wanted them to HAND themselves over to you because YOU felt bullied and tormented by a team working as a team….

  • @Zaydin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736442#Comment_3736442

    Do you have anything of value to add or are you just here to troll?

    Trolling, no. Can't say I'm surprised to see the uptick in complaints, that's essentially what the forums have become; but usually, when I see you in a forum, it's typically you taking side to the killer's plight while remaining either intentionally, or unintentionally aware of the survivor's dilemma; which is often solo Q, which is where all the complains to nerf the mage hand is stemming from.

    Pertaining to this post in particular, nothing but sarcasm since I'm on the side that Mage hand should be toned back a little, it LITERALLY cannot be punished or countered in any way, shape, or form, which is the very same thing you preach.

    (This excludes the artifact that gives you a 3% haste when Mage hand is used on you, but the chances of you getting that artifact is rare as it is. It'd be understandable if it were more common, but it's not sooo….)

  • @Junylar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735579#Comment_3735579

    Nice us vs them, but the DbD foodchain goes like this: SWFs eat killers and killers eat soloQ. So it's only natural for killers to seek shelter from the constant SWF bullying, SWFs on the other hand don't have a moral right to dodge anything since they are the kings of this game, they always win unless they decide to just goof around. But the ability to know the killer for soloQ players would indeed be fair.

    This is FAR from a Us vs them.

    The OP made a post and was met with extreme backlash of obvious answers.

    Not every SWF will come out with 4 man escape, not every SWF will survive because they're just THAT good. Their odds of winning is tantamount to the odds of the killer managing to get hooks.

    Both of you unable to realize that no one here holds a right to anything.

    Morality has no play nor foothold in this topic of conversation since what the OP is asking for is to freely gain information on survivors without consequence AND be able to freely lobby dodge without consequence.

    In the hypothetical chance that killers get access to this, why wouldn't survivors be able to do the same? Killers getting any access to knowing which survivors are in a SWF and which are in soloq would merely make things worse and SEVERELY imbalance the game.

  • @Zaydin said:

    That way killers can decide if they want to torture themselves against a group with a massive unfair advantage they can't counter.

    Of course I know what SWF mains will say: "If you did that, no Killer would every play against a SWF!". Gee, it's almost like SWFS AREN'T FUN TO PLAY AGAINST'.

    So…Now killers are just saying the quiet part out loud.

    "Let us freely lobby dodge because there's a SWF in my vicinity and I'm terrified."

    So, I'll answer your question with a question; Why aren't survivors allowed to see what killer they'll be going up against? Y'know…so we can avoid having to deal with someone extremely frustrating to face.

    If your immediate thought was "Because that'd be unfair?" or "Because any self-respecting survivor would leave the match immediately."

    You just answered your own question.

  • @Spirit_IsTheBest said:

    Since her release she has been the most hated character in DBD history, let's talk about why she's hated, and how to she went from extremely painful to verse, to very then boring to verse.

    When her teaser came out, many people overreacted in my opinion, they believed that she was going to be some type of futuristic robot killer, and when her teaser dropped people were immediately disappointed because it's not what people expected in the slightest, her base cosmetic is very odd, and makes no sense in my opinion, though her cosmetics I find to be quite nice.

    For a while after her release most popular tend to play her in a 3-gen playstyle, which can hold matches for up to an hour, many people despised versing her, teammates would DC or kill themselves on hook because the match was miserable. The Skull Merchant player would also stack slowdowns so it is basically almost impossible to escape.

    There was a comp team that almost died to the one hour timer because the Skull Merchant had such a good 3-gen set up, it took a ton of communication just to beat her, now imagine how solo queue was, it was completely miserable, and this is how the "Chess Merchant" meme was born.

    When she got reworked, she is still hated for multiple reasons, one because people are probably still having PTSD from her prior rework, survivors tend to still refuse to verse her, so solo players like myself hate having to deal with that, and most people find her power to be easy to use for so much advantages, as she can have Undetectable, Haste, Tracking, Slowdown (Survivor Movement Speed), and free injures with her drones.

    All that together is very boring to verse, it's not overpowered, but overly such a snooze fest to verse. Skull Merchant in my opinion deserves a second chance, she has the opportunity to be one of the coolest characters if they made her power more interactive to verse, she needs another rework, because any buffs or nerfs will make her even more boring.

    She's the main reason why so many things were changed, but the main one I'm talking about is the 3-gen nerf specifically, if it weren't for Skull Merchant, I think 3-genning would still be a strong way to win matches.

    I'd love to see a 360 for Skull Merchant happen, I really want to like her, but in her current state she's overly boring, and my teammates continue to move on without a second thought.

    If they would just get rid Undetectable and Hinder features, that would make it MUCH, MUCH more bearable to tolerate her as an actual killer, she's not even boring; she's just MISERABLE to face and MISERABLY OP.

    I can't tell you HOW MANY TIMES I've seen the game end and not a SINGLE GEN was completed; even in the cases where survivors don't DC or immediately exit the game by committing on hook. Her ability to snowball and steamroll survivors is beyond insane and her drones shuts down so many things in a single sitting that it's insane.

    It's hard to loop or WANT to play against a killer that gets undetectable just for placing a drone, often and easily earning her an easy hit that follows into getting a hindered status that is there for 95% of the game.

    But, god forbid that I said that and I get 90 skull merchant defenders saying "She's perfectly fine as she is, survivors just need to learn her counterplay."

    Counter-argument: Knowing how to counter a killer doesn't automatically mean their survival rate goes up by 50% percent, especially referring to her.

  • @Riou2024 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732797#Comment_3732797

    Literally everywhere on this forum, people were screaming, crying, throwing up about Adrenaline being a dead perk after the nerf and yet it's still top 3 in pick rates in nightlight lol.

    I don't really blame them, but I understand both sides. Being able to use adren off hook, ESPECIALLY IN END GAME is an actual make it or break it.

    Personally, if they were gonna do that, adren should've kept the 5 seconds of speed cause 3 genuinely isn't enough, trust me.

  • @Green_Sliche said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732797#Comment_3732797

    Please tell me how will killer players will play now when perks that gave them more chances to win in the game got nerfed?

    Or do you by chance think killer players were in such a good spot that they needed these nerfs? I'd like to remind you kindly that not every killer player plays only Nurse, Blight or Spirit.

    Funny how I made no mention of Nurse, Blight or Spirit. Nurse is a given, people who play her know what they're doing, much to our dismay and suffering.

    And yes, I do think that killer players were in a good spot before these nerfs and spoiler alert, They still are. I'd like to remind you that not every survivor you face or interact with is a SWF waiting to hit you with a flash save because it's funny. ( I say this because Objectively, killers are STILL more likely to win with or without those certain perks, it was just the ' Go to ' for many killers. )

    I believe the answer to your question is obvious but I'll spell it out for you; you continue to mix and match perks till you find the build for you, or put bluntly; deal with it. You're in the same boat as every survivor is and it doesn't particularly feel good to have a perk YOU thought was perfectly fine (And or ' necessary to slow the game down ') get nerfed because "It's too difficult to counter, It's too broken, Complaint, Complaint, Complaint."

    Now that killers have been handed what they ruthlessly dished out, it's not exactly a fun pill to swallow…is it?

    If you're looking for a genuine answer, that wasn't downright condescending? That would be to actually change perks and find fun in some other combination rather then running the previous meta build for killers to easily gain a 4K. (Just like every other survivor does.)

  • @Adaez said:

    Nerfing the best gen regression perks while the gen speeds perks and items are untouched is just how BHVR babysit survivors. That's why most survivors don't get better at the game unlike killers, which create a false sense of killers being overpowered when in reality it's just survivors not wanting to get better at the game and instead ask for nerfs for killer side.

    PLEASE, enlighten me; what is there to get BETTER AT???

    Looping? Learning how to sit through thanaphobia + Pentimento Legion and chug through an agonizing game? Learning how to simple say "better luck next game" After getting tunneled off hook at 5 gens? Perhaps learning how to be a better team player in solo q, where communication is non-existent?

    Or perhaps, Watching your generator immediately regress because someone used Surge + Pain Res

    Newsflash, there isn't much we as survivors (ESPECIALLY SOLO Q.) can do to get better at the game because in every opportunity we get, we have killers (like you for instance) screeching about how broken survivors are but REFUSE to open their eyes.

    And if the picture STILL isn't clear enough for you, which I doubt it is; allow me to introduce to you a killer that is STILL disgusting to this day.

    Skull Merchant.

  • @Nazzzak said:

    Just a reminder that the perk/meta overhauls started in update 6.1 with survivor perks being nerfed into the ground because killers were complaining about facing the same perks every game. I'm not sure why so many are still surprised when the same occurs to them.

    THIS! It's always a problem when killers/ killer perks finally get the necessary nerf, but where's that same energy when survivor perks get nerfed, especially unreasonably so. (Ahem…Adren….)

  • @Shuma said:

    I’m going to do a bit of us verse then.

    If 80% to 90% of your games aren’t solo-queue, then you really don’t have a valid opinion on DCs and suicides in solo-queue. You absolutely don’t understand how ungodly miserable the solo-queue experience is until you play it that consistently.
    if you’re playing killer or SWF, you may lose a couple of games before winning again. However, for the majority of solo-queue players, you are oppressively losing game after game after game. It’s common for solo-queue to lose 10 to 20 games in a row. Of course that makes people want to suicide or DC.

    Killer mains and SWFs are basically sitting in this bubble filled with abundant food and fertile fields while looking at these solo-queue players, in their bubble, that’s a desert with one serving of turnip stew and can’t understand why solo-queue players are giving up all the time.

    THIS, THIS RIGHT HERE. As a Solo-Q survivor, people don't understand how absolutely GOD-AWFUL it is. More often than not, when a perk gets nerfed on the survivor side; it's cause killers complain about a SWF using it against them and EVERY time that happens, it HEAVILY affects solo-Q survivors.

    4-Man SWF will never NOT be considered the meta against killers, and we Solo-que Survivors are left in the dust and scraps of whatever we have. We can't just wake up one day and suddenly be a part of a SWF…

    As a testimony to this statement, which is ironically convenient timing, out of the 15 matches I've played; 6 survivors died on first hook in at least 5 matches, (We lost, a complete landslide.) and those other matches were either lost due to other circumstances.

    ( In short? I lost every match.)

    I don't blame the survivors for adopting the "go next" mentality when you're faced with nothing but a miserable loss or an extremely powerful, annoying killer; chances are, you won't play the match because "Oh, it's the right thing to do" but more of "I'll just try again next match."

  • @steamed_hamzzz said:

    Okay seriously, how are you meant to counter it? You can’t face away, or even face a wall because the speed boost and blast angle still allows for saves

    You can’t realistically equip lightborn every game just in case they bring 1 perk

    Flashbang by itself is fine, it allows for skilful saves if you’re close enough and have the right timing, or a free blind at pallets every now and then. The problem is Background Player, it makes the perk incredibly frustrating, especially in the hands of a coordinated SWF

    Background player needs nerfing

    Insert killer thread 9999 of why a certain Survivor perk needs a nerf.

    Insert that all SWF's make it really annoying to deal with, which….is probably what the purpose of the perk is because it's meant to give survivors a speed boost when one of their allies is IN DANGER

    Forgets that Solo Queue is there…

    I hate to break it to you but the entire point of Background Player is doing exactly what it's supposed to do, so allow me to offer you some advice. Use perks like Fearmonger or Mind-Breaker and you'll have less people sprinting across map for the flashbang save.

    Alternatively, if you think there's a survivor around you; don't immediately go for the hook, literally look around. I assure you, that downed player will NOT be getting very far.

    That or just run light borne on your kit 24/7; and then center whatever build you're trying to run AROUND it, so it works for you and not against it. It's possible to do, you just need to take the steps to do it.

  • @Marioneo said:

    https://www.youtube.com/watch?v=2pqMjGedQt8

    in the video provided Otz talks about why buffing the duration of Ds won't solve tunneling especially against meta killers and instead says it should be made a common perk not locked behind a paywall for new players and begiven an additional effect that disables a killers power for 10-20 seconds so it can affect Nurses and blights.

    Thoughts?

    I SOMEWHAT agree with what he's saying, like how DS should be Basekit and should cancel the killers power…but for 10 - 20 seconds is excessive, even as a survivor main.

    That can EASILY be abused and shuts down every killer in the game if they can't access their ability for a period of time like that. Maybe for 3/4/5 additional seconds AFTER THE STUN should be enough but 10 seconds pushing it besides the fact of the amount of killers that'd complain about it.

    The point of DS and DS itself is to deter tunneling killers, if Killers DONT tunnel; this won't affect them. Making Killers weaker because they chose to tunnel is good idea but an even better idea would've been just making DS basekit; bottom line.

  • Not gonna lie, you probably would've completed that daily if you played the game normally, swapping between M1's and M2's; but, being honest, Lithe is a pretty good perk for players to use, so I highly recommend it.

    Though, it does get negged other perks like Mindbreaker and Blood Favor, so take that with a grain of salt.

  • @Tsukihi said:

    In the first place, there are many parks that have anti-tunneling measures, so I don't understand why survivors who have not taken measures to prevent them would ask the management for help.
    Survivors are just good at shelving their prowess.
    

    Ironic, you claim we're asking for help and yet; here you are, whining about something that is actually GOOD for the survivors for once in awhile. In complete opposition to the sheer number of unreasonably powerful and or obnoxious killers with crazy perk set up. (Ahem, FoR Doctor, NURSE, SKULL MERCHANT, Xenomorph AND it's perks?)

    Do i need to list more, or was that enough to paint the picture? Is it so wrong for one GOOD thing to come to survivors every once in awhile or do you need them to hold your hand too?

  • @MaTtRoSiTy said:

    You know you could yah know… not tunnel?

    I never got hit with old DS and I never get hit with current DS because I never tunnel, so its a wasted perk slot for the survivor versing me

    WOAH, What do you know?! A solution that's just as easy to do!?!

    Crazy how they'll never do it and then say " It's necessary. " Like…?

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689128#Comment_3689128

    A perk nerf means it's no threat.

    For most killers on this forum, a perk buff that isn't live yet means they can spam the forums with complaints and probably get the devs to change their minds 'due to feedback'.

    That 5s stun is a target, and you can guarantee that there will be posts about 'omg this is the worst, I just had 25 games with DS losing me the match' within about 3 seconds of this PTB going live.

    Ain't that the truth… As long as they get their way, they're happy to do it by ANY means necessary.

  • Somehow, I find it odd that killers aren't rejoicing in the fact that once again; a good perk for survivors has been nerfed (Ahem, they gutted Adren…) …but are instead, choosing to complain about DS being 5 seconds. Again.

    A perk that didn't seem to bother them back then when it had 5 seconds before????

  • @Cameragosha said:

    That perk should get range buff to compensate for the nerf.

    N O P E. No. Literal free wall hacks for carrying a survivor as opposed to hooking them. BBQ should remain the number one information perk for killers, not Double A battery where you get to see survivors who just happen to be within your terror radius when you're carrying someone to a h o o k. Literally what BBQ is for. ( I know the max limit is 20 Meters but if it gets buffed, chances are it'll be within 40 meters or something.)

  • @SuzuKR said:

    Have you tried learning to play against her instead? It helps.

    @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3146229#Comment_3146229

    Can we organize one for you to become a better survivor instead ? And learn to play against her ?

    @HelloYou said:

    So instead of you becoming a good survivor, you want good killers to be nerfed to compensate for your low level?!

    You mastered a very difficult killer. You’ve proven your mastery

    Now it is your turn to master survivor role and give the master nurse a challenge instead of crying for nerfs because they are out of your league.

    @Dead_Harder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3146290#Comment_3146290

    Here let me throw some pseudo bs back at you.

    The win means nothing when its not earned. So the nurse player is kindly helping you get a very meaningful win. We do this, free of charge, because we are such kind loving individuals.

    Enjoy it buddy, i know i will <3

    Same argument, different words. The work of constant nurse defenders who aren't ready to see her get some form of a nerf because she's ridiculous regardless of whether or not you say " Git gud " In nicer, more illusive terms, so i'll just, i dunno....state the obvious so that it shuts down this topic.

    You can't really...play AROUND her power, that's her problem. Unless any of you are literal superhuman beings who think beyond the speed of sound itself, you couldn't tell me you can predict where a nurse is going to blink, when they're going to do it and how far they might go. That's what makes the most unpredictable, nigh-impossible killer to stop. I can list a few killers who are easy to telegraph, like Huntress, Pyramid head, Dead Slinger, Nemesis, Trickster; y'know the one thing they all have in common? While their attacks are versatile, They're all L I N E A R Meaning you can learn to play around their main powers and render them (For the most part.) Kinda useless.

    You can't do that with nurse, Nurse is FAR from linear; she's so versatile, the amount of things she could do with her power is actually over the top, whether it's baiting a survivor into an Early DH, Baiting them into trying to spin said killer, herding them in one direction or into a dead zone; she has the ability to do that and that's what makes HER power oppressive and impossible to predict. The ONLY counter-play, i've seen killers try to hide behind is "Be less predictable." Kinda hard to do if you can't even telegraph her moves so you can react to her plays. Her blinks are quite literally in an instant, and no one can pre-emptively assume she's going to teleport (relating to my first point made) and spin suddenly, no one here is superhuman or has god level feats; we're not goku, we don't move at light speed.

    I'm sure you all understand this quite well but refuse to take the fact that at the VERY LEAST, she need a rework or some sort of change so that her power isn't downright oppressive in the hands of a player who understands her power ( And isn't downright useless in the hand of those who dont.)

  • @Gorgonia said:

    I'll take a break before I end up getting burnt out and uninstalling it.

    Hope you all enjoy the new DLC. I'll be back in a couple of months, hoping to get some fun out of the game again :D

    Cheers to a much fairer solo Q gameplay, with new visual options in the interface (am I hoping too much? haha)

    Understood entirely, recently, soloQ has been more miserable then ever and it's seems like it'll only go down from here. See ya around pal, let's hope BHVR can pick up the slack later on, eh?

  • @DeleteSWF said:

    Make first disconnection a 1 hour timeout, not 5 minutes.

    That'd just make them AFK, despite the fact that DC'ing is pretty punishable, there's not much that can be done cause at the end of the day, if you take away DCING, they'll just ragequit on hook, or afk and wait for a new match. There is no real...alternative option, and the situation varies given what killers are in play and the type of perks.


    TBH, I wouldn't force survivors to stay in a match that wouldn't let them do their basic tasks like completing a single gen or more. That's my thing, so i understand why they're doing it, but i don't...really condone it.

  • @Reinami said:

    If killers play nice and try and 12 hook, not tunnel, never camp, they won't be able to win unless the survivors are potatoes.

    If the killer doesn't play nice, tries to 1 and 2 hook, proxy camps at a nice 3 gen place, then they get raged at in the end game, and the survivors generally have a bad time.

    This should be fixed. The game should be designed in a such a way that a killer is able to win by going for hooks, and doesn't have to camp and tunnel. Additionally, in such a world, camping and tunneling should either not be possible due to game mechanic changes, or result in the killer automatically losing due to game mechanics going against them in this case. This should all be possible in solo queue as well.

    This would result in the game being much more fun for both sides. Tunneling and camping get addressed, so survivors don't feel like they don't get to play the game if they are the unlucky ones. Killers get to have more fun because they aren't sweating it out trying to tunnel out or camp a survivor. You would see more positive interaction between survivors and killers (I.E. the chase, and the mindgames) rather than the toxic ones we often see now.

    This right here, would be the most ideal way for DBD to be played. If only they had just nerfed perks alone and not buffed killers, this wouldn't have been such a drastic, and clearly unnecessary change. Regardless of what anyone says, I strongly believe that buffing killers were unnecessary, even if people screech that they needed to be closer to SWF's, cause the unfortunate reality is is that no matter how hard people try to get SWF nerfed, it'll keep coming back like a roach and because of it, Solo Q suffered due to people who have communication over those who dont.

    The healthiest update would be an update that changes things back and just nerfs perks alone, and maybe some reworks. Too bad that'll never come to play, and itl never be enough for either side....

  • @DemonDaddy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3143780#Comment_3143780

    Not ignoring issues or feigning ignorance, both side have tough situations. Survivors can fail as a collective even when an individual exhibits peak performance. Killers can lose because they encounter the most efficient survivors first. That's just asymmetrical, teammates are as much a liability as an advantage.

    I consider when a killer 4ks, that's a reflection of the team's actions in combination with the killer's efforts. Yes, we can be the best solo survivor on the team, but a teammate can still grant killers an advantage over us that would not be present in a standard 1v1 situation.

    That is the FAREST THING, from asymmetrical if killers are now constantly getting 4K's whether or not survivors make a slip up or not. Survivors don't have to slip up and still get avalanched due to them not being able to make enough distance, due to certain killer perks that put them in an extremely oppressive situation from the start; just due to anything on the killer side, honestly.

    The only THING that's hard for killers right now, is when survivors bring Prove thyself to get gens done quicker and still fail at it because the killer, unlike before where i'd actually argue things were more balanced; is alot more powerful and capable of downing them in less than a minute.

    What you're expecting is that the survivors will take every loss gracefully and reflect on what they could've done better while constantly de-pipping and rolling on to the next match where, chances are; the same play will happen, just with a different player, perks, map and teammates.


    I'd genuinely argue that pre-patch, things were more balanced, excluding dead hard. Now, it's much harder to win as is or do even basic tasks as a survivor since the killers are able to put much, MUCH more effective pressure as a whole and it doesn't feel like the win is given survivors but killers. In the past two weeks, i've been facing nothing but back to back, consistent losses. Death before the 2nd gen even pops, or before 4th gen pops, and I'd consider myself a decent survivor, good at looping, stealthing, doing gens, going for saves; all the like, yet here we are.

  • @DemonDaddy said:

    With their own failings.

    The tools and mechanics are in place for success. All it takes is the knowledge of what to do and then personal ability to follow through on it.

    It's not just swf with comms that can pull off dominating a killer; just 4 solos that understand the situations as they appear. If you consider yourself a decent player then that's all you need to atleast remain as the last survivor standing and then there's a free escape chance waiting for you.

    Stealth is viable

    Breaking chase is possible

    Looping until downed (while counterproductive to survival) buys time

    So many 2nd chance perks

    more ignorance, ignoring the major issue as to why survivors are giving this much backlash and receiving this so GODDAMN poorly. I really wonder why they're taking this so poorly ( Killers proceed to get constant back to back win Via 4K's since Survivors can't even complete their basic tasks, like....i dunno; SURVIVING? or doing gens, without getting someone downed?)

    But, sure, go ahead, feign ignorance and see how far that gets you.

  • @soloqdweet said:

    https://forum.deadbydaylight.com/en/discussion/comment/3142168#Comment_3142168

    You play around vision and los? And how are nurse blinks unpredictable? If you try to loop against a nurse like any other killer then you're the one that's doing something wrong

    I'm having a hard time understand why this is a question.... "How are Nurse Blinks Unpredictable?" Can YOU telegraph where they're going to move after their first blink or their second? Maybe behind you? Maybe to the left, the right, a little bit infront of you? Or overshoots and lunges? Does your mind think of these things at lightning quick speed when you face off against her, OR, are you human and understand that a nurse Player that understands the power, even if no less then 50 hours of gameplay with her, could get a 4K with her at any time?

    Why would I try to loop a killer that's borderline unescapable, let alone just hold W and run in a straight line......

  • @Veinslay said:

    Look, Nurse is a really difficult killer to be good with, especially on console. The vast majority of people playing Nurse are just casual gamers trying to have fun. It's not fair to punish them just for trying to have fun in the game. They're not the ones that are running Starstruck, Agitation, Floods of Rage, etc. Those 8k hour God Nurses are EXTREMELY rare, they're not even worth considering! If you run into of those Nurses, just take the L and move on! What we need to do is buff all the other killers up to Nurse level and then buff survivors to compensate!

    And this? That suggestion is a TERRIBLE idea, from the get go. Nurse needs to be the ONLY one of her kind and that's a fact, killers have already GOTTEN their buff, they do not need anything else given to them.

  • @soloqdweet said:

    If people actually bothered to learn how to play against the nurse instead of holding w they'd realize it isn't actually that op

    can't do that if her blinks are unpredictable and typically unstoppable, no nurse would be foolish enough to get light burned out of a blink, even trying to mind game her is like trying to mind game a brick wall; it doesn't work.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3136423#Comment_3136423

    Why is it that every time a survivor perk is nerfed, people complain about other perks,that were not considered op before, but people just pretend otherwise and simply attack the next best thing survivors use? DH nerf, Boil over nerf, DH, etc. We have seen this time and time again.

    If it can be used, it absolutely will be complained about until it gets nerfed. If you play against people who can stack slowdown perks and end chases fast, it is unwinnable for solo survivors.

    THIS. THIS RIGHT HERE. It's genuinely never enough, it's like they're begging for their power to be buffed to the point they land slide unreasonably. No one knows why, and I can only hope that PT doesnt get nerfed, it's the only good perk that is genuinely worth the effort and a viable one since killer can put on easier pressure and down quicker in chases.

  • @Rick3543 said:

    The perk is absolutely busted, and i see it nonstop in high rank games. Atleast 2 survivors are always using it.

    The bonuses it gives are too high, 30% faster gen repair for being next to a survivor as the only requirement? That's like Reverse hex pentimento with no real condition to use it. Absolutely braindead design by the devs.

    BHVR has absolutely no awareness of their own game or how dumb some perks are. It's not even funny how fast gens get repaired because of it. This game is not going to last like this, please nerf the bonus from 15% to 5% which is appropriate.

    I love how NO ONE batted an eye to PT when the perk was used pre-6.1.0 patch, but the moment that Survivors start to adapt and counter the enmass slowdown perks being used and the additional 10 seconds added to the gen, killers are getting annoyed and losing their MINDS to the fact that survivors are ACTUALLY doing the ONE thing that killers wanted them to do after getting their buff.... "Get Good. " AKA "ADAPT."

    Here, I'll give you a tip so that you don't have to scream about this anymore and (GOD FORBID, BHVR ACTUALLY LISTENS TO THIS OR ANY KILLER COMPLAINING ABOUT THIS.) manages to get the perk nerfed, since it's LITERALLY the only thing saving Solo Q right now.


    RUN. DISCORDANCE.

    Seriously. it counters PT and forces survivors to work Solo, which makes the gens about 90 seconds....

    Which lines up with this math.

    @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3136203#Comment_3136203

    Correct.

    without prove thyself:

    1 Survivor: 90 seconds

    2 Survivors: 53 seconds

    3 Survivors: 43 seconds

    4 Survivors: 41 seconds

    withprove thyself:

    1 Survivor: 90 seconds

    2 Survivors: 45 secoonds

    3 Survivors: 30 seconds

    4 Survivors: 22.5 seconds

    It makes gens pretty damn fast, remember it takes about 30 seconds to walk from one side of the map to the other. After downing a survivor, picking them up and hooking them usually takes around 10-15 seconds.


  • @Carth said:

    Sluzzy in one patch you are getting a perk that enables 40 second gens solo and another one that entirely kills camping. How exactly is this not a survivor sided DLC?

    I can't believe this is even a POST, but here we are....for whatever reason. The automatic deflect into "But you get/had this" statement, same story as DH.

    We get 1 powerful perk that should've be here from the beginning to prevent campers and basement bubba's going for their go-to moto when things get rough, but it's pretty much useless if the killer, y'know, doesn't camp.

    And a semi-decent perk that allows us to complete gens faster then before...y'know, to counter the additional 10 seconds added to the gen AND slowdown perks.....

    Everything else about them is pretty trash, straight up and down, maybe one of Ada's perks are good if you're alone entirely but regardless, 2 perks and some how, you disregard the ENTIRE statement and rather valid point made....

  • @Sluzzy said:

    I feel like BHVR is putting quantity before quality in the past few years, especially considering how DLCs are very killer centric. This makes me sincerely believe there is a lack of empathy for survivors and have completely given up and focused on making money strictly on killer DLCs. Using Resident Evil again to bring and attract more players to buy the overpowered killer is an attempt to repeat the success of Nemesis, a popular killer that was overpowered. His tentacle is tedious and has no counterplay in a majority of situations. The new killer also has no counterplay leaving survivors hopeless.

    When survivors finally had some content to refresh the game with Mikaela Reid, the devs were very quick to listen to unsubstantiated complaints and nerf Circle of Healing numerous times. Survivors have little hope and having a lack of good perks has made the role very unattractive and depressing to play.

    The issue now is that the last patch completely broke and ruined the game, survivors have clearly made their voices heard and BHVR has been radio silent and still focused on working and releasing a licensed killer that will be overpowered. Killers couldn't play the PTB because no survivors played, proving once again there is nothing for survivors. Solos knew they were dead when they spawned on the map.

    I think this is dangerous for BHVR to be so stubborn and completely ignore an overwhelming majority of their playerbase. From what I can see, most survivors are playing and not having any fun knowing they have hardly any chance to win, with most being forced to due to increasingly long killer queues.

    BHVR is making a very bad judgement decision to not revert some of the killer buffs and survivor nerfs in the new update. It makes little sense to me to leave a majority of those playing the game unsatisfied with the balance of the game. It seems like a great way to kill off the game, maybe this is their intention due to their lack of attentiveness to the matter.

    Honestly, i'm half and half on this, more so leaning towards the survivors because I play Solo Q Daily and it's been nothing but back to back L's, maybe an occasional win if the killer slips up, but mostly just back to back L's. It more often seems like they take to the killer side of things but that isn't always true, if we all date back a couple years ago when Ruin got pretty much (Bad Word) on, reworked and more recently, nerfed again. Or when Killers when on strike and STRAIGHT UP REFUSED to play the game till they got what they wanted.


    It's more of the fact BHVR just does what they feel is right and this time, the killers finally got their wish, and the problem with the wish is that it upset the balance SO badly, that there is no real GOING back unless they revert it, and many people do and don't want that. Me? I've adapted to the fact this is how it's gonna be, maybe if a good portion of the survivor player base goes on strike and shouts as loud as the killers did once before, maybe BHVR will hear them and we can back track it, till then...welcome to the new state of DBD.


    @Phasmamain said:

    Sluzzy if wesker is OP then what do you think about nurse?

    Wesker is quite literally a weaker nurse

    I've seen many posts and comments about wesker's power and while I like the fact that wesker is coming to DBD, his lunge is a different story. The difference between him and Nurse is that his lunge is like a blight's rush but in ONE direction, forwards; as long as you don't just hold W and run in one direction, looping him should be relatively decent, still gonna be hard if he mind-games you and what not. Not to mention, if he doesn't throw you against a wall, you wont take damage, though, an lunged m1 probably will do it for him.

    With nurse, she doesn't GIVE ANY indication to where she'll blink, when she might do it, how far she'll go, and various other situations that Survivors have to stay alert about when being chased by the likes of her; which makes her unpredictable and extremely, extremely hard, if not IMPOSSIBLE to counter. Nurse, no matter how many nerfs or reworks to her power is given, she'll forever remain as a powerful killer once you learn how to use her properly.

    You can't really...compare the two as much as people would like to make them.

  • @soulfire22 said:

    https://forum.deadbydaylight.com/en/discussion/341201/cant-find-the-motivation-to-play-dbd-anymore

    the end game chat from survivors, just remove it from the game, it doesnt need to be there, there is way too much ######### talking, way too much hate in the end game, and wayyy to much actual abuse that i receive daily playing killer especially when i play bubba, and im not talking about face camping either, just regular bubba gameplay. i've been told things that would get me banned fast on these forums if i repeated them. remove the chat from the game.

    I mean, that's to be expected, it's bubba. I don't CONDONE what it is said, nor am i trying to judge you but Bubba is one of the infamously hated killers of this game, with blight, nurse, and probably twinkster. I'd say just say GGWP, and move on, best option there is...

  • @Iron_Cutlass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3129316#Comment_3129316

    You do realize that the old wiggle system use to take 16 seconds to wiggle off, but since they changed the wiggle system, if you hit all great skill checks (which isnt hard at all), you wiggle of in 13 seconds (15 seconds without hitting a single great skill check). They've made it easier than before to wiggle off in all fairness.

    Do you....expect me to be proud of 3 seconds less on a timer that can be extended by iron grasp, or easily be cheesed out of a grasp escape by the amount of hooks in a general area? It's an undeniable fact that there are GENUINELY too many hooks in a match, and it gets worse if a killer brings the offer to decrease the amount of space between hooks. They need more distance or the killer needs to face alot more recoil when bringing a survivor to another hook to make it fair, which would probably mean using Boil Over even that doesn't help. (And Flipflop actually needs to convert to 50% of a wiggle state when the recovery meter is being built up, I run the perk and 9 times out of ten, unless someone body blocks or the killer get's stuck on something for even half a second longer, it's a rare chance i escape grasp at all.)


    The better solution would just be increasing the space between hooks and extend so that the killers actually have to work for their hooks and mind-game better in to where they want to Herd the survivor, and where the survivor wants to loop. It would shift the game play a little more and be a healthier option then increasing the recoil and having that stack with boil over, lord knows how that'll go and before anything else; most killers have the ability to down, outplay or herd survivors into a general area due to their power (Blight, Nurse, Nemesis, Trickster, Pryamid head, deadslinger if aimmed correctly, doctor....Etc...etc). You see what I mean?

  • @MikaelaWantsYourBoon said:

    It's been a long time since patch. And we had good time to use it or play against it.

    So what are you thinking now? How Dead Hard is feels now? I am asking for both roles btw. Is it still good to use in trials as survivor? How it feels to play against DH users as killer?

    Genuinely speaking, i'd rather have a perk that'd give me the ability to dodge the hit on command or make distance, not really tank it. I don't like the new DH SOLELY because at the end of the day, it's kinda useless. You're bound to go down regardless, the deep wound status just extends the chase longer then usual, and i don't like having a darker screen. (I dont like the deep wound status, it's very annoying.)


    At the end of the day, this is made me realize that regardless of what I say, i relied on dead hard to extend my chases and without it, my chases are the same, it just takes proper timing and everything, so i'd say that the Dead hard nerf was kinda deserved, it was an eye-opener to make me better at the game, but I'd still prefer being able to make distance then tanking a hit.

  • @Chocolate_Cosmos said:

    Usualy I see negative energy towards Nemesis from Survivors. Why?

    His tentacle hitbox is actual garbage, sometimes it'll miss and sometimes it'll hit, no one knows why. (It's literally the huntress's hatchets but worse.) Not to mention, his tentacles also GOES THROUGH pallettes and break them, effectively destroying the loop and giving the survivors no space to even create a little bit of distance. The amount of zombies on the map are ridiculous and are extremely annoying when they're in an area you need them NOT to be or when you get trapped between him and a zombie and get downed due to two registered hits with no chance of escaping either.


    It's pretty much the Twins but charlotte and her damn gremlin brother don't exist.

  • @amazing_grace said:

    That's not the hook suicide that people hate. The hook suicide people hate is when the person is the first down and hooked, so they want to exit the game right away or when they are on second stage a give up as someone is on their way to get them. The hook suicides that completely throw the game where it was easily winnable to barely winnable/possible 4k.

    @Neprašheart said:

    You do know the reason, why're you asking? Because only losers do give up early.. And to be honest, those people should stay away from social networks and online games aswell.

    If you do care about the quality of your team mates, do play SWF; Sure, it may be a pain to search for the optimal team or group of players, but you can do it. The fact that you're excusing yourself for your own mistakes kinda puts you into the same category as those, who do Self-Care in the corner of the map. As always, neither me or you can claim that it's a bad strategy, as it's dependable on the situation you're in.

    Unless you do present a clear case scenario, I'm ready to argue as to why using Self-Care is a good strategy when it comes to Solo Queue; Of course, I don't like using the perk alone, I'd always pick Botany Knowledge when I'm at it.. Maybe even Desperate Measures.

    What I dont understand is people trying to sit here and BLATANTLY look someone in the face and say "Just keep trying." In the face of a hopeless situation?


    That is the only thing that bothers me, if you KNOW you wont win, there's a three gen going on/ 5 gens left to do, slowdown perks in plays, high mobility killer or a killer that can destroy loops easily, and someone's already on death hook. There's no sudden comeback for that, it's just adopting the go next mentality and move on.

    People try to use bloodpoints as a valid argument for Survivors to stick around and give that killer a 5 five while they're leaving with a score below 15K all the time while the killer walks away with 25-30K+ all the time? Why? What selfish pleasure do you get by trying to convince players to just take a hopeless loss gracefully and play as if there ISNT a problem when there clearly is?

    Do they look like Luffy to you? Or goku? Usagi from Sailor moon? Do we have some type of plot armor that I'm not understanding? Cause if not, let survivors keep going with the "Go next" mentality and just let it be, no point on playing a match if you KNOW it's pointless.

  • @Ivansanchez224 said:

    This game is way too easy for killers it’s insane. I’m a killer main and if I play 10 games 9/10 of those I win fairly easy. I don’t think killers should be able to see the survivors aura at all because that just defeats the sole purpose of what the survivors are supposed to do which is to hide and be stealthy. I also think the hooks are way to close to each other and need to have a cool down after someone gets unhooked from one. It’s ridiculous how I can just throw another person on the same hook without any penalties right after someone gets unhooked. The game has started to get boring with just how easy it is for killers. Also the killers range needs to be nerfed. Too many times I find my self downing someone with hits that shouldn’t have connected. Tell me how I can down someone when they just vaulted through a window or pallet despite me not being close to them at all.

    I partially agree with this post, ONLY in the sense that the hooks need more distance. Especially with the patch, there's always a hook within 24 meters of each other as far as I've seen and that's too close, there needs to be at least 40 or 50 meters of distance between each hook so survivors have a decent chance of wiggling off.

    Everything else here comes down to skill, ping and server latency. Even against a Wall hack Myers, which is the best example for seeing survivor auras and even then, decent survivors can loop him with the right tiles or even in general.

    I've seen and played killer( but I'm more of a survivor main.) it's not a walk in the park but it's generally easier then before to get hooks and kills.

  • @Akumakaji said:

    Legion - they are always a team, support any orientation and you might end up getting on the wrong end of a fivesome. ("Feral Frenzy my arse ... oh .. that was just a figure of speaking! Nuuuuuu")

    Plague - she was quite the stunner back in the days, but now has problems of letting go of her power plays and letting her sweet personality shine. Can you help out and lend her a hand?

    Artist - the troubled artist is basically trope in itself, but adding all the Spies in the Shadows and the subtle body horror? Could be fun. And she really needs some loving neck-massages, as the neck pain is actually killing her.

    Dredge - a surprisingly loving non-binary-personality with a Ravaging sense of humor. Also quite experimentally minded and open to all things your hentai-addled brain can think off.

    I genuinely disagree with dredge, specifically because of how predictable it is if you really got down to it. Tentacles and---- Yeah, that's all I need to say before things go south. I can't find him attractive or have any distinguishable features besides his ridiculous speed. I don't mind others who do but that is like, the only killer i'd give you a judgemental face and be like " Seriously....? You choose the overdone, tentacle monster over someone like Trapper or Ghostie?


    But hey, to each their own. NGL, if we were given something like Legion in a pool or swimsuit in DBD, i'd definitely say yes, both sides of male and Female.

  • @PNgamer said:

    yo,

    they must finally understand and accept that.

    If I choose to tunnel or camp a survivor as a killer, that is my own decision for which BHVR is not responsible. Tunneling and camping are parts of the game, it's as simple as that.

    Fact: BHVR can develop tools that make tunneling and camping less effective and that's a good thing, but you can't remove tunneling and camping from the game entirely, because that would be too much of an intrusion into the killer's game.

    Yes, it can be frustrating as a survivor, but you can't and shouldn't prevent it.

    Greetings

    I mean, they could just pause the timer on the hook until the killer leaves (and we're talking more than proxy camping, like straight up going somewhere else more the 40 meters from the hook) (So, a base kit kinship would be nice)


    And for tunneling they could just give them a 50% haste speed boost if they're in chase getting right off hook.

    BHVR can do much more than preventing camping and tunneling, the fact is, they refuse to cause they've taken a liking to it and said "It's apart of the game." It's really not, it's a choice people make. A bad choice, but still a choice.

  • @JakeCannon said:

    Y'all do too much. Just had 3 lobbies in a row where they put on a p1 surv with no items, then last second switch to a 25p with 4 flashlights. Mf I'm hag, and don't have lightborn hard NOPE lol

    I do it to avoid lightborn and Franklin, I've been seeing too many killers run LB, FD, NC, LP, BW-- etc (Lightborn, Franklin's demise, nurse's calling and Lethal pursuer, Blood warden) BBQ I see naturally but these 4 perks are probably the most bothersome to me seeing as it negates ALL items at once, you might as well just not carry one at all.

    Seriously, did I miss a chapter? Since when were these perks the META shift? It's like after the thana nerf, everyone was like "Fun's over, It was ruined, moving on."

  • @Dead_Harder said:

    With the increase of Nurse players in the meta is it finally time to admit that nurse isnt actually that hard to pick up now? And honestly she was never even in the top 10 hardest killers to begin with, all they did is lower her skill floor which was the only difficulty with her.

    This is just speculation but im guessing if they release new statistics now we'll see her with a pretty higher pick and kill rate.

    Hope they just rework her add ons and leave her base kit be though.

    Another one of the "Buff Nurses" Posts. Don't you get tired of that?

  • @Edilibs said:

    What do you do when someone is killing themselves on hook?

    a) Go for the unhook anyway even though it puts you at a big risk or if you feel the survivor is worth saving/unhooking at that point

    b) Go work on or stay on a gen

    or

    c) At least i have Kindred

    For me its (b) 100%

    Naturally, if someone is suiciding I either leave them alone entirely or go for the save just for BP alone, after that I just leave them to die cause at the end of the day, it's what they wanted I guess.

  • @MinlerDemon said:

    Devs is survivor sided they nerf only killer.

    Seems like you just didnt pay attention to the patch at all hmmm....Survivors and solo Q took the BIGGEST hit ever...and the game is still survivor sided? Entitled killer much? Skill issue? Or do you just want to curbstomp the game with no resistance what so ever.

  • @NightmareKT said:

    Can someone actually give a valid reason why we killers should not camp or tunnel when that's the best way to win? A reason that does not involve "cause it's not fun for the other side" nonsense like that? Why should we care about survivors fun when they always try to make us have bad experiences?

    All I've got to say to you is "Yikes. If you really think there's no OTHER incentives not to camp with this recent patch....? 😬😬

    Embarrassing

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3114369#Comment_3114369

    It depends on the team, but they can rush gens fast enough that you are not getting a kill unless you tunnel to be perfectly honest. You sometimes literally have to.

    If they are average survivors, sure. Yeah. But I do not believe that is what he is complaining about. Nobody cares about the immersed players in their guaranteed 3k. It is more that when a SWF adopts this style and you do not immediately commit, you lose. Feels bad man.

    I think camping and tunneling is a you problem that you need to get over. There is no difference, really. You are struggling with a style you do not like. The only difference is that I am not criticizing you for it. Thats all you, baby!

    This isnt a conversation about me though cause I dont think I've actively complained about camping and tunneling. I've brought it up because this Patch was supposed to 'HELP' with that, and everyone here kind of agrees that it just made it worse. That's something that's been accepted already.


    The point of his post was pretty much a venting post for all I know, just talking about how he'd tunnel and camp people who stealth the OP cause he cant find them. I just pointed out that this was expected, if you cant out run a killer, you hide from them, not like you're guaranteed to survive anyways. I gave OP a solution to the problem, snow ball it.

  • @MommyHunktress said:

    I will go out of my way to camp and tunnel each and every one i find. It is the easiest, most bs gameplay in my opinion. you make the killer waste all of his time and because he cant find you your teammates get juggled. its a selfish way to play and very unfair in my opinion. if my mmr is high enough to where i have to be on my toes at all time the fact someone can just hide is really annoying. I just had a girl working on a gen on dead daweg and go for saves but i could never freaking find her. its the worst feeling in the game

    And this, is one of the many things wrong with DBD now. Killers who cannot just take what is given to them and will complain about literally anything. You already got your buff, so what if you cant find a certain survivor, just go catch the other ones and close hatch? They'll eventually make a mistake


    Because here's a funny thing about survivors, they're supposed to...I dunno... AVOID YOU? them hiding is a legal way to avoid you, you on the other hand tunneling them out because they refuse to run into your field of view and loop you is insane and wrong. Do you see the difference here? If they out play you and escape, GG'S good for them. If they die cause they got caught and made a mistake, GG's and move on. Stealthing a killer isnt some game breaking bug that needs to be fixed or something that's even a major problem, it's a you problem that you need to get over.

  • @IlliterateGenocide said:

    With all the potential for new maps it looks like there not going to give us a new one.

    From the trailer there back at Rpd, yeah so exciting :/

    really disappointed there are hundreds of iconic locations from the Re series and you chose none of them

    Kinda glad the dev's learned from their mistake with RPD, no one really enjoys that map and DEFINITELY NOT now with this recent patch, getting RPD as a survivor now....😬😬 yikes

  • @skylerbound said:

    3 games in a row where I was on the floor till I almost bled out cause the killer wanted a 4k so bad. I d/c’d on the last one after using unbreakable and my bar was halfway.

    when I play killer I find this also annoying looking for one person across a map which is why I just hook. There’s just no remedy on the survivor side to just move the match along aside from dcing.

    I just run a no mither build to avoid being slugged, people seem to forget this perk and it PISSES the HELL out of killers when they lose their 4K because of it. Tenacity + No mither go BRRRRR.


    That's my only real counter to sluggers, anyways. If not I just find something else better to do and not let them have the satisfaction of seeing me sweat. We dont really have a choice but to wait this out and hope the dev's revert the update cause all it did was make this worse NGL. Though slugging in any circumstance that isnt to avoid tunneling is unacceptable

  • @Roaroftime said:

    lost me at saying the patch is good, I ain't reading the rest of that then

    Then obviously, you havent seen my previous posts relating to this cause I don't think this patch is good, it's just a hypothetical and pitching ideas that could help Solo Q and generally fix the imbalance this game has going on right now

  • @Carth said:

    "I'd say nerfing the amount of hooks there are in game, I havent really counted but I genuinely think there are way too many, especially when killers get access to DECREASING the range between hooks. (Rotting oak) I'd say there should be 48 or 60 meters of range between one hook to a next, given that killers can easily cross between one hook to another and 60 meters of range are nothing to their movement speed compared to ours."

    60 meter hooks at a 4.6 M/S rate(115% speed killers) would mean 60/ 4.6 = 13 seconds of travel time. A blade wipe takes 2.7 seconds to recover from. Base wiggle time is 16 seconds. With 1 body block you would never be able to make it to another hook if a survivor goes down at an already hooked survivor. Add in breakout + boil over for more fun. This is also assuming it is a straight line from hook A to hook B which is not always the case, terrain often means you have to follow a less efficient path.

    Well, it was an idea and it doesnt have to be 60 meters, 48 meters would work well with that given math. Just something to increase the distance between walking from one hook to another would help the game greatly and this would seem like a good way to fix it. Once again, it's not 100% guaranteed that survivors will escape their grasp, and iron grasp is also a thing which would definitely let them get a hook in if they dont get body blocked and all.

    Edit: Though I will agree, me suggesting 60 meters is a bit excessive with the given math. Though, it's not too much of a problem given the killers buffs and certain situations.

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