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Seraphor

Seraphor

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Seraphor
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  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2086312#Comment_2086312

    I do not play on console, but I have heard that high sensitivity demanding characters such as Nurse, Huntress, Blight etc. are difficult to play on console. Trickster has 60 knives so it is not like there is no margins for error on aiming with his power, even PC killers will miss from time to time, but those that main him like one trick/master him will be deadly. It just means that console will have lower mastery ceiling than PC. I assume its already like that for blight and others.

    Blight and Oni are trickier on console due to how stiff the direction 'flicking' is after a rush.

    Nurse is just due to general sensitivity issues, which can be countered a bit by increasing the killer sensitivity in the settings.

    Huntress, Deathslinger, Plague and Trickster have the opposite issue, too much sensitivity screws them over, and out of all of them, Trickster is the worst due to the recoil. Like I said, trying to counter the recoil works against you on console, you're better off just throwing single knives, you'll hit way more than throwing a flurry in every direction BUT the survivor.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2084704#Comment_2084704

    From playing against him 5 times in total, 4 of the 5 times were in the PTB, When trickster raises his knives, he always raises his left knife first, so he has pattern like the following left-right-left-right-left-right, so what I figured out is that you can move right-left-right-left and make a lot of his knives miss but he can also switch pattern by throwing his left knives far right so now you need change your movement rhyme. I think his recoil mechanic is meant to be utilized for survivor to make dodging easier but I think that the best tricksters will master his recoil which is a big part of his skill-cap in my opinion.

    Of course, all of this is completely meaningless right now because his power is so weak that you do not even need to learn how to play against his power. the power takes so many hits to down and his knife throwing speed is so slow that you can on purpose tank 5-6 hits of knives, slow him down than just use LOS(Line of Sight) and as long he does not hit you within next 15 seconds, all those stacks just disappear. Looping tightly around tall loops completely obliterates his main event and he has almost no control over main event. so until a large majority of his negatives are removed like laceration delay and perhaps rework on both his trash iri's and all add-on associated with that mechanic, he'll be pretty bad. Probably most famous for being a deranking killer. I do not see him as powerhouse any time soon as he is so far away from his ideal spot at the moment.

    "but I think that the best tricksters will master his recoil which is a big part of his skill-cap in my opinion."

    Maybe on PC, but on console his recoil is practically impossible to compensate for, because joysticks simply aren't that responsive. If you start trying to adjust for his recoil, you very easily overcompensate and just start throwing knives in random directions.

  • @nemadrasteia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2084072#Comment_2084072

    yes I can heal by another survivor but the thing is if that survivor also unhooked and have ds when he healing he also lose his ds basically no one wants to heal someone after unhook so it causes problems also it should definetly not finish while you are healing yourself. Also I am not crying for buff pallet bugs are not related to ds I NEVER SAID THAT. Read it again if you can't understand it bruh

    If you unhook someone, you lose DS, so the person who unhooked you is free to heal you.

  • @BubbaDredge said:

    https://forum.deadbydaylight.com/en/discussion/comment/2085261#Comment_2085261

    But they'd still get their escape points. I don't think survivors care about the gen points. I've seen lots of keys used, I've never seen a survivor do an unnecessary gen.

    This is one of those tiny problems that aren't worth fixing, because the fixing would affect more matches than the problem does.

    Survivors get escape points when the killer ragequits anyway. The point is, the killer can inflict everything a DC does on the survivors, without getting a penalty for it.

  • @Hektic3000 said:

    I honestly don't see why Killers can't just open the exit gates at any point during the match and are only allowed to once gens get done.

    Killer can 'ragequit' by just openning the gates, preventing survivors from doing any more gens or getting any more points, and without the penalty for DCing.

  • Amazing. Perk ideas are pretty cool too, though Rookie Privilege probably doesn't need a cooldown, how often are you going to be able to heal up and get injured again within 40 seconds? In anything, it should inflict Broken for like 30/25/20 seconds or something.

    in Mr X Comment by Seraphor
  • You want to nerf his Iri add-on?

    I'd make Ricochet default, but Ricochet blades only deal 50% laceration. His Trick Blades add-on would allow them to Ricochet twice and deal full laceration.

    Also, instead of just making him 115% base speed (which would effectively just turn him into a basic M1 killer and nobody would bother with his blades anymore) I would give his blades a slow-down effect:

    Each laceration reduces that survivors sprint speed by 1%, up to a maximum of 7%. If add-ons that reduce survivors laceration meter are used then this maximum is reduced as well, so a reduction to 6 lacerations needed to down would make the maximum slow-down 5%. This would increase the different between survivor and killer speed as as well, if not more, than merely increasing his speed by 5%, and would reward the use of his power too.

    I'd also reduce or even remove his vertical recoil, because this is a ######### to compensate for on console, but nothing for PC users to correct for.

  • Survivor Perk: When hooked, for the next 20/25/30 seconds, if the killer is within 24 meters of the hook, your entity progression is reduced by 50/70/90%. The killer can see this effect as a debuff on their UI.

    Rationale: Basically, an inverted Camaraderie. If the killer camps the hook, they will need to wait longer for the survivor to be sacrificed, giving the other survivors more time to do gens. Also, just like Camaraderie, if a survivor is being stupid and looping the killer around the hook, then the hooked survivor gets more time on the hook and thus more chance of getting saved in the long run. So, it defends against camping killers and stupid survivors. It works a bit better than Camaraderie does, hence the slightly less significant effect of 50/70/90% reduction instead of being a static pause for 34 seconds.

    Counter: The killer leaves the hook to deny the effect, so doesn’t camp. Good gameplay ensues.


    Killer Perk: When a survivor is saved or escapes from the hook, they are cursed for 40/50/60 seconds, slightly/moderately/considerably (10/20/30% maybe?) reducing their repair progress and increases the frequency of skill checks. Only one survivor can be cursed at a time, when another survivor is saved or escapes from the hook, they become the cursed survivor.

    Rationale: Gen defence and anti-tunnel perk. The killer wants the saved survivor to get away, as they will be less efficient than their teammates, and instead can go after the non-cursed survivors to push them away from gen progression.

    Counter: As this debuff counts as a curse, any perks that interact with curses also apply here, such as Soul Guard, increasing the anti-tunnel value. Also, the cursed survivor can take the time to save other survivors from the hook, or do totems, other objectives, etc. knowing that other teammates will be more effective on gens than they are.


    Killer Perk: When hooking a survivor, all Generators not being repaired automatically regress at 100/150/200% of normal regression rate for the next 60 seconds. All generator regression is paused when you are within 32/28/24 meters of a hooked survivor.

    Rationale: This is a temporary Ruin-like effect, that is disabled when the killer is camping. Like Ruin, it encourages the killer to leave the hook and pressure gens to get the full effect, but as it's not constant like Ruin and is reliant on hooks, it's not a Hex that can be cleansed.

    Counter: Lead or engage the killer close to the hook to pause the regression. This of course means one more survivor isn’t doing gens so less overall gen progress is made anyway, balancing it out. However if coordinating, the remaining two survivors could be rushing gens to make up for it.

    This could pair well with Thrilling Tremors to get people off the gens to begin with.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2084059#Comment_2084059

    But then again, the perk itself is really overpowered. Healing mid-chase is really, REALLY strong.

    It's like Mettle of Man but better as in you can use it to max 3 times.

    It could maybe do with fewer tokens then. It's basically a DS, stuns the killer and grants an additional health state. Maybe if tokens were gained via safe unhooks or something, it could be a better version of DS. After safely unhooking a unique survivor, it gains a token, that way you can only have a maximum of 3 per game.

  • Yes, stuns transfer to wiggle progression instead of immediate drops. Maybe a stun is 25% progression so if you need to walk any significant distance to a hook it could still reliably cause a drop, but no more flashlight saves or DS's when you pick someone up right by a hook.

  • I think the 5% auto regression might be a bit too much. You don't want to be kicking gens if you can help it, it wastes time, and 5% would be good enough that everyone would want to kick a gen every time.

    With survivors needing to commit to a gen for 3 seconds to halt regression, which is already a huge improvement, you wouldn't need that 5%, maybe 1% default regression would be enough.

  • You can still be healed by another survivor after being unhooked and not lose your DS.

    DS is still totally an anti-tunnel perk. If doesn't matter if the killer still chases you after you use it, you got a free health state and a ~25 second lead on the killer in that chase. A Free Health State! An equivalent would be getting automatic Borrowed Time for 60 seconds, and when the killer hits you, they get stunned. That means the killer has already been punished for tunnelling you.

    Anti-tunnel is never going to mean "completely unable to tunnel" only that is discourages tunnelling.

    I do agree that given how much DS was nerfed, it should probably be able to be used after EACH unhook now, rather than just one. The Killer will know you have it for the 2nd one which will make it more effective as an anti-tunnel perk.

    But you can't cry for a buff to something because of BUGS like the pallet stuns not registering. Those need to be fixed, not traded off with other buffs.

  • Nice idea for an actor survivor.

    Stunt Double should probably come with the additional condition of "When injured". Other wise you could stun the killer three times in your first chase before you even get hit and waste the entire perk.

  • He has a high kill rate, which means he has to be nerfed. Then it'll be who has the highest kill rate after him, and so on.

    To be fair, Freddy has a lot of tools at his disposal. He can Teleport (map presence), he can Trap (snares and pallets), he has a passive stealth/slowdown mechanic (dream state and clocks), plus his teleport has a gen pressure effect as well. Only thing he's missing is a ranged attack!

    He's a jack of all trades, master of none. That makes him pretty strong in a range of scenarios, which makes him difficult to completely counter, as he has an answer for everything. Those answers aren't always the best ones available, but at least he's got something.

    Best nerf he could get really is making his Dream State countdown not start at the start of the game, and require you to get hit by him to initiate it. After that it can continue to progress automatically every time you wake up, but at least then he'd have to work for the dream state instead of everyone automatically falling asleep after 60 seconds.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2081888#Comment_2081888

    Nobody plays killer or theres an abundance of survivor players. Or both.

    I do play killer as mentioned in a previous comment. But sometimes I like to play with friends, hence playing survivor. If we could play customs with friends and earn blood points that would be great, however most would probably abuse and farm unfortunately.

    There are highly skilled survivor players which can be both frustrating and toxic. And if I could tell them to chill and take a hook I would. Otherwise its "the best for last" and everyone else on the team dies/gets tunneled unfortunately.

    I think it would be pretty neat if you could earn bloodpoints in custom games, with the following caveats:

    1. Bloodpoint Offerings can't be used or do nothing.
    2. Progress isn't counted towards Rift challenges or Daily tasks.
    3. BP rewards are halved and each category is capped at 4000 instead of 8000.

    The maximum you could earn from a game would be 16,000, and that would be a full length game maxing out everything.

    You'd still earn no EXP or rift progress as well obviously.

  • There's some nice stuff here.

    Though I think the Locker stuff is entirely unnecessary and a bit too convoluted.

    Also the passive ability Frail Body seems unnecessary too. We already have Legion, who has no problem breaking pallets and carrying survivors despite one of them being a teenage girl.

    The 'working on a generator to regress it' either needs to be substantial (like 300%) or it's only going to be used for a second for two at a time to feign being a survivor, in which case the fact that it regresses at all is inconsequential. Having built in regression might be a little OP, however there are killers that have some minor built in gen pressure, such as Freddy's teleports.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2081834#Comment_2081834

    Or I could simply stop playing the game 😂😂😂

    Survivor queue time is horrid already.

    Have you have been camped bro, what's the honest point in playing? Especially if it happened every match.

    Play killer.

    Survivor queue times are awful because nobody plays killer... because the killer experience is awful... because the game is survivor sided.

  • @swager21 said:

    a totem counter for survivors would also be nice. lets say you are totem hunting (why you'd do that is beyond me) and one teammate breaks a totem. you will panic and think that there is one totem left that you havent cleansed. i like this rework but this would be a nice addition to it

    It sounds good, but a worry I have is that a totem counter will encourage survivors to go totem hunting all the time, in order to clear all the totems from the game. Then all Hex perks will effectively be nerfed to nothing. They only work because survivors DON'T cleanse every totem.

  • It's not something that really bothers me tbh. If it's a killer that mainly uses M1, I'll take Surge, eg. Doctor or Spirit. If it's a killer I regularly down survivors via their power, I'll take something else, like Pop or Oppression.

    My main gripe with Surge is on large maps where there can be no gens within range.

    My buff to Surge would be increasing the range to 40 or 48 meters, and have it apply to a maximum of 3 gens within that range.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/2081080#Comment_2081080

    Yep. This was coordinated from the start. They clearly knew one another and didn't somehow work it out in game. How are Console Killers loading in with Survivors they know?

    Lobby dodging until they see their survivor friend I assume. And if Feng gets a killer and it's not her mate, she dodges too.

  • All Hex perks are a contentious issue.

    Survivors think they're always OP and don't want to have the responsibility of finding and cleansing their totems, because they're all so hard to find... except for when you spawn on top of them, or they're by a gen, or you have a map or detectives hunch...

    Killers think they're all too fragile, because while their effects are mostly great, you never get the full effect of them because they're nearly always cleansed immediately, and then it's a wasted perk.

    So NOED is hardly unique in this aspect, both killers and survivors are going to have issues with it.

    However, Hex perks in general are a great mechanism, as it encourages survivors to complete their secondary objective, cleansing totems.


    I think it would be great if ALL Hex perks were reworked entirely, into an entirely new system. Killers would get a fifth perk slot, that is used exclusively for Hex perks, and is the only way of running a Hex perk. This way, every match comes with just one Hex perk, and killers don't need to waste a perk slot on it.

    Balance these perks accordingly, so that they're neither OP nor inconsequential. This would probably mean most of them will be nerfed in some way.

    It would still leave room for regular perks that interact with totems in some way, like your NOED rework idea.

    So lets say NOED, Thrill of the Hunt and Undying were reworked into non-Hex perks that merely interact with totems. Leaving Ruin, Haunted Grounds, Lullaby, Retribution, Devour Hope, Blood Favour, Crowd Control and Third Seal. So every match survivors would potentially face one of these perks, which they'll either have to put up with or deal with. Add in a new Hex perk as a generic (as I believe all of those are DLC perks)

  • This might be a bit complicated to balance, a lot of variable to account for.

    Many killer powers already have synergy with certain perks as it is. Doctor with Distressing, Plague with Thanatophobia, Oni with Nurses, etc.

    Ultimately, this is what Add-ons are for to begin with, I don't really see why perks need to do the same thing.

    That said, it would be nice to get some perks that activate via the killers 'Special Power' rather than the vast majority of perks that have things like "if a survivor is put into the dying state with a basic attack". Give us something that can be used on killers who primarily use their special.

  • I still find Trickster more appealing than the Twins. Don't get me wrong, I love going against them, there's nothing more satisfying than yeeting Victor, but I'll never play them.

  • If the Entity chose Bruce Wayne for any reason, it would probably be as a killer.

  • @Hulksmash6565 said:

    I've even seen killers camp with bbq so you answer is invalid about anti camping.

    Nothing can solve poor play if the player wants to play poorly.

    Ultimately most people run BBQ for the bloodpoints, which requires hooking each survivor once. Camping won't get you there..

  • Steve and Bunny Feng are the obvious targets, but Nancies also seem to stick out like a sore thumb. I also have a personal loathing of all Aces, especially tinted sunglasses Ace.

  • @Hulksmash6565 said:

    You know what would be a great idea one day it should be reversed that killers mains can't play anything but survivor and survivor mains can't play anything but killer. It sounds like one of hell deal to me

    This will never be a bad idea, but most people already play both anyway. There's nothing stopping you from picking up a killer.

  • @Hulksmash6565 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2080580#Comment_2080580

    Killers camp(proxy) either way even at red ranks. Bbq definitely needs to be like distortion 100% if I have 3 tokens to block bbq, it should only have 3 tokens. Not gonna change my mind. They've need way too many survivor perks for this game to be even. At least on F13 we can defend ourselves and even kill Jason. I'm tired of seeing ppl ######### about swfs u can dodge lobbies as killer not hard to hit the B or O buttons. I also think they need to make it since we see killers perks they shouldn't be able to see what items are being brought in

    You've never played with BBQ if you think it's a strong perk that requires tokens.

    1. It's easily counterable via lockers, or being close to the killer, or any perk that makes you undetectable. You can also hide behind gens as they mask your aura.
    2. It gets killers away from the hook. (anti-camp)
    3. It gets killers hooking each survivor. (anti-tunnel)
    4. It gets survivors thinking about how exposed they are when the killer is finished hooking someone else.

    It's literally the healthiest perk in the game.


    Tip: if you see Distortion losing tokens when people get hooked, you will know that killer is running BBQ. Then, next time someone gets hooked, you will know to jump in a locker or make sure you're within 40 meters. Or, if you're in a SWF, and you've used up your tokens, you can strategically offer yourself up as the decoy while everyone else hides, so that your team mates can go for the rescue. That's the purpose of Distortion.

  • Desync is always in the game, it's unavoidable when different players have different ping. It's all about how the hit validation is tuned to compensate for it.

    in Dsync? Comment by Seraphor
  • Nah, I don't want to have to talk to random people if I don't want to, and nobody should be forced to put up with in-game #########-talking via voice.

    Solo survivors do need more tools at their disposal to bring them up to SWF levels though. I've suggested:

    1. Survivors are able to view all survivors perk/item loadouts in the lobby screen, so they can judge the capabilities of their team mates, know what to expect from them, etc. If a survivor is bringing borrowed time, they know to let them go for the unhook. If a survivor has botany knowledge, take the heal instead of insisting on depleting your med-kit, etc.
    2. A small set of pre-set in-game messages. Things like "Killer is here!" "Coast is clear" "Help me!" "Leave me". You press the button for the message you want to activate, and it appears by your survivor portrait, as well as triggering a directional indicator (similar to the notification Ghostface gets when a survivor is revealing them) so you know where the message is coming from. Give it a 30 second cooldown, and have the message remain on screen for about 5-10 seconds.
  • Emblems wouldn't have any use in determining MMR, but we're still keeping Ranks as a fluff system for gaining bonus bloodpoints each month, so there's no reason they'd have to remove them.

    They still serve as a rough guide for what tactics and actions serve as 'good play', and provides a metric by which to measure success. Otherwise how will you know how well you did? 'Ruthless Killer' or 'Entity Displeased' alone aren't really good enough to know what you did wrong.

  • @CashelP14 said:

    I actually find the stamina bar idea quite interesting. Feel like if they created a new game they'd maybe add a mechanic like this.

    I will say though your reasoning for wanting to add it has a flaw. You want it added because of survivors running a killer for a marathon then using it later in the chase. Thing is that's the killers fault for chasing a survivor that long.

    I don't want to encourage killers to continue with these really long chases because the survivor will soon be exhausted. Killer should be taught to not chase survivors too long if that survivor is wasting a lot of their time.

    This is a really good point actually, and the first rebuttal to the idea I've seen that isn't just "lol no killers have it too EZ already git gud"

  • Searching a jigsaw box should definitely not disarm DS. You need to search boxes even when in danger of being found, or you die either way. Plus in my experience Pigs are one of the biggest tunnellers, despite their traps doing the job for them, it's like they want the watch your head pop off.

  • Given how good the DS nerf was, I'd be completely fine with DS having two charges per game, or basically being used after each unhook. At least then the killer will know that survivor has DS if they used it after 1 hook, and can then avoid tunnelling them after their 2nd.

  • Not enough. I like to run Unbreakable, maybe even Tenacity to boot, but I can probably count the number of times I've managed to actually get myself up on one hand.

  • @bjorksnas said:

    Well because, its usually easy to win as killer if you do nothing but go for the win, a single camped basement hook can usually win an entire match, its easy to win if you camp for pressure, or tunnel someone out early and is usually boring for the other side, because if they see you camping/tunneling either A they slam gens and don't get to actually play the fun part of the game which is the chase, or B they just don't do gens and forgo winning just to try and have fun.

    Basically going for the win at any cost usually puts the other side in a lose/lose situation of be bored out of your mind and lose out on having fun or get killed waiting around for something more interesting to happen

    Not that survivors can't do the same but I can't really take much pride in abusing this lose lose situation as much as I can going for a good amount of hooks before anyone is dead and still managing a 4k

    Sure a win at any cost is fine but its just not as interesting or usually as skillful as it could be

    Except nothing the OP mentioned was "a win at any cost" but very common scenarios that regularly occur, usually due to the actions of survivors.

  • When we get SBMM, ranks won't really mean much besides BP bonuses, and also you won't be able to de-pip, so a 'loss' won't be such a blow. It'll probably stop people being so sweaty in general tbh.

  • @loopsahoy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2079309#Comment_2079309

    Someone told me they were different. Also youre leading away from my main argument. Mmr is going to damage the game.

    How can you make an argument you don't understand?

  • I've... explained what they are, I've spelled out what they're abbreviations for... I have used all the words... you just need to understand them.

  • @loopsahoy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2079284#Comment_2079284

    People really really like to put words in my mouth. Jesus christ dude, i said mmr not sbm. Sbm is much better than mmr, but mmr is a huge change for some, and it would make 1. Queue times longer because of skill division, and 2. Mmr may mess up and cause bad games. It is dbd were talking about after all.

    They're the same thing...

    Skill Based Match-making (SBM) USES your Match-Making Rating (MMR) to match you up with other players of a similar skill.

    There is no doubt that matching skill against skill is a good move. The ONLY question was "does BHVR's MMR accurately gauge skill level?" It's never going to be perfect, but the consensus from the recent test was "yes, the MMR is a 'good enough' measure of skill." which was the point of the test.

  • @miketheratguy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2079178#Comment_2079178

    He said that once the gauge depletes, the player is exhausted and has to wait for it to fill again to return to a normal state. He then goes on to state that the reason for this idea would be to put restrictions on the survivor's ability to flee, which he sees as too strong. I don't agree.

    If the killer can run infinitely with no restriction, faster than the survivor and with the ability to see the survivor's tracks no less, than the survivor should be able to run infinitely without restriction as well.

    They... can...

    You're still not understanding what's been suggested.

    'Exhausted' is a defined status in the game, it does not mean they're get tired and can't run anymore.

  • @Verconissp said:

    https://forum.deadbydaylight.com/en/discussion/comment/2079235#Comment_2079235

    Like i said. It won't...

    It will hurt it more than it will save it,

    Trust me...

    Like I said, it will... trust me...

    Jesus christ dude, you have to make an argument, not just a baseless statement with nothing to support it. There's a clear consensus that SBM is a positive for this game, and matching players up with others of a similar skill level can only be a good thing, as opposed to the clear inequity seen in our broken rank-based matchmaking we're currently putting up with, that causes so many issues.

  • @just_teme said:

    https://forum.deadbydaylight.com/en/discussion/comment/2079256#Comment_2079256

    This balancing mechanic would be an awful balancing mechanic and im making fun of you for not realizing that

    strawman? no

    mockery? yes

    Tbf (stepping back a little), this entire suggestion is born from the inequity in such high level survivors going against lower level killers. SBM would solve this issue just as well.

  • @loopsahoy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2079258#Comment_2079258

    The thing is, i dont care about rank but im gonna be bitten in the ass for it. I know my skill level, which is reds and purples, but i dont want to play against reds because then it really is just the same few expectable things, and it doesnt feel like fun.

    So... is it fun for the 'yellow ranks' that you keep slaughtering? If you're 'red rank' in skill level, then surely you should be facing people of a similar skill level.

  • @just_teme said:

    https://forum.deadbydaylight.com/en/discussion/comment/2079220#Comment_2079220

    Wow imagine the survivour wont stand still and die for you theres an opportunity for the to make plays

    its almost as if...

    multiplayer games are two parties trying to best each other?

    Even the best players die

    im not even that much against the suggestion its just the the arguments for implementing it that have been said here are hilarious

    Wow what a straw man argument.

    I'm arguing for a balancing mechanic, not an instant win button as you'd like to paint it as.

  • There's plenty done about facecamping.

    1. If survivors play correctly and rush gens while the killer is occupied with the facecamp, they'll lose out for it, lose pips, de-rank, and they'll learn that facecamping is NOT a good strategy in the vast majority of cases.
    2. Various, very good killer perks are specifically tailored to discourage camping hooks. As killers improve and learn how good these perks are and how to utilise them, they stop facecamping.
  • @Verconissp said:

    https://forum.deadbydaylight.com/en/discussion/comment/2079198#Comment_2079198

    Not everyone sweats in dbd

    maybe like 60% of the time but not everyone,

    Some might be streamers with meme builds or challenges.

    Or the above. tryhards.

    but even then... SBM will Hurt and or kill this game 100%

    Nah. SBM will save this game 100%.

  • @just_teme said:

    https://forum.deadbydaylight.com/en/discussion/comment/2079178#Comment_2079178

    Well the fact that you are committing on a survivour for more than a minute can very often lose you the game at that point you really wanna chase someone else

    Of course, but then eventually you're going to have to go after that one survivor. Are you saying that survivors like that are just entirely untouchable? Does that seem balanced to you?

    As Nos said above. This is a 4v1 asymmetrical game, and yet some survivors can best any killer that's not Nurse or Stridor Spirit in a 1v1 chase.

  • @WishIcouldmain said:

    Old DS countered tunneling but people went beyond that niche use. Using it for far more then anti tunneling using it to complete objectives in front of the killer and such. But since DS is now for the niche use of tunneling only. People are running it less. Which leads me to believe people overreacted to what they considered tunneling.

    Definitely. Survivor mains seem to think everything is tunnelling. If they're chased for more than 20 seconds or whatever is long enough to actually down the, that's tunnelling. If they get hooked a second time, even if the three other survivors were all hooked in between, that's tunnelling.

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