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Seraphor

Seraphor

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Seraphor
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  • @Stroggz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621171#Comment_3621171

    Completing the gens is a requirement for opening the exit door. When you get out -- its an end.

    Killing all four survivors is the requirement for a 4K. You don't get the last one for free.

  • @BasementKing said:

    Or just create a Distortion for killers, since someone is so unwell that their aura can be seen xd

    Undetectable exists

  • You're right that it's the perfect opportunity not to camp, but you know players are going to see it as "40 seconds of free camp time".

    Another option could be that after 4 unique hooks the perk activates, while avtivated when a survivor is next rescued it blocks all gens for 40 seconds.

  • I guess I'm not a fan of blocking gens. In my experience with the likes of Corrupt, etc. It just causes survivors to hide and stall the game.

    If anything it encourages camping, because you've just hooked someone, and now survivors can't do gens for 40s, so all they can do it go for the save.

  • Everyone should play both sides to a degree.

    Without fail, the most toxic players are always the exclusive 'mains' who refuse to touch the other side.

  • When you have 4 tokens, all generators are blocked for 40 seconds. Then this perk deactivates for the remainder of the trial. 

    Take out this deactivation, as this would encourage the killer to purposefully avoid the 4th survivor. But keep the deactivation on survivor elimination.

  • @Devil_hit11 said:

    haha no. overwhelming presence is special perk for that.

    Yes, and what if Overwhelming Presence also got survivors doing their side objective?

  • I get the frustration of this, but I doubt BHVR want to implement more 'give up' options. It would be much more likely if it was something that served a gameplay function.

    For example if there was an option to hold the sprint button to crawl faster, but this double the rate of your health depletion. You could make it last 2 minutes instead of 4 minutes just by holding down the sprint button, or use it to essentially give yourself basekit Tenacity at a cost.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/401651/your-thoughts-on-forced-4k-by-killer

    Hatch has always been a terrible design. It incentivizes killers to play this way to get the 4k, and it incentivizes the survivors to "give up" and hide instead of do their objective if they think the game is a loss so that their teammates can die and they can get the hatch. Creating negative incentives on both sides.

    And that is when it works incorrectly. When it works correctly, it gives the survivors multiple second and third chances after they lost the game. Think of it this way. For a survivor to escape through the hatch in a typical game they must:

    • Have failed to finish the generators.
    • Then they have a 50/50 shot of finding the hatch against the killer
    • If the killer finds it first, then they get a 50/50 shot of opening the gate, some RNG makes it so the killer can't patrol both gates, and certain killers can't defend both gates.

    So basically, after failing their objective, then failing their objective, then failing their objective a THIRD time is the killer given the 4k. Seems a bit silly to me.

    A better solution would be, once the last survivor remains, it teleports both sides to a small map similar to the past Halloween event with a pallet or 2 and some windows. Then:

    • The killer's movement speed is set to 115
    • The survivors movement speed is set to 100
    • Bloodlust is disabled
    • All perks are disabled (survivor too)
    • The killer power is disabled.

    Then its a simple survival game. The survivor now has 2 minutes to run the killer and they get to escape, if they don't, the killer gets the 4k. Simple, single second chance, that is skill based and not RNG based that allows both sides to have the chance to express their skill.

    Then they can fix the survivors hiding and waiting for the teammates to die problem by giving them crows if they don't work a gen for a while.

    There are various ways to play the game and hiding/stealth is a legitimate way to do so. This forces everyone into a chase, one of many facets of the game, which might not be everyone's strength. You might be one of those players who thinks the only valid part of the game is looping like an F1 driver, but you'd be a minority.

    The hatch exists to ensure survivors don't just give up the moment one survivor is eliminated.

    If there are multiple gens left to repair, but only 2 survivors remain, and you know you're not going to outrun the killer in your little sudden death gauntlet, then the game is already over, at 2 survivors, so you give up.

    If you give up at 2 remaining survivors, then as soon as it's apparent that the 2nd survivor isn't going to last until the final gen is repaired, you may as well give up at 3 survivors remaining. So now tunneling is a surefire way to ensure a 4K.

    The hatch is fair, it's 50/50. If you can 3K once you can 3K again, so even if the last survivor gets hatch one game, chances are they won't in the next one. But DbD players want instant gratification, every challenge has to be acheivable in a single match without throwing said match or it's not fair.

    At this point with all this sweat and toxicity over 4Ks, I think I'd rather have the hatch always spawn right under the final survivor and guarantee at least one 'escape' (with no mmr gain don't forget), while similarly having the exits block after 3 survivors escape. Guaranteeing no more 0Ks or 4Ks alike, preventing endgame slugging and excessive exitgate teabagging (last one out's dead). SWFs would sign up knowing at least one of them is dying, so being sacrificed is at least somewhat normalised, so there's a little less salt over dying in a freaking murder game. Killer always gets at least one kill, and there's always a 'final girl'.

  • Verbal abuse notwithstanding, If this is added to the game, it becomes the default. Even if there's an option to mute it, survivors will be expected to use it, and then those that choose not to will get greifed. Either people will lobby dodge if they know their teammates arent on chat, or they'll sandbag the ones not talking/listening.

    This will be a downgrade for those who want to play solo and don't want to use voice chat. They'll receive more toxicity. Also, a more accessible chat system could result in lower kill rates and therefore killer buffs, which in real terms would be a nerf for actual solo survivors. Widening the gap between "SWF/verbal survivors" and "non-verbal/solo survivors".

    None of that is necessary. Voice chat is already available. Those that want to use it can play in a SWF and use discord.

    In game voice chat isn't actually a buff for solo survivors, it's just making SWF more numerous. It's not helping actual solo survivors (people who want to play solo) it's just making SWF easiler/more braindead to organise.

    If you want voice chat, play in a SWF. It's already so easy to set them up, join a discord group, a facebook group, whatever. Don't be lazy.

  • It was never 'acceptable' but it's always been valid.

    The difference over time is that both sides have been granted a lot of QoL improvements and fixes for game breaking issues, many of which make extreme measures such as tunneling much less necessary. Less necessary means less acceptable.

  • @fussy said:

    Blight's addons is only thing that make him S tier. His basekit is perfectly fine and way more counterable than many people are pretending it is. He also needs his speed addons to have antiloop and give hits in most places same as Billy or Bubba (he is less depended on it, but anyway).

    I would agree with this.

    However Blight is almost universally played with Shadowborn, and we're about to get an FoV slider effectively making that perk basekit, freeing up a perk slot for virtually every Blight.

    I wouldn't be surprised if this had an impact on kill rates across MMRs, resulting in eventual nerfs.

  • What qualifies as 'well designed'?

    Like many killers, Xenomorph's tail attack is not easy to aim on controller. You will miss a lot of hits that a PC player wouldn't simply due to fighting your own joystick sensitivity. This means that the penalty gor a missed tail attack is disproportionate for console players.

    That kind of discrepancy isn't the result of good design.

    Secondly you have turrets. These are big game changers, that either destroy the killers power or do nothing, but once again disproportionately affect console users (harder to hit with tail). Turrets are either useless against a decent PC Xenomorph who can hit every turret, or oppressive against Xenomorphs who struggle to hit them. This makes for a relatively high skill floor just to use your main lethal power.

    Before the change to the tail attack cooldown, he was actually in a decent place for me. But was apparently too powerful in the hands of PC players. Now the penalty for missing a tail attack, on a survivor or turret, is too prohibitive to actually use it.

    I wish he had better stealth capabilities to make up for it, but a 24m TR is still far too big.

    If it was a 16m TR it would be pretty decent. I could play him as a semi stealth killer, where even though I'm ignoring my M2 (and therefore turrets are "useless") the turrets would still serve as a counter in giving away my presence.

    I'd settle for 'alternative power' add ons (like mirror myers, or pallet freddy) which disable tail attacks in exchange for no TR when in crawler mode.

  • @mecca said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620107#Comment_3620107

    So instead of standing directly in front of the survivor, killer stands slightly farther away. When survivor is unhooked, they chase them down again.

    It didn't accomplish anything.

    It allowed the unhook to happen, this serves as a reset and gives that survivor a chance to escape, and for other survivors to take aggro.

    That fact that the killer decided to tunnel is a different issue. It's not an anti-tunnel mechanism after all.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619985#Comment_3619985

    2 options.

    Off the Record would be the more likely option since its a more popular perk

    It could also be my personal favorite.. Mettle of Man :)

    Nope, neither. Plus they hadn't been hooked or taken any protection hits anyway. It was the first time this particular survivor was hit all game, and being Plague with no one cleansing meant any hits would have been downs.

  • I've been seeing a lot of subtle cheaters lately, and that means there's probably more I'm not noticing.

    For example I was playing a game as the Plague, chasing one infected/broken survivor as the last gen was completed. Decently long chase (which is now suspicious for a minor speed boost), so it was about 30 more seconds before I scored a hit, but the survivor had endurance.

    There's nothing that could have given that survivor endurance. They didn't heal anyone with Buckle Up, they didn't have Dead Hard, they weren't recently unhooked. What they did have was a Styptic, but they were Broken... so they couldn't use the medkit.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619828#Comment_3619828

    Agree to disagree.

    Killer adept is harder.

    "just tunnel someone out" is not the win-button you seem to think it is.

    Both take "more than a single game" which in dbd terms means both are practically impossible and not worth attempting.

  • Nope, this would be way too OP.

    Said as someone who regularly plays Doctor with Calm add ons.

    Being able to ditch Distressing means I'd have room for Unnerving Presence, Huntress Lullaby, Sloppy Butcher and Merciless Storm. No one would get any repairs or healing done.

  • @Ariel_Starshine said:

    Yes this is the only game I've played where having bad internet works in the killers favor.

    I gave up caring and just record it, send it to my friends/post it online and we all laugh at how ridiculous it is lol. None of them will touch the game because of it.

    Every other game I've played you get a nice quick ban for using VPN, especially when you use it for an advantage. But hey, what do I know.

    What other asymmetrical pvp games that feature 'killers' have you played?

    'Favor the shooter' is something that's been true for years of online pvp gaming, and has to be for the game to function at all.

    The difference is in this game, only one side is doing the shooting.

  • @WW1PilotAce said:

    best case scenario yes

    worst case no

    there is nothing to loose with ds being back to 5 seconds

    Except that it could make it meta again, effectively forcing survivors to run DS every game and meaning killers have to assume it's in play at all times. Which is the problem old DS had.

    One perk, and a licensed perk at that, shouldn't have that effect. We need a basekit solution to tunneling, not a bandaid perk.

  • @Foempticol said:

    The tokens should not recharge during chase

    Opposite. Tokens should only recharge in chase. Rewarding killer engagement with stealth capability later in the match. So instead of hiding all game, you're spending chase time to earn stealth.

    Add in some tokens for getting hooked as well, so it has some minor anti-tunnel effect to compensate.

    This'll encourage users to engage with the killer and take chases early-mid game in the hope of it paying off towards the end of the game.

  • In what scenario are you typically choosing between these two?

    There aren't many add ons that have Undetectable, and those that do are higher rarity or more conditional, while Blindness tends to be more accessible/common.

  • @Xernoton said:

    I think it would be healthy, if you couldn't gain any stacks while being the survivor with the least hook stages. Because at the moment Distortion kind of incentivises tunneling or at least ignoring the existence of all survivors that use it, which isn't ideal.

    Other than that, I don't think it needs any changes. It's strong but mostly fine.

    It could be retooled altogether.

    Instead of recharging in the killers terror radius, it could be fully recharged each time you get hooked.

  • I think the system could be worked into the anti-camp meter.

    Instead of only having one guaranteed attempt when it fills to 100%, have a graduated gauge that gives you an rng chance every 25% of progress.

    Instead of consuming your hook meter, it would have a prerequisite,so you coukd remove the ability to hookicide and replace it with 'extra' chances to unhook when camped.

    As it's less under your control it could have a greater chance of success, so 25% could be a 8% chance to unhook, 50% a 16% chance and 75% a 32% chance.

    This maintains the effect of Luck and Slippery Meat as they can still apply to these attempts, plus improves the value of Slippery Meat as it could be worth running for the chance of a 43% chance at 75% camp gauge.

  • @tjt85 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617375#Comment_3617375

    I wish more Survivors would run aura perks besides Windows of Opportunity, to be honest. It's a great chase perk, but it does nothing to advance the objectives or enhance team play. I feel like almost all Solo Q players would benefit from running at least one aura perk that isn't WoO and I often wonder why so many of them don't.

    Players might say they want more info to bridge the SWF/Solo gap, but then they don't equip any of the Survivor info perks.

    ¯\_(ツ)_/¯

    My favourite soloq perks are Deja Vu and Better Together. Honorary mention to Kindred as I used to run that instead, but Better Together gets me more co-op points and has a similar effect.

  • Gideon

    Midwich

    The killer shack on Dead Dawg

    Those are all of the good breakable walls in the game.

    Not failed, but very hit or miss, with more misses than hits.

  • Knight's guards don't have AI.

    They just follow basic pathing parameters to close distance to their target.

    Even Zombies aren't much better, they have pathing routes combined with activation criteria like loud noise notifications or gen repairs.

    The only AI is involved with bots, as that's where 'decisions' are being made based on layers of priorities.

    Your issue is basically just pathing and collision frames.

  • @luvcraft said:

    Great discussion!

    At this point I'm honestly liking the suggestion of getting rid of hook suicide completely. This would mean getting rid of struggle, but really, with a 4% chance of unhooking yourself, struggle is really only good for suicide (and arm flapping, but maybe something like that could be left in even if struggle is removed). Obviously, Deliverance would still work the same as it does now (it could even be simplified to "instantly fills your camp meter" when it activates).

    If hook suicide were not an option, then I honestly don't think I'd ever consider intentionally DCing instead, and I would be encouraged to play normally and finish out the match.

    Another alternative could be a graduated 'camp meter' for the first hook stage. Each 25% could give you a chance to unhook yourself with increasing odds, for example 8%, 16%, 32%, then 100% when maxed.

    This could give added weight to Luck perks/offerings, as a % increase to 16% or 32% is more significant than to 4%, but doesn't offer an unwarranted advantage as it still requires some 'camp' progress to activate, and therefore also wouldn't need to deplete the hook timer as a trade off.

    Additionally, it could open up potential new perks similar to Deliverance. For example, a perk that allows you to take your 3 escape chances even during second stage. Less powerful than Deliverance so wouldn't need to be 'charged' by performing a hook save.

    I still think it could be worth keeping the struggle mechanic, but toning down the rate at which failed checks deplete the gauge. So first hook can't be expidited, and 2nd hook stage could only be say 20 seconds quicker if you fail your struggle checks for a total of 40 seconds instead of the 15 it currently is.

  • @[Deleted User] said:

    They put themselves in a bit of a pickle because certain things seem non-negotiable for the devs, and those things directly affect solo queue.

    They don't want the game to go in a more competitive direction, so matchmaking remains loose if it's left to its own devices i.e. not SWF. It's not a lack of teamwork that kills solo teams in my experience. It's one or two players being *significantly* worse than their teammates, leading to thrown matches.

    They also don't seem to have any plans for players to curate their experience. This ties into the first non-negotiable. I load up OW, Rocket League, Street Fighter, Madden, etc, and I have a choice between quick play or competitive. There's a decent chance I can get the type of game I want in either queue. With DbD, there's a good chance you *won't* get the type of game you want. There's no choice. Want to chill? Sorry, Seal Team Swf or killer playing for a Subway gift card. Want to sweat? You'll 4k at 5 gens and half the survivors will d/c.

    And that's a problem because "fixing solo queue" can mean different things to everyone. For me, I tend to play more seriously and want a more consistently sweaty solo queue experience. I don't care if the killer is hard tunneling, but I do care if nobody knows what to do about it. Other people might want something more relaxed out of solo queue. Depends on who you ask.

    It's not a lack of teamwork that kills solo teams in my experience. It's one or two players being *significantly* worse than their teammates, leading to thrown matches.

    This is often exactly the same thing.

    You don't see MMR, you can't claim that another player is objectively worse or that it's a matchmaking issue. Other survivors can be at exactly the same MMR as you, or higher, and still throw the game. Anyone can screw up regardless of skill level, and a lack of coordination and teamwork is what leads to most screw ups.

    Anyone who plays a significant amount of solo survivor knows that your real opponents are often other survivors.

  • @mecca said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616769#Comment_3616769

    It's pretty much universally agreed upon that solo is very unbalanced and unplayable. Complaints are pretty much everywhere.

    Unbalanced yes, unplayable no.

    I play a load of solo survivor and it's mostly the same as my swf experience.

    The reason it's unbalanced is mostly due to player behaviours.

    But, that doesn't mean there's nothing BHVR can do. Yes they can only do so much, and perhaps that won't have as great an effect as a change in player attitude, but that's not a reason not to do that bit that is within your control!

  • @Alice_pbg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615915#Comment_3615915

    and neither should the basement unless it got changed to not be the absolute death trap it currently is. but people usually respond badly to "big" changes like these.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615920#Comment_3615920

    not at all. the perk will still do the same thing. you just won't be sure it will be useful.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615939#Comment_3615939

    I believe the current actual use is just as a "room" people get into.

    you don't wait in queue, you get into a room and wait for the room to fill to start the game.

    which should be simple to solve with a "x/5 players ready" on the corner... no need to go to an actual lobby screen

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616035#Comment_3616035

    I disagree. I think it's very minor and should not be part of the game because it really doesn't matter.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616047#Comment_3616047

    I don't think it's necessary because the effect of lightborn is absolute.

    it's basically insurance. and that is why you would run it.

    I get that, but my argument is that killers can't afford to run 'insurance' perks in the same way survivors can.

    Killer has 4 strong perks, survivors have 16 so-so perks.

    I've had entire builds nullified as a survivor and still escaped, but a killer losing 1/4 of their entire arsenal is much more impactful. This means it's never worth it to run Lightborn unless you know for a fact there is a flashlight in play.

    It can work out, I won't say I've never run an end-game build but still killed everyone before the final gen was repaired. But it's a much bigger wager with worse odds.

  • DCing should never be standard practice for when you start to lose the game. No one wants to play against a full team of bots, plus you can manipulate your MMR that way and the whole system becomes invalid.

    Every time the penalty is disabled you see multiple DCs nearly every game, and survivors still DC for the most innane reasons even with the penalty.

    I had two survivors DC in my games yesterday. The first was pointless, they hadn't beened camped or tunneled, but the moment they went down the second time they vanished, and the rest of us escaped. The second time was with a 'farming' killer who was just throwing snowballs. If they were getting impatient all they had to do was repair gens like the rest of us, but they DCd after 5 minutes of spamming vaults, 2 minutes later we escaped.

    Also, if killers did the same thing surviors do without a DC penalty, no one would ever touch an exit gate. Killer DCs as soon as the last gen is finished, and there's no bot to replace them.

  • By all means add cosmetics and legendary skins.

    But this is not a Resident Evil game, we don't need more killers/survivors from RE, we need more original characters or other licenses.

    It's bizarre to me that some people are obsessed with RE in this game to the point they basically want it to be an RE game.

    As far as I'm concerned, we would need to have at least 5 more original chapters and at least 2 other licenses with second chapters (e.g. Silent Hill and Stranger Things) before they should even consider adding a THIRD Resident Evil chapter.

  • @egg_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615915#Comment_3615915

    This is something I've always been saying too. The pre-game lobby favors lobby dodging, and is usually a huge waste of time because people take forever to ready up. But since it's probably not going anywhere (sadly), the best solution for now is just to hide the prestige

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615920#Comment_3615920

    That's something I wholeheartedly disagree with. Survivors already are at disadvantage because they have to ready up for a variety of possible strats they don't know since they don't even know the killer they're going against. The killer doesn't need the advantage also of knowing what items survivors are going to bring. If they're scared of items, they could risk the perkslot by bringing one of those perks you specified.

    It would be just better to nerf some of the most broken items, which remain broken regardless of whether the killer knows of they're being brought or not. Like medkits' addons

    The one thing that still irks me is a lobby with 3/4 flashlights. This is not only an item issue, it telegraphs the attitude and playstyle of the almost certainly SWF party you're going against. It's night and day.

    I'm not sure how you could blanket-nerf flashlights in a way that would be a suitable alternative to throwing on Lightborn. Other than perhaps just narrowing the angle at which you can blind the killer. This would make it harder to flashlight save, but shouldn't affect pallet blinds.

    Unless you buffed Lightborn to provide some additional effect for when there are zero flashlights in play, so that it becomes a viable perk to run 'just in case'.

    This isn't quite the same as 'survivors running Distortion when the killer has no aura reading', because killer perks are worth four times a survivor perk. A killer can't afford to run without a perk, while survivors can often do just fine with zero perks. (Besides, Distortion still has value when no aura perks are in play, it tells you that there are no aura perks in play)

    It wouldn't need to be a strong effect, but something that makes running Lightborn as standard better than no perk at all.

    Apart from that one scenario, I'd agree that seeing survivors in the lobby isn't necessary.

    Franklins/Sloppy are fine, these both have value regardless of which items are in play.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3613843#Comment_3613843

    Funny that you don't see the contradiction in saying "It is a party game" continued with "Escape/kills highten your MMR".

    This is a competitive PVP game with a ranked system, only that for some reason (a big part of the community that like you still want to believe it is a party game, if I had to bet) they hide our rank from us even if showing it would solve many things. In fact, it is so competitive that it doesn't even have an unranked "for fun" queue when other games made with E-Sports in mind have it.

    I think is time for you people to realize that the only way to play this game as "a party game" is playing with other 4 people in a custom match, and for BHVR to show us our MMRs.

    The fact that mmr is hidden and insanely loose is evidence it's a 'party game'.

    MMR was introduced purely to separate the casuals from the sweats precisely so people didn't need to play competitively all the time.

    It is not a ranking system in any meaningful way.

    The fact that there is no defined win condition and no way to objectively evaluate skill, both of which are essential for a true ranking system, means it can never be a truly competitive game.

  • Are you hitting the sprint button? The same button that's used to hit skill checks?

    You seem to be jumping off the gen at sprint speed each time this happens. Seems like you're 'hitting' the skill check at the precise moment it starts, which is too early, so you fail the skill check and cause an explosion, at the same time as the audio cue for said skill check.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3613575#Comment_3613575

    A survivor doing their fair share of chases isn’t them being altruistic. It just means the player isn’t playing selfishly.

    We aren’t asking for BHVR to force survivors to play altruistically. We’re just asking BHVR to nerf a playstyle that’s selfish and damaging to the rest of the survivors.

    Being a 'selfish survivor' is a valid playstyle. It's not just Distortion, there's Sole Survivor, Self Preservation, etc.

  • I think it would be nice to know, it would probably dispell a lot of misconceptions. But you have to weigh it against potential harassment, and it's not going to stop confirmation bias entirely, players will still remember the confirmed SWF’s more than the debunked SWF’s.

  • As someone who regularly runs Lethal Pursuer and tries to 2-hook everyone before sacrifices (ideally), yes it's quite noticeable when the game starts with only 3 visible survivor aura's and there's one survivor I just never see despite going out of my way to look for them.

    That said, I wouldn't ask for Distortion nerfs. My playstyle is mine, no killer is obligated to 2-hook or avoid accidentally tunneling, and no survivor is obligated to play altruisticly.

  • @Toaster427 said:

    Except they've never once said that a killer standing by a 3 gen is "holding the game hostage". In fact I'm pretty sure they said the opposite of that. Why weren't all those 3 gen skull merchants banned then when it was going on?

    This is why thier comments make zero sense.

    So a killer can do nothing but stand there preventing the game from progressing all they want with zero risk of being banned, but a survivor who chooses to play smart and not just throw themselves on the ground to be killed can be banned....wow that makes so much sense! 🙄

    This isn't one side preventing the other from progressing. This is both sides refusing to take risks. The killer is refusing to leave gens unguarded, while the survivors are refusing to open themselves up to potential injury. Both sides are attempting to progress their objective, but only in the safest way possible. It's not holding the game hostage, it's a stalemate, until one side makes a mistake.

    Stalemates shouldn't exist, which is why they're working on a solution to 3 gens, but it's not bannable because no one is acting maliciously.

    When it comes to survivors hiding indefinitely, unless the killer has a useful detection perk/power, it can be virtually impossible to find the survivors if they aren’t progressing their objective and just rotating lockers when the killer is out of range. So the killer can be doing everything in their power to progress the game, but the survivors refusal to progress is what is holding the game hostage. The survivors can attempt to repair gens in this time, which is the only way the game can progress. Indefinite hiding is just wasting everyone's time.

  • It's not universal, I'll have days where anything goes or I focus on challenges above all else. But generally:

    No survivor hooked back to back.

    Everyone to 2 hooks before eliminations.

    Last survivor either gets hatch or exit. (This buffers my MMR gain so I don't get catapulted to the top too quick)

    If I'm not 'winning' enough to ensure that happens it might loosen a little to an earlier elimination before a full 8 hooks, but typically no less than 6, besides if I'm struggling before then it's usually not a 3K anyway.

  • First: If I completed any challenges or daily rituals.

    Second: If I get a high score, usually 30,000+ BP

    Lastly: If I escape, or score 3+ kills, or score kills before the exits are powered.

  • Snowpiles don't spawn anywhere that a gen or chest couldn't.

    It's also pretty silly to be complaining about balance during an event. BHVR are well aware there is an event going on and it includes various new mechanics.

    Snowpiles on loops are negligible compared to the existence of snowmen. Do you know how many times I've escaped a chase or the trial itself due to hiding in a snowman at the right time? More than I can count off the top of my head. Plus the games where killers have simply let us all go after pelting us with snowskulls the entire game. The kill rates are not going to be normal.

  • This is at least the second time this exact topic has been posted.

  • It can't be that boring, you felt the need to post this topic multiple times for attention. It's obviously made quite the impact.

  • @Xyvielia said:

    Yes, also, If you’ve ever heard the sound of Zarina’s Penguin slippers or Elodie’s Reindeer slippers that they wear w their onesie pjs, the softer sfx of their feet was noticeably distinguishable from the usual clip-clopping of actual sneaker/shoes cosmetics, especially on indoor maps like Gideon.

    There's a pair of shoes for Claudette that sound like a horse galloping through an empty museum.

  • Offerings should potentially be shareable, for survivors and killers. Mainly due to event offerings and being limited to spending BP during events only on the characters you intend to use in the future.

    Items are a little more questionable. You'd have most players suddenly have acces to near infinite Commodious Toolboxes and the likes. Item rarity would be pointless, browns and yellows would be worthless.

  • Use a headset, and link discord with your console.

    You get directional sound, equalised game/chat volumes, and no background noise.

    @JPLongstreet said:

    Yeah Xbox and the PlayStations have built in chat party stuff. I do not think the PlayStations have discord as it's owned by Microsoft, but I could be wrong on that. Dunno what tf Nintendo does.

    PlayStation has discord.

    Console own chat systems don't work cross platform, so discord is needed if your SWF are across different systems.

  • I was accused of tunneling today. Despite having hooked two other survivors in between encountering the still injured Meg a second time, who promptly gave up the chase and DC'd before messaging me.

    So forgive me for not taking every report of 'toxic killer behaviour' at face value.

    Some survivors need to stop 'looking for tunnellers' and just play the damn game. I had a whole string of survivor games today without a single unjustified camp/tunnel. It's not that common, unless you see it everywhere you look.

    I swear some of you just load the game up thinking "I wonder how many people I can judge and complain about today".

  • @CLHL said:

    If you can keep your chases under 30 seconds, you don't need any regression perk to begin with. I agree with your point of view, but for me that's a problem, these perks should slow down the game and not make your stomping stronger.

    But then everyone complains that killers don't "earn" their perks by already being good enough to win without them.

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