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Seraphor

Seraphor

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Seraphor
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  • @HamsterEnjoyer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491424#Comment_3491424

    Can I ask how in any way? They get the same stacks they did before if you had committed to the chase now they just get to instantly cleanse it somewhere else quicker than before

    Depositing a tape is the only way to cleanse condemnation.

    If you destroy the tape a survivor is holding, they are unable to cleanse until they pick up another one. Instead of needing to find one other TV to cleanse, they need to find two.

    Holding a tape is always going to be in the survivors interest, so you can assume as Sadako that every survivor you find after the first gen is done will likely have a tape on them. That's where the slowdown comes into play, hit them and they will have to visit more TVs.

  • @Chilli_man2400 said:

    What do you mean not coming live release? Is hangman’s trick buff not coming tomorrow?

    No it's not, it's coming in an undisclosed future patch.

    Personally I don't se the fuss about Hangmans Trick. A bunch of people who already never use it are complaining that they will still never use it, but missing the point of the perk.

    Hangmans Trick is a counter to sabo plays. Sabo plays are mostly (if not only in cases where two hooks are in range) an issue when using Scourge perks. Saboteur highlights Scourge hooks for the survivor, so they can deny you your Scourge proc.

    Hangmans Trick will compliment Scourge builds, and will be more effective for that purpose.

  • @dbdthegame said:

    MFT+Hope isn't broken. MFT on its own is. Most survivors using it have no idea what they're doing, but wait till you chase a good survivor using it.

    See this is what I don't understand.

    3% Haste while injured (so for half of a chase) is too OP. But 7% during endgame while injured AND healthy (when the killer can least afford to spend any time in chase) is just fine?

    And now 10% during endgame is fine too? But 3% is still too OP?

    Since when did killers just not need to chase anyone after the exits are powered? Do most killers just give up as soon as that last gen pops?

  • Then what's the point of bringing the offering? It would just be easier to make that third hook. It's not like a Mori bypasses hookstates anymore.

  • That would be a fair way to prevent it stacking with Hope I think. But a lot of players complaints are about it's effect in chase. I don't necessarily agree with that, but I feel those complaints will get the perk nerfed more than just during endgame. If the perk is going to get a more general nerf anyway, I'm not sure this idea is needed as well.

  • Teleport cooldowns: good

    Condemned changes: seems like even more of a nerf, but with how frequently you can teleport... probably works out ok on balance.

    Condemnation should be more slowdown than actual risk of death (like Pigs RBTs) so the fact that you're unlikely to actually get to 7 stacks isn't technically a problem.

    However... is it so unlikely that it doesn't actually serve as slowdown? Is there really a downside to just always carrying a tape?

    If you're holding a tape you're protected, and if you get hooked you gain a maximum of 2 stacks. So you pick up another tape and if you get downed you gain a maximum of 2 stacks, 4 in total. If you just grab the first tape you see whenever you get the chance, you'll never need to deposit it. You'll never get more than 4 before you're dead anyway.

  • I don't think a perk that increases the range of auras should also increase the range of tangible effective buffs and special effects such as boons.

    But a new Boon support perk would be cool, similar to how Undying and Thrill are Hex support perks

  • This is exactly the compromise I suggested after the "basekit Unbreakable" test last year.

    When no survivors are standing (so all survivors are either hooked or slugged or dead) then all survivors gain the ability to recover from the dying state.

    They still need to complete recovery, so it's not instant or even sped up at all. And as soon as one survivor picks themselves up the effect is disabled, so it only allows one single survivor to do this at any given time.

    This allows for slugging in every scenario to work exactly the same, except for "slugging for the 4K" or slugging all survivors at once.

  • I'd like it if we had more variations of maps, so that individual map offerings have a larger pool of maps to pull from (thus making less 'safe' for giving one side or the other an advantage).

    This would be one way of doing that. Rework a [survivor]-sided map into a [killer]-sided map, and then have both in rotation.

  • I just had a Pig game where someone DCed early on (legit DC, they lagged out right in front of me), so I went easy on the other three.

    I intended to 2-hook each one and let them escape, however even though it was obvious I was letting one of them wiggle off, the hooked survivor in plain view of me took their chances and died on hook, then the one I was trying to let wiggle off DCed.

  • That would be a problem now.

    With bots, that's no longer an issue, their bot will get downed, and they'll rejoin on the hook or whever that bot is later in the game.

  • You have P100 on all of your characters?

  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489405#Comment_3489405

    No, what I’m saying is that you think it looks like a backfill, as evidence by your concert assertion that it is one. When you are not certain, and as a result simply add to the problem by causing another backfill in the event that you were wrong about it being a backfill in the first place.

    The nanosecond I load into the lobby, there are four survivors readied up.

    That's a backfill.

  • I don't think basekit Kindred is required.

    You can see from the HUD actions if survivors are occupied with something else, you can see who is in a chase, so you know if you need to go for the rescue. The problem is when solo survivors don't want to play as a team, and no amount of buffs can solve for that.

    The anti-camping feature will reduce sacrifice speed for camped survivors, so this should be visible on the HUD. Ideally it should be made obvious by adding a little clock icon or changing the colour of their health bar or something. This would be a valid replacement for the killers aura aspect of Kindred.

    I often run either Kindred or Empathy, and they help me out greatly with my unhook/healing builds, but I don't get much mileage out of changing other survivors actions.

  • It does, or there would be no complaints about it and nobody would care about their MMR.

    Top 5% MMR is an entirely different world, and new players are separated from the general population.

  • I'd like a secondary objective as a basekit feature:

    Black Glyphs

    After 360 seconds of no generator being repaired and no hooks or sacrifices being made (so neither side is progressing the objective) a Black Glyph will spawn somewhere on the map, and more Black Glyphs will continue to spawn every 15 seconds until a generator has been repaired. A maximum of five Black Glyphs can be present at any time.

    Interacting with a Black Glyph will give you a stack of 'Entity's Favour'. When interacting with a generator while under the effect of Entity's Favour, you will remove 5 charges from the maximum charges required to repair that generator.

    Essentially, after 5 minutes of no gens being repaired, survivors start to gain access to mini BNPs.

  • Why are players killing themselves on hook?

    Is it because none of their team mates are coming to save them? Then they're right to get out of the match, it's already doomed because the survivor team has zero coordination. There is no solution for this, it is the players faults.

    Is it because they're being camped? Well the anti-camping mechanic will make that less likely. You'll be better off hanging on until 59 seconds then unhooking yourself, even if you get tunnelled and hooked again, because you'll get to waste a lot more of the killers time and score a ton of BP in the process.

    Is it because they don't like the killer? Similar to the first point, there's no accounting for bad survivor behaviour. The only real solution to this is to address the balance for that killer in question. It won't solve every case, but it will save some.

    @NotAnotherDoctor said:

    At this point with bots coming just get rid of the DC penalty so people can go next and the team can get a bot. Everyone wins.

    So long as the DC penalty exists this is going to get worse, especially when spiteful survivors want to take bots away from their team, which will happen

    DC penalty can never go away. Bots aren't a valid replacement for an actual player, and it will break the MMR system.

  • @NotAnotherDoctor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490530#Comment_3490530

    I'm not disagreeing but at the same time this will just lead to more hook suicides which again brings us back to sqaure one

    Players care way too much about their MMR in this game. Killing yourself on hook decreases your MMR, so survivors still won't do this if they can help it.

    But if there's no DC penalty, then survivors will DC the moment they're about to die every single time, let the bot take the fall, and avoid all negative MMR. Survivor MMR will skyrocket and undermine the entire system.

    BHVR are never going to do this, there will always be some form of DC penalty, even if they change the severity of it. It simply cannot be possible to DC from any game any time you like.

  • Kudos to you. If I had been your Pig, I would have let you go for one chase.

    Usually survivors only try to boop when they've already won and are a stones throw from the open exit gate.

  • @Blueberry said:

    Until the game is actually decently balanced dodging seems like a necessary feature.

    We can say killers use it to cherry pick easy matches but that’s literally also swf as doing swf is cherry picking they will get a significantly easier match and that’s way more reliable than a killer guessing by the look of the lobby.

    I have no qualms about a killer dodging my lobby on survivor so I don’t see the issue.

    This is true. SWF are cherry-picking their team mates as much as Killers can cherry-pick their survivors.

  • I'll always be in favour of more killer Haste perks.

    GoKart GhostFace GoFast

  • @CatnipLove said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489136#Comment_3489136

    Sorry to say it but there's a difference between killer and survivor BM. Sure, a teabag is disrespectful, but it doesn't impair the killer's ability to play the game. On the other hand, if a killer BM's a survivor, that usually results in the survivor not getting to play for the rest of the match.

    Although I do wish that survivors would use their teabags more situationally. It's sometimes hard to know whether a teabag is meant to be a sign of disrespect or whether it's just a victory dance at the exit gates.

    Depends what you consider BM. Hitting a survivor on the hook is the same as a teabag, utterly meaningless and not worth a second thought.

  • Now that CoH is in line with the other Boons, I agree they could do with a slight edge. Although, while I'd love for Shattered Hope basekit on killers, I think map wide effects would be too strong. This would mean the killer has to search the entire map for the totem to snuff it out, and if they're one time use then they'd have to be strong enough to warrant it (like old CoH was).

    Maybe a slightly increased radius, a quieter sound so they're a little harder for the killer to find, and no thunderclap notification.

  • @TheRealConsent said:

    Honestly even as a 115% killer I can tell when the survivor has MFT 90% of the time. But that's fine, slightly faster looping against a regular killer is something a perk can do.

    But 110% killers? It's ridiculous. Especially combined with hope.

    And you said you earned the combo if you make it to the endgame. But it means you're punishing killers for not tunneling. Most of my games, I get my first kill at around 6-7 hooks. If I instead killed 2 people, I wouldn't have to worry too much about MFT + Hope.

    Other than Trickster, 110% killers can either teleport or click on you from a distance to make you instantly die.

    @nars said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489994#Comment_3489994

    Completely incorrect.

    The distance at which a chase can begin is 12m. Lets say that a chase starts at that distance. The speed advantage of a killer over survivor is 0.6m/s or 15%. Since the survivor will be running away, 12/0.6= the time it takes to reach them and hit them. Without mft, that time is 20s. With MFT, its 25s.

    mft gives 0.12/3% speed bonus. This decreases the killers speed advantage by 0.12, down to 0.48. So now we divide 12 by that 0.48 instead of 0.6.

    12/0.48=25. Thats a 5 second increase just from having MFT. 5 seconds doesnt sound like a ton of chasetime, but think of it like this: Thats 5 more seconds to reach a pallet. Survivor speed with mft is 4.12, 5 x 4.12 = 20.6. So with MFT, you can cover an extra 20.6m of ground before you go down.

    In this example, if we look at where the survivor would have gone down without MFT, if there is a pallet within those 20.6m then the survivor would not go down with MFT. Now imagine that on the chase wide scale.

    Other exhaustion perks are oriented around tile chaining, mft just flat out increases chasetime for nothing. Thats a rather specific scenario I know, but it isnt about that scenario. its about the fact that MFT will provide that much extra ground in just 12m of running. No earning it, no activation condition beyond being injured, just equip the perk and you cover so much more ground.

    A side effect of MFT is also providing an extra 8s of distance of onhit burst.

    onhit burst gives 165% speed for 1.8s.

    Killer hit cooldown makes them stand still for 2.7s.

    Without MFT:

    6.6 x 1.8 = 11.88m of distance

    The killers hit cooldown still has 0.9s left, so thats 0.9s of 4m/s. another 3.6m of distance. So overall onhit burst will provide 15.48m of distance. Some killers have methods of regaining that distance quickly or have the range to just not care, but the vast majority of the roster will just have to walk it. Regaining that distance as a 115 killer will take 15.48/0.6=25.8 seconds.

    So without MFT it takes 25.8s.

    With MFT:

    Onhit burst will now be 168%

    6.72 x 1.8= 12.096m

    killer animation takes 0.9 more seconds so thats 3.708 more meters. 15.804m. A 4m difference than without MFT.

    15.804/0.48= 33s to regain it.

    25s without it, 33 seconds with. Thats another 8 seconds of covering distance.

    MFT is not a balanced perk.

    Now do this with Sprint Burst.

    It's almost like exhaustion perks are supposed to give you an advantage in chase.

  • I like the idea of making Glyphs in some capacity a basekit mechanic.

    Without completely overhauling the game, it could be that if you find and complete a glyph, you get a temporary boost to repair speed, essentially reimbursing the time you spent doing glyphs instead of repairing, and generally reducing the amount of time you're spending holding M1 on a gen.

    The only issue would be killers gen defence, as they would essentially need to 'defend glyphs' as well as gens. So perhaps the time reimbursement would have to be incomplete (kinda like running Potential Energy).

    Lets say five Glyphs will spawn on the map at any given time, when one is used, 15 seconds later another spawns on another part of the map. On average, the distance to any given glyph will be comparable to the distance between gens, so you could say on average it will take say... 30 seconds to find a glyph and then a gen. If a glyph increases your repair speed by 25% for 45 seconds, then you could on average apply around 30 seconds of +25% gen speeds, which would cut around 7.5 seconds off of the total gen time, in exchange for spending 30+ seconds exploring the map.

    By all means this isn't time efficient, you could repair faster if you just stuck to a gen and didn't look for glyphs, but it provides an alternative gameplay loop that is at least comparable to just holding M1 on a gen.

    Or rather than increasing repair speed, they could work like mini BNP's. Each glyph you collect takes 5 seconds off the required charges of the next gen you interact with, and you can 'stack' up to three glyphs at a time. Spend a minute searching for glyphs and you can instantly shave 15s off a gen.

    However, given the inherent benefit of rapid objective progress over sustain progress, this may be too strong in the right hands to be a basekit feature. Even if it were a perk... you could still run this perk if you wanted to make repairing gens a more interesting experience.

  • @NoOneKnowsNova said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488792#Comment_3488792

    Judging off other games, I wouldn't rule it out. Rocket League has a lot of little rules people made up (Rule 0, Rule 1, Left Rule) which get carried out quite often in game despite having a large community. Who's to say the same won't happen here :)

    Maybe because it hasn't.

    This isn't a new idea, it's been brought up regularly for as long as the game has been live. There's no reason it wouldn't already be a thing if it was ever going to be.

    1. Bots aren't a valid replacement for actual players. They are worse that real survivors in some ways (will hide forever and refuse to perform hook saves) while being better in other ways (constantly pinging killer location in real time and holding W). All they're supposed to do, is lessen the blow of losing a team mate early on in the game, and giving the killer a valid alternate target and a way to secure a kill.
    2. No survivors want to be sacrificed while their bot team mates get to escape.
    3. No killers want to go against teams full of bots.
    4. If you remove the DC penalty for Survivors, then you also remove it for Killers. No Killer DC penalty means you'll get a lot of DC's when too many gens pop too quickly. The number of games that simply won't be played out will skyrocket.
    5. You will destroy the MMR system. If survivors can DC the moment they start to lose and it looks like they're about to die (and they will) then they will avoid all negative MMR. Only accruing positive MMR when they escape, and every survivors MMR will only go up, and up, and up.

    If you remove DC penalties, you will get bots in every game, this will quickly become 'that bot game' with no MMR where it's impossible to finish a game.

  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489062#Comment_3489062

    Or you’re making a pattern out of nothing and adding to the problem.

    If you're suggesting that there's a chance the completely random backfill has coincidentally succeeded in a close MMR match up. Lol

  • @1ettuce said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489084#Comment_3489084

    Yeah my bad, should've just seen the wraith from behind a wall, real mistake on my end, so much dishonesty it's sad

    You disagree with me! So dishonest! We all know everyone agrees with me so you must be lying!

  • @1ettuce said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489082#Comment_3489082

    Just being real 🤷‍♀️ chase being the fun part of dbd is something that's always been said for ages

    So go play a game that only has chases?

    They're not deleting all the stealth killers or teleporting killers, or zone control killers, sorry you find them so boring.

  • @1ettuce said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489078#Comment_3489078

    Yeah, chases are more fun, which everyone agrees with until they have to defend hit and run lol. - and also because it's lazy and hurts solos most so yeah, not as much just to me there

    "I'm right because I say everyone agrees with me, and anyone who says otherwise is a DISHONEST LIAR. Now bare with me while I rephrase this in 50 different ways"

  • Or you could stop getting offended by players pressing the crouch button?

  • @1ettuce said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489057#Comment_3489057

    No it doesn't lol because you're acting like I want killers to do things to lose themselves the game for my own enjoyment which is dumb especially when I said I didn't already

    "Hit and run should be discouraged because chases are more fun!"

    There that's your entire argument. Every single paragraph is essentially repeating the same thing, including the two you screenshotted in response.

    And my response will continue to be "to you maybe".

  • Generally I'll dodge any time I'm backfilled. The matchmaking already screwed up, I'm fixing it.

  • @1ettuce said:

    For anyone willing to answer, would you care if they simply buffed solos to have easier access to finding each other to heal? Because that's pretty much all I want in regards to this

    No not at all.

    Wow could have saved yourself a ton of effort if you led with that.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488792#Comment_3488792

    But Hud does not show if killer is camping or not. SWFs can share this information with each other but it's not possible for solo survivors. Unless you bring the perk.

    When the anti-camping feature eventually comes out, hooked survivors will progress slower when the killer is nearby.

    I wonder if this could then be displayed on the HUD, by a visual difference between normal and reduced sacrifice speed? Maybe the bar turns yellow instead of red?

  • @Mockingjay_S451 said:

    You shouldn’t earn an adept because somebody DC’d. After next week they will be replaced by bots and then you can just carry on anyway.

    I agree. However when a killer DC's, all survivors escape and earn any potential adepts.

  • I feel like (because I haven't been keeping score) I escape more than 40% of the time, more like 50%.

    Yesterday I know I escaped 3 times, out of 5 survivor games, but obviously small sample size so not representative. But that's the sort of average day that leads me to feel that way. Of course I get bad days where it feels like I never escape as well, but if those were more common I'd definitely be feeling more salty about playing survivor.

  • Nah, this could end up being way too broken. There are already some very nasty perk synergies for killers that are only balanced due to the limit of 4 perks, such as anti-skill check Doc. Even a 5th perk slot could make it virtually impossible to complete gens and/or heal. Imagine double Calm + Distressing, Unnerving, Coulrophobia and Sloppy, but now add Mercilless Storm, Huntress Lullaby and the perk that makes everyone scream every 20s.


    Only case where I'd like more perk slots, is if all Hex perks were reworked to a state where each single perk applied effects to/relative to all totems on the map. Then you get a 5th perk slot just for Hex perks.

    E.g.

    NOED: once the exit gates are powered all dull totems become hex totems, each lit hex totem grants you 1 stack of NOED. Downing a survivor consumes a stack.

    Ruin: all totems start the trial as hex totems, for each additional lit totem, regression speed is increased by 25%. (So 5 totems = 200%) Each time a survivor is hooked, a random totem becomes a dull totem.

    Devour: same as it currently is, but each unhook lights a new totem, each totem cleansed reduces your max stacks by 1.

  • I want players to only be able to play in the single particular way I personally enjoy the most.

    I want to run around a loop structure 50 times until I can drop the pallet and move to the next loop and repeat until my team mates complete all the gens. (This is not boring for them, but it is boring for me)

    Killers should understand this and make the poor decision to commit to unbeatable chases.

    I don't want to have to consider my surroundings and look out for ambush killers. This is boring to me and thus destroying the game, probably causes cancer too.

  • No. There will never be unanimous agreement about what this means. Not least because the majority of players don't engage with the forums or dbd via social media in general, so won't know.

    What it objectively means is: I have a button to do a thing and it is the only way I can attempt to either tell you something and/or get your attention.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488146#Comment_3488146

    Not the guy you replied to, heads up.

    For one, if DC penalties are gone people will be replaced by a bot. Right now, more people will kill themselves on hook because that means there won't be a penalty for them. If that's removed, they'll AFK. If that's bannable, they'll throw. You get the picture there. With the Bot DC system, you want people to DC because that means it'll spawn a bot. If they don't DC, no bot.

    Secondly, most players never experienced DBD without a penalty, so there's a novelty factor in play. It's a shiny new toy for them to play with, but that will fade over time.

    Lastly, I think it'll help burn-out. Survivor teammates are happier because they have a chance to play, Killer is happy because they have some sort of a challenge and can still get points/achievements and the DC'd player is happy because they got out of an unfun match, meaning they'll be less likely to DC in the future after being forced to endure horrid match after horrid match.

    These are all nice ideas. But it doesn't account for the fact that without a penalty, survivors tend to DC the moment they're inconvenienced or begin to lose, or simply encounter a killer they don't like. This will royally screw up MMR, as survivors can DC the moment they're sure to die, or even when they suspect they won't escape, and they will avoid all negative MMR, catapulting survivors up past the soft cap in no time and voiding the entire system. That's simply never going to be allowed to happen.

    I think there's other ways around it. Instead of having an escalating DC penalty, you instead have a consecutive DC penalty. As in, if you DC twice in a row, you get a penalty, but if you break up your DCs with full games, you don't. Or you simply allow a couple extra 'free' DCs per day, so instead of starting at 1m and then 5m (essentially 2 free DCs a day), you make the first one free and give players 3 free DCs per day. If you're DCing more than that, you really shouldn't be playing at all.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488038#Comment_3488038

    This. It would help stabilize MMR greatly.

    I'd also like them to test out having no lobbies at all, everyone just sees the offerings & then directly loads into the match. It would give their MMR system its best chance to do it's thing, and eliminate that last second swapping bs survs can do as well.

    I would just hide prestige and items personally, and maybe display the killers name (and profile + ping) for survivors.

    There's no reason to hide which survivors are being used because they're just skins, and there are valid reasons for dodging specific players, considering there's no effective block feature to prevent matching with someone you don't want to.

  • @Madjura said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487777#Comment_3487777

    To add to this:

    - the first Survivor to disconnect has a normal game. No excuse for a disconnect

    - the remaining Survivors now have a bot on their team, which is a situation that sucks, but it sucks less than the old bot-less system where your team goes -1. Because the situation sucks less than in the old system they have less of a reason to disconnect, but them disconnecting makes the game worse for the remaining players still.

    Less of a reason to disconnect + it makes the game worse for remaining players + you do it anyway = you absolutely deserve a disconnect ban.

    Additionally, what will the impact be on MMR.

    If any survivor can freely DC right before they die, and let their bot take the fall, then they can accrue only positive MMR.

    This alone would appear to dispel any 'debate' around the subject.

  • @jayoshi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487391#Comment_3487391

    But bots were not a thing. The only reason we are having this conversation is because of the introductions to bots replacing DCs

    And bots don't change a thing. They're not a replacement for an actual player. They just lessen the blow of losing a team mate early in the game.

    No survivor wants to die while a bot gets to escape, and no killer wants to play against a team full of bots.

  • This is why you stop at 69.

    You should already have thousands of every add on or offering by then anyway.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486974#Comment_3486974

    I don’t like the idea of perks functioning drastically different vs different killers. Either it power locks all killers or none of them. Either you make DS viable against all killers or none of them.

    That's exactly what I suggested.

    Read it again, it's one simple change to DS, and then individual nerfs to two specific killers.

    This is what makes DS viable against all killers. Non-mobility killers get a 4s stun, while the highest mobility killers are inherently hindered by stuns in general, so that stunning these killers isn't pointless. This works for flashlight saves, Smash Hit, pallets, Head On, etc.

    It could be applied in a lesser capacity to killers like Spirit or Billy IF that's necessary, in the realm of individual killer balance.

    Nurse has already had her basic attacks changed to special attacks for this very reason. This is just an extension of that applied to another problematic aspect of her design, the fact that stuns such as DS do nothing to slow her down.

  • @jayoshi said:

    Everyone seems to think what their opinion on DC penalty removal from both sides is correct (no one is changing anyone's mind form what I have noticed) but no one really truly knows what would happen. They can only assume and speculate. I think after this next update and a month has passed, BHVR should remove DC for a period of time - like a week or two, nothing crazy. Then see what happens. I'm honestly mixed on it because I really don't know what will happen and I can see where both sides are coming from. Lets do a trial run of it.

    When I played PTB, DC penalty is removed (it's like that for all PTBs) and I didn't even noticed someone DC'd and a bot was playing until the end. I will say bots are a lot better than they were when first introduced.

    The DC penalty has been removed on several occasions. We know what happens. It's not good.

  • @I_CAME said:

    I don't get why people are determined to keep people in a game they don't want to take part in. They are dead weight to the team. You can stack up all the penalties and punishments in the world and it still won't force them to play if they don't want to. People will just afk or run around repeatedly vaulting, jumping into lockers, etc.

    Then they shouldn't play at all. And the DC penalty will dissuade them of doing that. "I can't DC anymore, so I'm just not gonna play"

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