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Seraphor

Seraphor

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Seraphor
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  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3123234#Comment_3123234

    Why not?

    If we make it so that Killers don't have situations where tunneling someone out or camping them is the best play, why shouldn't we remove it?

    Buff Killers so that tunneling/camping isn't needed and then remove it. Idealistic? Probably. Unrealistic? Absolutely.

    I simply do not think that allowing one player to completely deny another the ability to enjoy and play the game is good design.

    How do you remove it? Seriously.

    Remove Tunnelling? Would you make a survivor unhookable until you hook another survivor? Or just flat out invulnerable? So that they can do whatever the hell they want right in front of the killer with no consequence?

    How do you remove camping? Make a zone around the hook that the killer can't enter or is powerless? So a safe zone, where survivors are invulnerable? Or teleporting hooks? So the killer physically can't secure a kill even if they try? The killer, cant kill?

  • Doctor has add ons to increase his TR.

  • Then you load in on The Game, you have four vaults on the map and at least one of them never gets used.

    But yeah if you want to go all in that would be pretty oppressive the first time a survivor tries to loop a vault.

  • You have it backwards. Terminus is the counter to Adrenaline. There are two sides to this game remember.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3122665#Comment_3122665

    Still only works on the struggle phase. I don't get why they think camping is only worth punishing in the second hook state. These perks need to work for both hook states.

    No it works on both hook stages.

    The perk states "If they are in the struggle phase, it also pauses Struggle skill checks"

  • @OnryosTapeRentals said:

    https://forum.deadbydaylight.com/en/discussion/comment/3122713#Comment_3122713

    Huh? How did you get any of that from what I said?

    Perks are supposed to provide an advantage, benefit, or effect of some kind but they should not be obligatory in order to mitigate core issues with the gameplay.

    As a solo survivvor, I'm forced to run perks all the time:

    • Kindred: To provide information that SWF otherwise get for free.
    • Off The Record: To give me a chance against killers who tunnel mercilessly at 5 gens.
    • Small Game: So I know how many totems have been cleansed (to counter NOED), another piece of info SWF groups can get for free.
    • Deliverance: Because solo teammates just seem unable to save for some reason and just leave you on the hook....

    The perks I'd like to run are fun and niche builds like chest-searching builds on Ace, MoM bulds, Exponential builds on Jonah, Blood Pact builds on Cheryl etc. etc.

    Generators are not fun so I don't know why I'd want a whole build dedicated to the most boring aspect of the game lol

    I play solo survivor and I'm not forced to run any of those.

    My solo builds at the moment include:

    Prove Thyself, We're Gonna Make It, Lithe, Soul Guard, Tenacity, Flip Flop, Detective's Hunch, Situational Awareness, Blast Mine, and sure maybe Kindred now and then.

    I never get any value out of Off The Record or Deliverance.

    You don't need four Reassurance's every game, just one every now and then to deter camping.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/3122717#Comment_3122717

    For ages. For. Ages.

    It's the duration that's the problem, not the location. If they're using one or two cells for over a minute, YOU are doing something wrong as killer.

    So I guess I drop chase to go for someone else? Even when they're right next to the hook?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3122665#Comment_3122665

    6 meters is way too short of a distance. Defeats the purpose of the perk if you have to reward the camp to punish the camp. Needs to be 12 or 16 meters.

    6 meters is bigger than you think, but I think 8 meters would be enough.

    https://www.youtube.com/watch?v=V7AMyWTHJJI


  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3122699#Comment_3122699

    Have you even read my suggestions? Or any of my comment at all? I haven't even suggested a mechanic that detects when the killers is close to a hooked survivor. Simply increasing the hook phase duration to 70 seconds and removing hook grabs would be a nice start.

    And it wouldn't be affected by any of those scenarios. It would simply give survivors a bit more time to unhook, which nerfs camping. And it would be fine because killers already received a bunch of buffs that would compensate for longer hook phases.

    I even mentioned that last scenario with survivors swarming the hooked survivor. And in fact, in every scenario you mentioned here, you can just go for the survivors that are going for the unhook. Especially if a survivor is throwing themselves in front of you, you just injure them, they unhook, and you down the survivors that unhooked instead.

    And if you are getting looped close to a hooked survivor for ages, that's a you problem.

    "And if you are getting looped close to a hooked survivor for ages, that's a you problem."


    Untitled Image

    Survivors literally dictate the path of a chase dude. I can't chase someone somewhere they're not already going.

  • @OnryosTapeRentals said:

    https://forum.deadbydaylight.com/en/discussion/comment/3122706#Comment_3122706

    You should not be forced to run certain perks to have an even semi-decent experience.

    So what are perks supposed to do, besides give you a particular advantage in some way?

    What perks would you like to run if you weren't 'forced' to run other perks?

    Would you just go all in on gen speeds? because then you're forcing killers to run slowdown perks.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3122674#Comment_3122674

    What are valid situations for camping though? Any valid situation I can think of wouldn't really be affected too much by increasing the hook phase duration from 60 to 70 seconds, and removing hook grabs. If survivors are swarming a hooked survivor, that means they are not on gens, which already now take 10 seconds longer to complete. And you can just go for survivors swarming hooks and still do lots of damage.

    There are easy baseline changes that would not be problematic what so ever, now that killers have been buffed.

    All the gens are repaired, which means the killer has no other objectives to defend except the hooked survivor. This end game camping is the most commonly accepted 'valid' use of camping, basically 'anything goes' at endgame, it's completely fair.

    But there's also many situations in which 'camping' as would be possible for the game to detect, is in fact cause by survivors:

    Survivors who run straight towards the hook after you've hooked a survivor. You have no choice but to go for them, they just jumped right in front of you.

    You're chasing a survivor, and they run you back to the hook, what are you supposed to do? Leave them alone to get the unhook?

    Survivors looping you around the hook. One of the stupidest things a survivor can do, but they still do it.

    Two survivors flanking you, getting ready to go for the unhook, as you're hooking. You've seen both of them, you know they're not on gens, you have no reason to leave the hook. They've basically forced you into a camping position.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3122665#Comment_3122665

    Another thing I am worried about. Please do not let this one perk be the BHVR's anweser to camping. Camping and tunneling shouldn't only be manageable by survivors when using certain perks.

    We need basekit measures that properly help with tunneling and camping. 10 second haste and endurance effect, increasing each hook phase duration from 60 to 70 seconds, and removing hook grabs, would be such important changes, and I can't see those changes taking too long to work on.

    And then further perks can help counter camping and tunneling more effectively, that's fine. But they shouldn't be the solution for terrible strategies. I thought the devs wanted more perk variety? That's certainly not working out yet.

    It's getting so tiresome to still see no proper nerfs to camping and tunneling after so many years, even now that killers were buffed.

    Camping and Tunnelling should absolutely be something that is countered by survivors playing as a team.

    Regardless of how 'fun' it is, it IS a valid tactic killers can use, with a cost-benefit relationship. The problem is that cost is currently too low. But that cost should always be in terms of what survivors are capable of doing as a team while you're focused purely on camping.

    It could be gen times, maybe repairs go faster if the killer is camping, but then you need to be careful about what conditions are used to 'detect' camping. Which I think is something that could work, it just has to be done right. After all the best counter to camping will always be "just do gens" they just have to make it so just doing gens is definitely worth it and definitely counters camping, which it currently falls a bit short at.

    Perks like this are pretty good counters, because they're used by survivors, who provide the context. The survivors choose when the killer is camping. Basically if they can get close to the hook but can't get the save, then they extend it considerably.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3122665#Comment_3122665

    I'm sorta on the fence about this. Instead of coming up with basekit options like they were supposed to they are having perks fix the problem instead.

    Every new change has made perks solve the issues instead.

    They have to be really careful with basekit changes that change the functionality of the game. Anything that prevents camping in extreme cases also prevents camping in valid situations. There's really not much they could do, besides removing hook grabs, which is a pretty drastic move but would limit campers to a hook trade instead of a double hook.

  • Reassurance is a better version of Kinship that could actually be meta. If the killer is hard camping you can extend a hook state by 3 minutes.

  • I'd be very surprised if it got you past the last 5% without UB/SG/NM.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3122545#Comment_3122545

    Actually I feel reassurance could be a bit troublesome In endgame where the killer has to camp

    Hyperfocus probably won't become a problem because of how easily you can lose the stacks. There have been multiple times in which the gen always gives a skillcheck when you get off of it.

    Reactive Healing I don't see being good at all thr range seems too small.

    Wiretap could be a bit of a problem when paired with open handed but it's like Kindred like you said so probably nothing to worry about

    Both have solid perks with the occasional one bad perk nearly no one will use.

    32m is a terror radius, that's pretty decent range for Reactive Healing.

    I imagine pairing it with Resurgence could lead to some really useful, lucky breaks. Imagine getting unhooked with a hook trade, you immediately gain 85% of your health. You can either top that last bit up, or maybe someone else goes down and you're insta-healed, allowing you to go for the rescue right away and basically resetting the game state.

  • Not likely, killer can't tell it's in play, so they likely won't notice it at all, the effect of it on the game would be identical to SWF call outs or a particularly attentive survivor. That's like saying Kindred is complained about.

    Wiretap will be useful, like Kindred, but it won't be one that bothers killers.

    Hyperfocus is much more likely to be the "problem" perk. It makes already strong survivors even stronger, while being useless for mid-low survivors.

    Reassurance isn't too bad either. It's a Camaraderie/Kinship that actually useful, because it's triggered by the survivor attempting the rescue, not used by the hookee as an insurance policy that doesn't announce it's presence to other survivors.

    Reactive Healing is also a decent perk, probably something that's on par with Resurgence or Inner Healing. Not one that's particularly problematic for killers, but it's yet another healing perk and stacking healing perks is always very effective for survivors. Healing is after all the survivors version of slowdown, it rolls back the killers partial progress to their main objective, killing.

    The two survivors each have two decent, worthwhile perks. Pretty good survivor chapter tbh.

  • @Icaurs said:

    OK this is such an awful mindset.

    Imagine getting into a match, where one side is clearly overpowering the other side and when someone says, I give up I want to move in hopes to find somebody closer to their skill level, you take offence because you want make them upset. That is so toxic. Its amazing, how people go on and on about bully squad this and 4 man SWF that. When a killer says, I'm not enjoying myself, people rush to their defence and tell them how hard it is. But if a survivor who just want play for a bit before they got sleep and encounter a fully stacked killer and they just say "I give" everyone gets so outraged by it.

    The fact most of you are just giving killers free wins because you instantly give up at the start is stupid. Just because you went down fast doesn't mean everyone else will nor does it mean we cant still win.

    Fine, but do you know what going down instantly does mean, if that killer chooses too camp you, not only are you almost guaranteed to die, but your teammates are unlikely to finish their generators before that survivor on hook dies. That killer is extremely likely to win, and everybody knows it. Now if a killer chooses to play properly, then yes a 10 second down is not a guaranteed win by any means. But as so many killers say so, they don't have to. They can paly however they want cause its not against the rules.

    It's a team game,

    No it isn't. If DBD was a team game, then survivors would be scored as a team. They are not. They are scored individually. Survivor is an individual based game, where you cooperate with others, until you don't.

    stop throwing everyone's game because it didnt go your way. Learn to stick it out and learn from your mistakes.

    Imagine saying that to so many things over the years of DBD.

    Insta flash lights

    Brand new parts

    chain loops

    infinites

    Complete sabo.

    Imagine telling a killer to not DC and to just improve, when survivors were using boil over in the RPD library. Because using boil over in the library is not an exploit. That was using the perk as intended, just really well. Seriously, the audacity of some people, to be like just improve, just get better. Oh but here is the list of 500 things I want nerfed, but that's different because I find it hard. There are may problems in DBD. Things that are just miserable for survivors and killers and I don't blame anyone for giving up against it. But its so infuriating, when people try to guilt players into remaining in unwinnable matches just to flex.

    "Fine, but do you know what going down instantly does mean, if that killer chooses too camp you, not only are you almost guaranteed to die, but your teammates are unlikely to finish their generators before that survivor on hook dies. That killer is extremely likely to win, and everybody knows it. Now if a killer chooses to play properly, then yes a 10 second down is not a guaranteed win by any means. But as so many killers say so, they don't have to. They can paly however they want cause its not against the rules."

    The hook timer is shorter than the 5 minute penalty you'll get for DCing.

    Just wait it out regardless, if the killer camps you, so what, the longer you hang on the more time your team have to do gens or potentially save you.

  • I'm still seeing a lot of successful DH's. So I guess practice more?

  • Not massively into RE (only played a couple of the games and seen the first few movies) but Wesker looks like he's going to be a pretty good killer one way or another. Even if he's not particularly strong, his power looks fun.

    Not sure why we keep getting two survivors though, there's already way too many survivors with way too many redundant and useless survivor perks created for the sake of giving every survivor 3 perks. Rebecca could have easily been a legendary skin for Ada.

  • It's a decent way of hiding the fact you have OoO, so that you can catch them off guard with it later in the game I suppose.

  • Sweat: Hag or Doctor, both require effort on my end to do well with.

    Fun: Dredge, near complete map presence (unless Swamp), rapid downs with MYC, gives me control of the game so I can mess about.

  • That's just every pig. They always tunnel, despite having one of the most effective slowdown powers.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3122283#Comment_3122283

    That's what's supposed to happen. You didn't put that many levels into your killers, so you didn't get automatic prestige levels post-update. The only killer I had P3'd was Trapper, so he got to auto P9. I had a few killers at P1 and the rest had no prestige, yet when the update processed, most of them jumped to the new P4-P7 because I had put that much bp into them. The automatic prestiging that the update gave players was based off of how many levels in the bloodweb they went through, even if they capped at 50 and kept going rather than prestiging. I thought the devs made this clear.

    Same. I actually never prestiged anyone, it was never worth it just for cosmetics. But I still got P1-5 on many survivors and killers through the perks I'd unlocked.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3122238#Comment_3122238

    I am fairly certain a disconnect voids that match's mmr gain or loss.

    Not for the other players it doesn't. It just doesn't count in itself.

    For example if a killer gets a 4k they get +4 MMR (where the 4 is whatever the MMR variable is) but if it's 1 DC and a 3K, they only get +3 MMR. Meanwhile if it was a 3K and an escape, the escape would subtract MMR giving them a +2 MMR.

  • I cannot count the number of games where a survivor has DC'd early in the game, just for us to repair about 4.5 gens in total before losing another survivor and then snowballing to a 4K. So many games could have been easily won.

    Similarly, I like to play fair as killer, I spread out hooks and only start killing once everyone's on death hook, and if they're getting the gens done and playing well I might even ease up and let them go, depending on if I need sacrifices for challenges or dailies. (unless they're legit stomping me in which case I stop counting hooks and if they die they die, I'll take whatever I can get at that point) Well survivors DC early in the game, which screws over the other survivors. Then they're not getting all the gens done unless I hard throw, which is boring. They're screwing themselves out of a fair game too, I get that they're probably frustrated from the tunneller they faced before me, but if you don't take your opportunities you'll never see success.

    Let's be real here, DCing as a survivor early in the game because something hasn't gone you way, is the equivalent of flipping the board game because you rolled a 1 instead of a 6, then storming off in a huff. You're pissing everyone off and embarrassing yourself.

    And these tantrum throwing survivors are probably responsible for a hell of a lot of kills. I wouldn't be surprised if they're responsible for about 10% of kills, which would put a more accurate kill rate at around 40%.

  • If you're currently losing every game because you're going against sweaty 4man SWFs... just carry on. Whether they all escape because you let them, or because they're sweaty 4man SWFs you can't contend with without camping/tunnelling, makes no difference, the result is the same. So just play normally, don't camp/tunnel, spread out your hooks.

  • Main killers that I might randomly choose on a day to day basis; Wraith, Doctor, Ghostface, Myers, Demo, Dredge.

    Very occasionally; Hag, Spirit, Pig, Plague, Onryo.

    If I have to for dailies; Freddy, Legion, Pyramid head, Nemesis, Cenobite, Artist.

    Will not touch, and will reroll dailies; Trapper, Billy, Nurse, Huntress, Bubba, Clown, Oni, Deathslinger, Blight, Twins, Trickster.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3121496#Comment_3121496

    You have over 1,000 friends that play DBD and you know all their playing habits? I’ve know some big social butterflies in my time but I am skeptical of this claim.

    Indeed. I often play with friends, but I also play solo, probably about twice as much. We're not a highly coordinated SWF, so my SWF games are about as successful as my solo games, which is about 50% escape rate.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3121675#Comment_3121675

    You are trying to extrapolate 39 games between 4 players as an overview of the current state of the game for solo queue. 39 games is a drop in the bucket for the comparison you are trying to make. You need significantly more games before you can even make any sort of statement about the escape rate for solo queue survivors.

    Especially when you have Otz there with 2 games. He certainly plays a lot more than that, and he's not an awful survivor. He recently did a survivor challenge which involved no more than about 8 deaths over about 50 games. It's almost not worth including that data, it's heavily cherrypicked.

  • @ImNotBobDylan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3121638#Comment_3121638

    No I didn't filter that out, why would I? Didn't count how many times that happened as I didn't watch all the games in full, but it seemed to happen a lot, in particular: PROBZZ had one person disconnect at 5 gens which effectively ruined the game, and ANGRYPUG disconnected himself twice (but the game was in a very bad shape).

    As I've already explained.

    If a game has a survivor DC or give up early, then the survivors haven't lost because of any kind of balance issues. They've lost because a survivor sabotaged the game. Anyone paying attention would realise there's a rampant DC issue going on right now.

    BHVR don't factor games with DC's into their data.

  • Very map dependent.

    OP on Midwich and Gideon, maybe RPD too.

    Virtually useless on Swamp and Coldwind.

  • Excluding the games where one of my teammates DC's or gives up on first hook (which is a fair amount still) my escape rate is pretty good, at around 50-60%. Though I am usually the last remaining survivor, playing the "open the exit in 2 stages between killer patrols" game.

    Pretty sure if you're legitimately escaping <30% then you're the problem, you're probably not adapting to the changes from the patch. Survivors, especially solo, need to play more cautiously now. No more bumrushing the killer with bodyblocks and clicky flashlights because they will catch up to you before you reach the next loop. But if you adapt and try to stay out of sight where you can, while focusing on gens, then you'll do well. This is how the game is meant to be played, not zerging the killer like a bunch of superheroes taking pot shots at the alien menace.

    And yes, you exclude all the games where a survivors DC or gives up, because in those cases you lost because of other survivors sabotaging the game. Direct your anger in the right direction, at the survivors having tantrums.

  • Every Prestige 1-3 unlocks perks on ALL other characters, which means that 20k to prestige is saving you 450k+ in just the perk nodes on your other characters. If you're only grinding for perks and thus factoring in the entire bloodwebs needed to get each perk, you're looking at a 4.5million+ saving.

  • Hmm... I could get on board with completed games reducing the DC penalty time. 5 minutes for each game maybe.

    So obviously the first DC penalty would be unavoidable, but then the 2nd which would be 10m could be mitigated by playing two games without DCing.

    This wouldn't mean you completely avoid DCing because the third will still be 15m and require a further 3 uninterrupted games to avoid, and 30m requiring 6, etc.

    Could even allow them to increase the duration so first is 5m, 2nd goes straight to 30m (requiring 6 uninterrupted games), 3rd goes to an hour (12), etc.

  • I think DS should get two uses, one for each unhook.

    This would make it a legit anti-tunnel perk, because the killer would get hit with DS after the first unhook, then know to avoid it for the second.

  • Free body blocks for 30s?

  • I don't know if you can say Dredge is using a recycled power just because it's a teleport.

    No other killer has used lockers anything like this before, and it's a power that's long been requested.

    That's like saying 'walking' is a reused power, it's just a mode of transportation.

  • @KolbyKolbyKolby said:

    I thought they should do this based on maps rather than killer but I like the idea.

    It would be cool IMO if gens in the Yamaoka estates were shrines, and they needed to be polished up, candles lit, trash removed to be properly maintained so the deity they represent would allow you to leave.

    I like this idea much better tbh.

    Gens would still work on all of the base maps. MacMillan, Coldwind, Autohaven.

    Crotus Prenn could have some kind of steampunk generator.

    Backwater swamp would have boat engines.

    Lerys would have something that fits Doctor more, something with electromagnetic coils.

    Then you'd have the more fantastical ones like the Yakaoka shrines, and similar on Red Forest and Eyrie

  • Took me a while to understand what you meant, but I think I get it. Basically replacing gens with unique but mechanically identical main objectives for each killer?

    I don't necessarily think it's something that would work in the game, as the ubiquitous nature of gens is something that's fairly essential to learning survivor.

    But it's a fun concept to think about.

    Hag would probably have more elaborate 'super' totems, that you need to carefully unwind.

    Trickster could have tape decks, and you need to rewind all of the tapes to reset them.

    Twins would have piles of scrap that you need to rummage through for five keys.

    Nemesis and Wesker could have crafting stations where you combine different herbs.

  • About 50% of the time. Both solo and SWF (because my friends and I suck at communicating)

  • @YOURFRIEND said:

    I only ever see the sweatiest nurses, blights and spirits do this.

    For some reason I always get this with Nemesis. Nemesis love the 4K.

  • Unless the fourth survivor is already right in front of me when the 3rd goes down, I am not bothering to slug, I don't understand why that 4K is so valuable.

    Chances are I still make it to the hatch first anyway, and if not, so what, that's 1 less kill to push my MMR up into the danger zone, and 3K is still a 'win' to me.

  • Sounds pretty complicated.

    Perks already synergise with different killer powers, I think that's enough. E.g. STBFL works great on killers with an M2 attack like Demo, while Thana obviously works great on Plague to get survivors cleansing, etc.

  • You can't use it unless you're moving, so if you let go of W, no DH.

    it's meant to be used in a chase so I've no idea why you would use it standing still.

  • They have done this before.

    Survivors used to be able to chain Sprint Burst into Lithe into Dead Hard into Adrenaline. Why shouldn't they? They're perks that are available. Don't dictate what perks people are allowed to run.

    Nope. They added Exhaustion so that you can only use one of these perks at any given time. I'm sure survivors at the time were furious that their builds were being creatively restricted, but so what? It's all in the name of balance.

    And the latest Endurance perks do something similar, because you can't have Endurance when you're already in Deepwound, this effectively limits them to being used one at a time.

    There's no reason why they can't do the same again if other perks end up being too strong together. It might take a bit of creativity to find a way of doing it that isn't simply "these two perks cannot be equipped at the same time", like you can still run multiple Exhaustion perks, only you can only activate them one at a time.


    One example I considered before would be second chance perks. DS, BT and Unbreakable each of them are single use perks that essentially undo a failed state for the survivors, whether it's undoing being picked up, undoing being slugged, or undoing being hooked. So what if every survivor inherently only had one 'second chance' per game, and upon using any of these perks that 'second chance' was consumed and the other perks couldn't be used again either.

    I don't think this would be necessary now though, considering DS has been nerfed considerably. But it's an example of something similar to Exhaustion that could be implemented, a exclusivity system for perks that shouldn't be chained together or used in combination.


    One type of perk that could be restricted in some way is slowdown perks. Thanatophobia, Gift of Pain, Pentimento, Dying Light, etc. Or regression perks, like Call Of Brine, Ruin and Overcharge, or instant regression perks like Jolt, Pain Res, Pop, etc. Stacking four of these is undoubtedly oppressive. But how could they be restricted via simple changes to perk effects?

    Well slowdown effects work by afflicting the survivor with a debuff that reduces their repair speed. You could simply apply a maximum limit for this debuff, perhaps something like 45%. Why 45%? Because this limit would also have to be met with a similar and opposite limit to survivors repair speed increase buffs, like Prove Thyself, which is the strongest effect at 45%. At the same time, a 50% limit to self-healing speed increases (and a limit of 100% for altruistic healing) would also make sense, and make stacking multiple buffs similarly pointless unless they're context specific, like We're Gonna Make It and Circle Of Healing, in which case you're simply increasing the number of conditions that would give you that + healing speed, just like how stacking multiple Exhaustion perks gives you multiple options.

    Similarly, regression speed could be capped at 200%, which would make stacking Overcharge and Call Of Brine pointless. Meanwhile the instant regression perks, could only apply their effects to gens that aren't already regressing. You can't Pop a gen that's already regressing because you can't kick it, well passively applied regression penalties from Jolt and Pain Res could also not effect gens that are already regressing. This would further penalise survivors who instantly tap gens to try to halt regression, while limiting the amount a killer can reduce gen progress when they're already dominating survivors by scoring back-to-back downs and hooks.

  • If the game is so killer sided and unfun for you as a survivor, don't play survivor.

    You don't need to load into a game, DC 2 minutes in and ruin it for 4 other people.

    Just don't queue up to begin with.

    As I've said before; DCing is the equivalent of throwing the board game across the room when you're losing and storming off in a huff. I'll never respect intentional DCs, unless it's due to a hacker holding them hostage.

  • RPD is a mishmash of different rooms, there's not always something directly below a 2nd or even 3rd level room.

    The Hatch does only spawn on floors with nothing underneath it, even when its on the third floor.

  • Not in the slightest.

    I was invariably always rank 5, which meant I was matched with red rank SWFs every match.

  • @[Deleted User] said:

    Besides me, is anyone not "high MMR" on this forum?

    I must be squarely in the middle because I get a few really tough games, a few really easy games, but the majority are fairly balanced.

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