Sharpefern
Sharpefern
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- Sharpefern
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@Brimp said:
Will given that EVERY other animation (other than the animation you do after being hit/crouching) blocks the drop pallet/vault prompt should mean you can't cancel the dh animation to vault or drop a pallet with endurance.
I wouldnt say thats true, Plague vomit, Nemi sickness, being swarmed by crows (not swatting) all have clear animations but dont prevent actions. I get what you mean by actions you take, healing, pointing etc but this seems more like a stypic I would assume it would have a similar animation as mettle where they glow white for a second.
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@Bwsted said:
A Killers lunge grants 150% movement speed of the killer for .3 seconds 4.4 killer no bloodlust gets .66m extra and a fully bloodlusted 4.6 killer gets .78m extra
I can't comment on the rest, but all killers have the same lunge and bloodlust extra speed doesn't affect it.
I apologize. You are right that the <4.6 killers get the fill lunge of .69m but if the killer is faster than 4.6 they get increased lunge based on their new speed. (at least according to the wiki
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All of this is with the assumption that they can
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@TragicSolitude said:
I've seen this happen a bunch and it's super annoying. It seems to be a long-standing bug that for some reason still hasn't been fixed. Drives me nuts.
I guess I will just assume its the way it is. As long as it doesnt go below 3 I am fine but with how long it takes to get a survivor or killer to have the perks to be able to do a variety of fun builds its just insane. I mean theres over 200 perks between survivor and killer which means its at least 1200 levels just to get one killer and one survivor having everything. which is around 60 million blood points. and this is assuming you arent resetting and have all the perks unlocked
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Thank you. I wish that this was pinned because I didnt find them in my search. Thank you for being better than me at it :D
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Midwich 100%. I understand people saying dead dog but the bushes are perfect hiding places. Midwich has one god pallet, same gates every time. 2 stories making you need to cover half the distance to hear gens. Its def a hard map to escape
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Can survivors get superhero halloween costumes too.
Dwight: Robin
David: Batman
Jake: Nightwing
Felix: Constintine
Jane: Wonder Woman
Kate: Supergirl
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Pinhead does have a strong learning curve. One big BIG part of him is chain hunt which you need to control and keep. Knowing where the box will most likely spawn based on your position and the survivors is big. Teleporting to the box really is a last resort Ideally you are close enough to interrupt it with the chain. As a survivor I did not know how pinhead worked for reals until I faced a knowledgeable one and got REKT. Hes strange because when chain hunt is active he feels OP AF but when its not he can be underwhelming. It just takes time
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I don't know what you would nerf? I am of the camp "legion is fine" but lets look at their powers
Frenzy lasts 10 seconds
Speed increase by .6 m/s
Speed increase per hit by .2m/s
Can Vault at Med Vault speed
Can do non basic attack during frenzy that will put survivors in deep wound
Can see survivors not in deep wound in his terror radius with killer instinct
Cannot See Scratch marks or blood
if he hits 4 consecutive slashes with he can instadown
exiting frenzy is 3 seconds of 2.07 ms
So Speed, Sight, Delay, and Down.
The speed/vault is his only chasing bonus. Only thing he can do and is not able to down someone during it unless its the final hit. I don't feel like you can nerf this. and the slowdown makes it so even if the survivor is right next to the killer at the time when they go into fatigue the survivor gets a 6 meter head start running which takes a killer 10 seconds to catch up with using base movement speed, so 13 seconds total. plenty of time to go to a window pallet or other safe area.
Deep Wound/Killer Instinct - Only triggers after he hits someone, only in his terror radius and wont trigger for those in deep wound. I dont think you can remove either of these. Its what causes legion to be the hit and run champ. Without it there is 0 reason to go after someone else after the first hit.
The biggest change, the instadown - This really should only happen in 1 circumstance and that is the survivors make a mistake. Between mending timer being paused when running, being able to 99% mend and having Killer instinct not effect you when in deep wound the first 3 survivors should NEVER get hit twice in the same frenzy. as for the 4th. If all 4 survivors are close enough to get all 4 stacks even if they run in opposite directions that was a mistake. This is his only down potential with his power other than getting downed from not mending which is 100% survivor fault.
I don't see what in his base power you would nerf. I think the 3 second head start for the survivor is fine, as is the mending time, and the down. He also has his own unique terror music so at the start of the match you KNOW to split up.
Like I know this response is long but if you want to tell me what part you think is an issue I am willing to discuss.
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Literally considered it both times
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Umm Killers will toss a perk to BBQ just for Bloodpoints. Its not that BBQ isnt a solid perk, its a nice balanced one but its popularity is because of the bonus BP. They specifically make killer perks more powerful than survivor perks because of the 4v1.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2938572#Comment_2938572
I dunno, run Ruin, Undying, NOED and Penti, wait until all the gens are done, slug everyone but one and wait for them to cleanse NOED (or don't wait at all if NOED didn't trigger at all), then while everyone is slugged, go around and reignite your totems.
Doesn't seem that much more cumbersome than a few other achievements.
I see very small chances of that working for multiple reasons but one being you will be short 3 hex totems during the match and 2 when noed triggers. This isnt even taking into account boons. Plaything is almost a must for permamento
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@GoshJosh said:
It’s not an achievement because it is entirely outside of the user’s control. Thank God it isn’t.
It's partially outside your control but so is any altruistic action. You have to incentivize the survivors to cleanse the totems and not light them until you are sure you can get all 5.
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@GentlemanFridge said:
I can't be the only one who enjoys the ever-changing misspellings of pentimento.
Permamento as in Permanent Pentimento. It was a play on words.
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wait killer sided HOW? each house has 7 vaults and 0 breakable walls and 5 of the gens are in freakin houses. I 100% will take back old haddonfield
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@Heartbound said:
It really does. I made some comments about it early on but since they're not gonna fix it you might as well mess with it.
well I guess they are just ####
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@DangerScouse said:
Tunneling is a term adopted by salty survivors who want to be able to do everything possible to win, but don't think killers should be able to do the same.
I think Simfeliz is more accurate. I mean I have had killers go after another survivor so hard where one or more others were body blocking to protect and they didnt bother taking swings, prior to the gens being done.
@[Deleted User] said:
I define “tunneling” as a killer going right after someone as soon as they are off hook until they are dead. If that’s what you did, yes. Do I see and issue with it in the situation you described, no.
If after a survivor does a clicky and you chase I think it removes the tunnelling phase. That is saying come after me not them.
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@sulaiman said:
No.
Lol agreed I feel like you cannot tunnel someone asking for the chase haha
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So for people think this is fake I can understand but killers will definitely do this type of thing. There are those who will see someone with no mither and be like "they will get the hatch if I kill all of them." If I see someone farming their teammate they are dying regardless of how the rest of the game turns out.
With hatch especially it really doesnt matter to killers. Unless they are red rank 2-4 (which it could give you an extra pip) it gives them less than 1000 bp to kill them at that point and they know theyve won. Thats why if they close the hatch and you know you are dead if they want you offer the item. worst case they kill you and you would have lost it anyway best chance they appreciate you being good sports and let you out.
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There was more Feng hate than I thought. Claudette and nea arent surprising tho.
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@GoodBoyKaru said:
The Biggest, Most Awful, Most Tragic Event In Human History
Such Despair
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@Tr1nity said:
huh?
TLDR. Survivor DCed. Killer was planning to let the other three go until Meg let Feng needlessly die on second hook. Killed Meg Let Nea out through hatch
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@KerJuice said:
https://forum.deadbydaylight.com/en/discussion/comment/2842505#Comment_2842505
What in the world is gen rushing?? What else are the survivors supposed to do? Please answer this question. What would you like the survivors to do instead of working on gens? You’re the 5th person that I have asked this question when they use that phrase. Please be the first to answer a question about the survivors ONLY objective in game. Killers complain Ruin gets cleansed to quickly. Then when players play immersive and stealth, they get mad and say it’s boring. So what would you like them to do??
Gen rushing is a thing but people misuse it all the time. It's exploiting the fact that with multiple survivors you can take multiple perks and items that focus on getting gens done. If you are up against a team of 4 people each with Engineers toolboxes with a brand new part and a wire spool running built to last, streetwise and prove thyself those gens are going to pop way to fast, that is probably the most extreme example of gen rushing but I think it shows how there is a tactic that is unfair to the killer.
HOWEVER often on these forums people will describe gen rushing as people just doing generators because the killer was in a chase or didn't find them or basically did not apply pressure to get the survivors off the generators. Which isn't gen rushing its just getting outplayed and even this style of play is discouraged by behavior with putting maxes on objectives/survival.
TLDR: Gen rushing is a thing, but it almost never actually gets used and even if it does the survivors will not benefit from it BP or Emblems wise.
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@Lekitzul said:
Camping isnt very sportsmanlike, but it is a strategy. I swear tho if you use me as bait and hide in a corner with insidious Ill kill myself before allowing it. XD
See but that plays into the strategy because instead of having a survivor preoccupying them for 2 minutes while the rest of the people do gens the survivor dies in 15 seconds and the killer and return to the hunt with only having to worry about a 3v1.
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The issue is you are changing the playing field for players. Player who play at one resolution are going to have more vision if they keep things in perspective allowing for a better opportunity to see something. To keep the same perspective they would need to stretch the image which distort the look of the models. That's why you have the black bars.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2843478#Comment_2843478
Because pausing the timer is still a bad idea. Like it or not. Camping is sometimes the correct move.
Sure it's a survivors job to "lure them away" But what about when it makes 0 sense to leave them for the survivor who's trying to lure you away....?
I am stating them inserting the timer pause suggests that behavior put it in there because camping was a undesired mechanic and took it out because it allowed for an exploit. Like I get that as it stands now camping is a possible part of the game but if its not intended to be, as putting in the pause would suggest, then removing the exploit would be the solution. The key here is if they intended on removing or decentivising camping that it is an undesired mechanic.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/313547/why-did-nurse-get-re-enabled
https://forum.deadbydaylight.com/en/discussion/comment/2842873#Comment_2842873
Nurse is fine. If anything, looking at her kill rates and following the logic from the Cenobite and Wraith nerfs - she actually needs a buff!
Nurse has a high skill floor and ceiling. Meaning she is difficult to learn how to play well(floor) but the limit to her power is higher than other killers(ceiling). Shes classified as the number 1 killer in majority of lists because in high MMR play she is the best because of the high skill ceiling. But her kill rates are lower because of the high skill floor.
This is the exact opposite with the trapper. He has a low floor and low ceiling so new players can pick him easier and not get stomped but he's not super popular in high mmr play because there is only so much you can do with him regardless of your skill.
Basically I am saying the nurse does not need a buff but also should remain enabled while working properly.
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@tippy2k2 said:
https://forum.deadbydaylight.com/en/discussion/comment/2843459#Comment_2843459
1000000%
As a solo queue player, it sucks seeing someone get camped because I know there's a 50/50 shot they're just gonna kill themselves on the hook, rendering the one chance we have DOA. But they have no incentive except being kind to us strangers to sit there and waste two minutes of their life.
I really wish people getting camped got something for it.
Exactly. In addition it changes literally nothing on the competitive scene as the survivor on hook wouldn't dc in competitive play.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2842912#Comment_2842912
I actually forgot that was a thing and how Survivors abused it....so yea it stands to reason anything they do will have to be done in a way Survivors can't abuse it like before.
Why didnt they just nullify the timer pause if the killer was in a chase, because if there is another survivor by the hook its not camping. It then becomes that survivors job to lure the killer away so a save can be made.
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Flashlights are balanced. If you time it right it cannot be dodged and killers have a perk to counter this in lightborn which most killers wont take unless they see multiple flashlights in a lobby.
In addition flashlight saves aren't supposed to be a common or easy thing. It's a gamble just like saboing a hook. Chases can take a long time for the killer when they win them they generally should be able to get a hook out of it.
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@tippy2k2 said:
https://forum.deadbydaylight.com/en/discussion/comment/2842448#Comment_2842448
Your bottom line has been the biggest issue with "fixing camping" forever and I have yet to hear an answer that isn't either abusable or would hurt innocent killers who are not camping.
I've heard suggestions to try to give the killer incentives to leave like BP or whatnot but if a killer WANTS to camp you, no incentive is ever going to get them to leave and as stated above, I've yet to hear a punishment that would be fair/not abusable.
Give hooked survivors Emblem and Bloodpoints for Killer too close to the hook. So this doesnt fix camping as much as mitigate the loss of the survivor and possibly a less likely or self murder as they are just delaying their death, boringly, for 0 incentive. One thing that makes camping valuable is the survivor dying prematurely due to dc, self rescue attempt, or purposeful failed skill check. Like if this is a fair tactic then the survivor is wasting 2 minutes of the killers time by staying alive so emblem and bp should be awarded.
This doesnt affect killers in any way but incentivizes survivors to stay alive while being camped making camping less profitable.
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@Kurri said:
https://forum.deadbydaylight.com/en/discussion/comment/2841820#Comment_2841820
You could have a 1m reach you level 50 if you play the blood web the cheapest and let the entity consume most of the nodes.
Still level 50 isn't going to net you all the perks, or their tier 3. Or good add-ons
Thats my point. You want to play the new killer with the cool stuff right away you can save the BP necessary to do so if there is no cap.
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Mikaela came out at the same time as Pinhead because there wasnt a licensed counterpart is my understanding.
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Solution: Remove the bloodpoints cap. Although a million is generally enough to get you to a level in the 30s you still have very little to choose from. Once a killer or survivors perks are announced you can save up BP to get them to a level with perks you actually want to use.
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@Aneurysm said:
Emblems idc give me points. With bonus points for each hook smack.
That would make you get hook smacked more. It tells killers that by hook smacking you are rewarding a survivor for a good chase.
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So this is going to be controversial but I would add comms to the game. It takes away the mentality of solo vs swf by putting everyone on the same field. In addition buffs and nerfs could be dished out accordingly based on what changes. DBD wants SWF and most likely would not survive without it like a lot of multiplayer games. In addition people are going to be on comms like almost every other multiplayer game. So integrate that into the game and if killers need a buff after that give it to them. It would end the debate once and for all.
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People have selective memory. Like I remember yesterdays solo queue clearly because in 9 games I had "teammates" let me go through an additional 10 hook state, and I can't blame the killers because they weren't camping. But I know many/most times it isn't like that but that memory will be burned in my head for a while.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2840041#Comment_2840041
It's still same thing as all killers are different characters and you need to intentionally prolong matches to get all BP with certain killers, which is quite hard against anyone decent.
either way point still stands, BHVR doesn't care about BP gain.
Again the killer is choosing. If you got to choose I wanna be up against a myer vs freddy vs random it would be different but the killer is actively choosing to be someone and play that someone in a way that gets them less BP. What you are suggesting being upset that Kate got more bloodpoints than you because she took "were going to live forever." The option was there but chose a different thing.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2840032#Comment_2840032
I would rather just escape or take a 4k. Why complicate matters with emblems? I guess they thought it was a good idea 5 years ago, but it wasn't.
Survivors have the survival emblem that can only get irri if they are not downed in the entire game, something that is very difficult to do.
Killers have devout that you can only get irri if you hook at least 9 times, also something difficult to do.
Like regardless of how the killer gets a 4k (aside from bleeding out) the killer will get at least gold. The entity wants you to hook the survivors and gives you a bonus for doing so.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2839984#Comment_2839984
not "playstyle" thing, I'm talking about killer itself.
One hit killers usually suffer from less chase BP, memento killers suffer from less hooks BP, there is killers who are suffering extremely scarce bp gains from power use, it hurts emblems too.
And look, survivors also suffer from matching against certain killers.
It tells us how they are not trying to balance BP gains, like at all.
Memento killers get more bloodpoints for killing a survivor. You get 1000 BP for killing compared to the 700 for sacrificing (500 for the sacrafice and 200 for the hook). With regards to the chasing you get the bp for the length of time that youre in chase. There isnt a killer who cant achieve the maximum bloodpoints but this style does make it impossible to achieve for a survivor, who did not choose to go up against that killer, to get max. This isnt the same thing because of who is making the choice. I am stating a survivor should not get a bloodpoint handicap because of a killer's decision that the survivor had 0 influence on and has no counter to.
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Yeah I cannot see this perk ever being a good idea in solo q unless you wanna get chased... A LOT. Knowing how a fair number of survivors play. This will have them force you to take the chase.
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@fulltonon said:
certain killers suffer from less BP too, guess BHVR doesn't care about those, like at all.
But survivors cant choose who they go up against. The killer actively knows that if they play a killer a specific way it will cost them BP in the end.
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@BlackRabies said:
Not really no, only way to farm BPs would be to do gens co-op and boon every bone.
I am not even thinking farm I am thinking get the amount you normally get for the time in game. Like when you lost the opportunity to earn 50% of your possible bloodpoints before the game even starts its just :(
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I know other people have commented this before but its perception. If you look at the videos of high mmr killers doing the no perks + 30 seconds afk challenge majority of them average 2-3k a game. That's taking literally 0 perks, 0 add-ons and giving the survivors a 30 second head start and they still have a higher kill vs escape rate. Now they often are playing in a "scummy" or "unfun" way, often relying on camping and tunneling. They get the kills but probably don't have the most fun doing it and neither do the survivors. But this is remedied by using perks and using add-ons and also not giving the survivors a head start.
Often what will happen is the killer will hit a wall where the survivors are just stronger. They know the loops they know the totem placements they know they pallet locations etc. They are able to push out gens, loop and chase better than the killers current level. Note I am not saying the killer is playing poorly but simply the survivors are playing better. At this point I think a major divide happens between killers.
Some will take the win at any cost. Using the best perks, add-ons and whatever tactics necessary to win the game. And they will, but wont learn the tactics needed to pressure gens better or end chases faster that the survivors are currently out-skilling them at. So their MMR climbs without them actually improving their skills and these survivors become more frequent until it seems like every survivor is busted.
The others will instead take this opportunity to work on their micro and macro play. They might take the extended chase that they know will cost them the game because the survivor is such a good looper and they can use the opportunity to learn how to counter it. They might take off the perks they use as crutches so they can really focus on areas they are down in. And during this time the killer is going to get a lot of 0, 1 and 2ks with very few 3 and 4ks, but might be getting more hooks than previously and improving their overall gameplay.
In a perfectly balanced match the survivors do all 5 gens and the killer gets 2 kills. But there isn't really a clear winning or losing in this game and a bit too frequently people only count games where they stomp their opponents as wins and games where they go even as losses.
If you are currently struggling as killer I would say look at the areas you are struggling with and focus on those areas. IMO Decisive strike and borrowed time really shouldn't be upsetting perks for the killer. Their entire purpose is to prevent camping and tunneling, aspects of the game that generally dont feel fun for either side. But if you are already behind and trying to catch up it often seems like its just another thing stacked against you. Dead Hard is a gamblers perk with regards to exhaustion. If the killer waits it out it has significantly less value than the other exhaustion perks. If they fail to generally adds about the same amount of time and if the survivor is able to time it to get to a window or pallet then the survivor gets more value than the others. Boon COH I also dislike on both sides, It wastes time if it gets snuffed early but can also feel op if not, its been around much shorter than the others and because of that it hasnt been through as much refinement.
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Sweet thanks for letting me know. :D
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@MikeyBoi said:
There’s a rumor she can’t blink though walls anymore.
And wasn’t thana in the shrine last week lol?
I mean I would rather spend the BP since shes at level 31 than 2000 IS. I was planning on unlocking her earlier but then she got disabled so I just unlocked all the other killers I had.
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So I feel like people are focusing on "winning" and "losing" too much in this argument. It's really not about that, its about being a tactic that holds the game hostage. To the people saying just do gens, yeah okay the three survivors just sit and hold m1 for then next couple minutes and the one on the hook just gets to look at bubba and wait for death, or if they are in solo queue will take their pulls and die because it doesnt affect them since they aren't going to get any additional bp or emblems for waiting the full 2 minutes (maybe like a couple hundred for the skill checks). So three survivors "win" but zero had fun.
Like I understand that if a killer is behind that they will use camping to try and get back in the game hoping that the survivors will feel more compassion for their teammate than a desire to solo "win", but that isn't really what this is or what is being talked about. The issue is the Bubba is known for this being their strategy going into the match. They are deriving their pleasure from taking the game away from the other people playing over playing it themselves. It's a zero win situation for 80% of the people in the game, mindlessly press M1 or just all die because with people say "just finish the gens" means they know there isn't a way around the situation.
IMO this is the same issue as with infinite 3 murder myers where it isn't an issue of I didn't get my escape or I didn't get my kill, this is an issue of the game was boring and there wasn't anything that could be done. It feels the same as if the killer was afk for the entire match or all 4 survivors were. Its a "strat" that focuses on the other players desire to play a game and doing your best to take that option away. The tall kid holding the ball above his head saying if you want it you have to jump and your options are entertain them or leave and go get a different ball.
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/2829674#Comment_2829674
If that happens regularly, though, that's a great example of the problem. It's short term gain for long term pain. The more that happens, the more you can get paired with survivors that you have to camp to get a kill.
Then, eventually, you reach the point where it doesn't work and now you're in what I call MMR hell
For long term enjoyment it would be better to let the survivors go so you don't get matched with better survivors until you're ready for them. Thar means you might let some tbagging, BMing toxic survivors go at times which is, understandably, hard to do.
But, as MMR is based off of kills, it's incentivized to get those kills no matter what. It's a design flaw with MMR that leads to player frustration.
Personally, I think either the MMR system needs to consider more than just kills or the devs should consider making camping and tunneling harder to do and, at the same time, change gen speeds so that KIllers wouldn't need to camp or tunnel at any MMR.
Exactly this. Or since people dont want to decentivize camping and tunneling they could incentivize hooking multiple people as part of the game as opposed to as a perk like BBQ. Make it something like the more a survivor gets hooked the less efficient they are so hooking all 4 survivors would slow them down. Or if they wanted to just eliminate early camping they could take the proximity to the hook minuses affect future bloodpoint earnings. So it you spend your time camping you lose out on points later in the game but if you do this at the end of the game its not problematic because most of your points are already earned. I think there is a heavy mindset of killer main vs survivor main as opposed to looking at how the game can be more enjoyable for all parties involved.
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The Game like Midwich is based mostly on pressure with gens. It is super easy for survivors to 3 gen themselves on these maps, because of their small size. There are a lot of pallets but there are very few windows. If you can get the pallets thrown early on one part of the map you can protect those gens since its a dead zone for survivors. and be sure to know when you are overcommitting and avoid it.
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@toxik_survivor said:
Correct. Unpopular. If it was worse for killers then no one would camp or tunnel. Def worse for survivors. Me personally I've played this game so long I don't care if I get tunnels or camped anymore. I do love a good bubba camp tho😉
@MikaelaWantsYourBoon said:
Camping yes, tunnelling no.
Also if you camp survivors smartly, camping is also good.
I think you both missed my point in I am not meaning that game specifically, clearly it sucks for the survivors in the present. But that it is a tactic that compensates for the other skills needed by the killer in the game. And in doing so makes the killers "win" games/get more kills in games due to survivor sympathy (for the camped/tunneled survivor not the killer) rather than playing better. In turn placing them up against survivors with better skills making it even harder and harder to get kills without using these tactics.
