Shinkiro
Shinkiro
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Just delete them they are just atrocious to go against for how spammable they are. They shouldnt effect sound, should have 2-3 charges MAX and thats it.
They shouldn't affect killer powers either. Why does singularity need TWO things that counter and deny his power now???
We have SWFs right now highlighting how much ridiculous value these give, INFINITELY.
They were unfun and obnoxious during halloween and they are again now.
(Im also sure they are breaking the chase music audio as well and you can infinitely loop because the game doesnt say chase in active, kill switch them)
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If we're going to punish killers for more optimal objective gameplay then we're going to punish survivors for optimal objective gameplay right? Right?
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@thrawn3054 said:
Match making (like always) has been a mess. I've also noticed I'm getting alot of survivors with high ping. Not sure if I've been getting people from the wrong servers or what is going on.
I've been seeing ALOT of players during the event from korea, china, australia, japan and the general east side of the globe in UK/EU servers, feels like lots of people are VPNing during this event tbh.
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Jesus you are all moaning about infectious fright now!?
Just bring calm spirit then.
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We eating good, thank you BHVR! More awesome xenomorph skins please!
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@Coffee2Go said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965944#Comment_3965944
Yeah and end up searching for 15mins for a new match lol good job.
The entire MMR matchmaking is rigged and absolutely broken it doesnt account for players with experience + players playing with friends.
I honestly think its not even maps fault as much as matchmaking balance.
Matching new players that had couple of good games back to back with high playtime users?
Where is the logic and fairness in that
Purposely choosing advantageous maps is an issue, but letting people effectively 'soft ban' killers is so so so sooo much worse of an idea its insane and i dunno why people keep suggesting it, other than again, seeking advantages and introduces a whole host of issues with it.
As for MMR, well unfortunately people want faster and decent matching times (fair tbh) so it has to come at the cost of widening the MMR search parameters the longer someone is searching (mostly killer as survivor queues are quick). We'll have to wait and see what BHVR have planned for MMR changes, but there isnt really an easy "fix" apart from making people wait longer for a better matched game (if thats really possible with the disparity between general survivor skill levels and killer skill levels). But also consider this isnt a competitive game (in the sense that its not ranked not that its PvP), and that strict matching isnt wholly necessary all of the time.
There's too many variables to account for to really aim for constant "fair and equal matches" all the time imo.
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NO, people need to STOP thinking up and suggesting ways to manipulate matchmaking for their own benefit(while destroying queue times). If you don't want to play the match you're given for whatever reason then simply leave the game.
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@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3963556#Comment_3963556
The problem is you shouldn't need to follow any sort of formula to get pips just for playing the game. I think if you play the round to completion you ought to pip, win or lose. Decouple points from pipping entirely and just have points = how many BP you get.
I don't understand why BHVR insists on making pips coupled with the points events, especially when the idea is that Grade just shows how much you played. Why not reward people for playing period over time? Why not do this:
DC = No pip
Complete a round win or lose = 1 pip
Specifically 3k/Escape in any way = 2 pipsAll the things I listed are part of playing the game and things you should be doing anyway naturally playing the match, so whats the problem? Cleansing totems gives easy light bringer points (and BP) making maxing that one easier (since you wont be doing all the gens yourself), also denying hexes, obviously you should be taking chase and wasting as much time as possible for the killer, doing gens and healing others too. The fact you don't even need to escape to pip makes survivor consistently easy to pip.
You don't have to follow this rule, but its a good consistent baseline to follow to guarantee a pip every game.
Just playing a round to completion is literally pointless to have a reward system for. Pips as they are now actually encourage people to participate towards winning the game if they want to pip because they need to reasonably contribute to the game. Simply existing in the game, contributing little to nothing shouldn't be rewarded, bare minimum participation isn't something reward worthy, I hate the "participation trophy" mindset.
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3963653#Comment_3963653
I'd say the bonuses are working as it's intended, but it just isn't incentivizing enough for people to play Survivor. I still play Survivor regardless because Killer games are just boring to me, and the queue times are too long, especially at the time of day I normally play (early morning, EST time).
Idk what would incentivize more people to play Survivor with the way things are now...
Well more BP would be a start, not all of us are done levelling or wanting BP for things. 25-50% isnt really worth it even with 500% cake bonus, certainly not when the event ends.
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They've not been right since the original 2v8 tbh. 1.50x modifier certainly isnt gonna get me to play survivor much when im still gonna earn more on killer even with a wait.
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I dont even care how good/bad he is, i'm just so tired of it being him 90% of the time i play survivor.
Needs the huntress treatment for his axe, slow on hold, slow on throw and a slight delay on throwing when he gets it back imo. Being able to catch up as 4.6 needs more of a downside tbh.
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Its not too hard, follow the 2 rule. 2 gens, 2 totems, 2 unhooks, 2 heals, 2mins chase. Try to get as many of these as you can. You dont even need to escape to pip, even in Iri rank. I didn't even realise i got Iri on my survivor cuz it was so quick.
Killer can be alot harder once you get to Iri if you face good teams constantly.
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Honey, time to farm more pies for the year!
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60% kill rate is an average of 7 hooks or about 2.4 kills per game. What you're actually saying is you want killers to statistically lose most of the time.
You're not getting the balance you want in an asym game where luck, rng and skill come into play somewhat equally.
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Both consoles and win 11 have built in functions that constantly record in the back ground and can be used to capture the last X amount of time.
The feature would be nice, but its no where near urgent or necessary to worry about implementing it over much more needed features, fixes and content patches. The time and effort spent isn't worth it at this moment in time for them when recording functions already exist in peoples devices that can be used for reports.
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Actually a dead perk. Why would you ever waste a perk slots on this?
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@Rookie1978 said:
I don't know how many games in a row i've had to deal with sprint burst. Just last game 3/4 survivors had it. The. Entire. Game. was just survivors slow walking in front of me and then immediately zooming into the next solar system. It's such an awful way to play DBD. Ended with a 2/4 draw and I still hated every second of it; just the most unfun ######### in my entire DBD career.
Sprint burst usage has shot up massively due to springtrap it feels like. Perks like these is why i only really play dash/teleport killers now.
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@Guaco said:
its more like the quantity of ppl that comment are right. Also you still have the posibility to delete "wrong" comments and put your profile private
You don't think the fact your suggestion is making your profile private to combat the inevitable toxicity isnt a massive red flag on how bad this whole idea is?
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Most clowns literally just do nothing but skilllessly throw purple after purple spamming hinder making the chase boring as heck because there isnt really one. I'd rather go against 100 ghouls in a row than the boring garbage gameplay that is clown bottle spammer as a baseline.
Gut the purple or its hinder value and emphasise the yellows more.
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@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958634#Comment_3958634
If you're referring to the Fog Vial, you'll find that it feels different from the smoke bomb items from previous events. The event items you're referring to used an opaque smoke/fog, which completely blocked visibility. With the Fog Vial, it acts more like you'd expect from fog. It obscures the area that's affected, but still allows for some maneuverability right in front of your face.
Will the fog affect anything else other than aura, scratch marks and sounds? Like for example does it prevent you slipstreaming to someone inside of it as singularity? Having two ways to counter his power would make him god awful to play.
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@Coffeecrashing said:
Fog Vial just looks like big boost for bully SWFs, that will altruistically use multiple fog vials in the same chase, to make everything feel miserable for the killer.
That's exactly how its going to be used. Bet the recharge time is obnoxiously short as well.
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@Coffeecrashing said:
It’s always interesting that lots of people will demand anti-slugging…. But when killers get remote hooking (which is anti-slugging), then that is a problem too.
Because most people want the killer to be punished and penalised and not encouraged and rewarded for not doing what they dislike. (Which is usually the efficient and optimal thing for them to do).
The exposed does suck though.
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Why are you continuing to play online when you know you are having major problems, will lose power, and be unable to play consistently? Your circumstances do not matter to anyone but yourself, you are ruining matches for other people regardless whether its intentional or not and hence getting punished for it regardless of if its out of your control or not.
@ShanoaLegendaryPlz said:
It would be nice if they could make it the game only gives a penalty to someone who actively went to the pause menu and manually clicked disconnect from the round, as all other cases are either internet provider / server / or weather causes. And now that the penalty is much greater, youd think itd be more sensitive to figuring out if it was you pressing the button or not.
Easily abused to avoid ever getting penalised.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954681#Comment_3954681
The Mori change cancelled all second chance perks, that could have allowed a hatch escape.
It removed the last 3 unhook tries, which could have allowed a hatch escape.
It removed the hope of "I will be able to escape killer's gasp"… which could still have allowed a hatch escape.
The mori change just allowed you to not slug anymore to avoid a hatch escape in some situations.
Also, you could have brought mori if you wanted it
Like i said, if someone wanted a 4k so badly they wouldn't give you the chance to save yourself anyway. And people did bring the mori before the update, heck they still do, ive seen loads recently prior to the event. I don't even care about the mori's.
But a mori doesn't remotely compare to one of the best perks in the game, unbreakable being given as basekit, its a ridiculous idea.
Also, you could have brought borrowed time if you wanted it. 🙃
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@BrightWolf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954702#Comment_3954702
Most importainly, it's giving accurate data to BHVR and we might actualy see some more killer sided balance changes bieng implimented, because as of now, it's been feeling a little survivor sided. Like if anything, it's prooved that now that not as many survivors aren't going next at the slightest of inconviance, or that survivors aren't extreme hiding to troll, that gens fly by extremely fast because there is so little for survivors to actually do beyond their main objective.
Which hopefully, this means repair speeds will be looked at next, if not giving killers some upping of regression per kick or some form of basekit corrupt intervention or a rebuffing of certain perks. Also, healing needs to be looked at again, so perhaps the nerf to Sloppy can finally be reverted or at the very least adjusted acordingly.
And before anyone comes at me for being a "killer main," I play both sides with a 70%-20% Killer to Survivor ratio.
Yeah this is important too. People have been saying for ages that alot of poor survivor performance stats are because of giving up and going next on hook and in general theres killer kill rate inflation because of it. Hopefully it leads to them revisiting their prior nerfs and rebalancing them properly based on survivors actually playing the game for once.
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954673#Comment_3954673
Agree. All the people complaining on the forums about not being able to go next or DC have been locked out of games or have stopped playing because they can’t regularly ruin other people’s matches anymore. The system is working exactly as intended by keeping these type of players away from the game.
Yup exactly, one of best improvements they've ever done imo. I've actually played significantly more survivor than killer because its not totally miserable now people are actually made to play the game. My escape rate has jumped alot, its been fun. It's also made my killer games a bit harder too because people are actually trying more.
Anyone "negatively" affected by this change is someone who shouldn't be playing the game and the type of player we dont want to play with.
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Then bring unbreakable if you want it. The mori change was basically a nothing burger and changed nothing except you no longer possibly leave them down on the floor to wait out a suspected DS, now no ones time is wasted.
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It's almost like a punishment for giving up and DCing punishes giving up and DCing.
The quality of games has been significantly better since the changes.
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@Memesis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954512#Comment_3954512
I think most would agree that overclock is fine. Singularity earns his status buffs in that state for trapping and tagging. It's the emps that need to be buffed for survivors because the act of trapping and tagging is by far the easiest of any set up killer.
They were adjusted because they were oppressive before being strong AND readily available, denying singu his power too often. Now they are strong and reasonably available. EMPs are fine, they just need to be used in a more efficient and conservative manner with some coordination to deny singularity his power at good times for maximum impact to his chase ability or to disrupt his ability to guard gens.
Alot of people just dont grasp how to use them well, while teams that do can be really oppressive to a good singularity disrupting much of his power throughout the game. Because thats what the killer items are supposed to do, disrupt, and buy time, not deny the killer everything constantly, which is what survivors want.
I still get plenty of teams that make EMPs hell for me because they know what they are doing.
He has one of the best, accessible and most interactive built in counter play of any killer for survivors
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@Scarlett1111 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954572#Comment_3954572
That's the problem. The game is awful in its current state. Absolutely miserable. There are no survivor players enjoying the game. Which is blatantly obvious when you look at player dropoff and queue times for killers.
Miserable… for you, maybe, don't bring anyone else into your own opinions you don't speak for them. Survivor, especially Solo Q has been so much better (coming from a killer main whos mostly played survivor in the event so far), quitters are basically gone, games are reaching endgame most of the time, my personal escape rate is hovering around 45-50% in the last 30 days (mostly solo q) now. You having problems is a you problem. I got some friends into the game with the latest patch and they are enjoying it and escaping regularly as well even with limited access to perks and little experience (i am helping them though, but their new player experience has been good.)
Player drop off always happens within a a few days to a week or so, thats nothing new, its normal A new popular killer just released so again no surprise there but im seeing less springtraps now. My killer queues have only been like 2-3mins since the event started (EU).
You were moaning about survivor bloodpoints in another comment, but 200k is the minimum im getting atm after a really bad game, and im getting anywhere between 250-350k per match, averaging around 275k, so if you're only getting "150k" then thats down to how you play and you're not doing enough. I got hard tunnelled out protecting my friend in one game and still got 200k for doing basically nothing but get chased and hooked.
@Scarlett1111 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954583#Comment_3954583
Steam player numbers, Thursday had 115k, last night at the same exact time I checked of 7PM EST, there was only 70k on, that is a 30% loss. Which is peak time for central and eastern NA.
And that's where you're wrong, because the majority does not want to try their ass off to just play the game. They want to have fun and not act like their literal life is on the line sweating every single match. DBD is not a competitive game, there is no place for people trying that hard in publics. Actively making the game unenjoyable for 4 people; which is exactly what survivor players deal with every single time they load into a game, is what killers have been doing with their "legit" tactics. If BHVR took even a second to realize the majority of the community is not the top 1% sweatlords, and just want to have fun, then we wouldn't even be having this conversion to begin with.You're basing this off the all time peak, which it will never stay at and all games suffer a quick drop off. Loads of people follow hype and then jump ship when they actually try stuff and realise it's not for them. The 24hr peak has consistently been 100-105k.
It's a PvP game, you clearly have the wrong expectations. The vast majority of people are simply playing the game and that's it. This is simply about you personally not having fun at the end of the day. Don't try and make it everyone elses problem too.
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But the reason is irrelevent? You left the game for whatever reason mid way and ruined the match for others. Crashing isnt any more excusable than DCing, you start adding exceptions and you open it up to being abused. If your problem is your hardware then you need to sort it yourself, you're responsible for your own local problems, be they hardware, software, IP etc etc.
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Surprisingly above average escape rate so far.
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@thrawn3054 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951825#Comment_3951825
Because everytime there's an event killers tend to hard tunnel alot. Why would people waste their cakes knowing there's a good chance the match will be terrible?
And every time theres an event survivor seal team 6 come out of the woodwork, whats your point? Your mindset says you should take a break. I barely see any hard tunnelling, though it seems every survivor making these types of comments calls everything and anything "tunnelling" at this point.
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BP bonuses and reasonsable queue times.
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When gen regression equals progression so killers arent pressured to remove a survivor ASAP because every means of pressure is being nerfed and getting basekit counters.
When the game actually rewards for spreading hooks (which requires slowing the game down) and it isnt a detriment to the killers objective.
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Agreed, Springtrap has just power crept Xeno and Demo.
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@Sheffield said:
Really? then I always get a free hit cool 👍️
He's pretty loud, you can hear him moving towards you so free hits are survivors not paying attention because they are used to the TR.
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Yeah must be, i had a gen to my right side and i could hear it in every direction.
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The mori update literally changed nothing except the manner in which you were sacrificed. If people wanted to 4k slug they could do it with or without the mori. Sure there was initial hype about it but that honestly died off quick, i barely see any 4k slugging unless its essentially given to the killer.
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@MaTtRoSiTy said:
I have to be honest, I am REALLY not looking forward to this but I never like new killers coming out.
Simply because I know the next weeks (or months in the case of killers like Wesker were) will be just the same killer, match after match, back to back, day after day… I will be interested to see how the go next prevention works, or doesn't work.
I have never been a fan of FNAF either, so this chapter is meaningless to me personally.
There will be those of us not playing springtrap, assuming we can be bothered to even play the game with 30min queues (probably not). I feel like there should be some kind of priority for those not playing the new killer for the first 2 weeks or so tbh. It would surely help alleviate the initial "i only play against this killer" complaints and help killer variety during patches.
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Im guessing this is about the killer items and chest issue. Which does need fixing tbh.
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942114#Comment_3942114
dishonest? You want to tell me it's not your random teammate who destroys your match by turning it into 3v1 at first 2 minutes but killer instead?
Didn't you know? It's always the killers fault no matter what. That is the gospel of the survivor rulebook.
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@Elan said:
Indeed, Ghoul is not fun to go against, that's why people complain. He got unnecassary nerfs while some reasonable
Reaonable: hitscan, iri mask
Unneccessary: pallet break cooldown, range nerf
What he should get nerf instead: scamper, kidnap
Yeah after the pallet and range nerfs i just went back to blight tbh. It feels awful.
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Whenever a Generator is completed, the Killer's Perks Shuffle.
I can think of nothing more infuriating than being in chase and suddenly screwed over and losing any chase perks i have. I get what you're trying to do with this idea but this just sounds terrible and unfun. It would make the mode ever worse imo. At least with fixed perks i can play around them. Having to keep checking and thinking about my perks requires more brain power paying attention to them and not the game.
Bonus points for survivors also losing any good perks they have but also having the chance of getting no mither lol.
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3938371#Comment_3938371
players like you are the reason the DC penalty needs to exist
It's always funny the people against punishments inconvenient for themselves are always the ones to display the mentalities that require them in the first place. Funnily enough they got hit with the ban hammer too.
I really don't get why people think they are entitled to ruin games for others and not get punished for it.
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@Wrecked said:
Now that we have bots in the game, there’s no reason to have the DC penalty tbh. Why can’t we leave a match we’re not having fun in? Ghoul players don’t deserve to go against real players, let’s be real here.
So you can cherry pick only the games you want to play? Nah you aren't entitled to that. If you aren't going to play the game you queue up for then dont play period.
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@AbsolutGrndZer0 said:
Plus accessibility issues. Do you hate going against The Ghoul because you think he's OP and unfair? Suck it up.
Are you unable to face The Doctor because his flashing lights and other effects cause you physical harm? This is a problem BHVR needs to address and in the mean time you should NOT be punished for needing to leave the game.
Are you unable to play against The Clown due to Coulrophobia? Fair, there should be something implemented to combat this, I am not sure what, but I'm not a developer.
Anyone who says anything like "If you aren't willing to play against a certain killer for any reason, you shouldn't be playing DBD at all." is an ableist.It's simply the risk you take playing games with those types of problems unfortunately. It's simply not realistic to expect more specific, harder to address issues to be catered to at the expense of everyone else and the health of the game. Those issues can be addressed in a single player game reasonably, but not in an online MP game, where they could potentially give advantages, nor are devs obligated to make unreasonable changes that are against their design for their game.
It also undermines any punishment system when people can get a convenient excuse to avoid it, because we all know if there was some work around people would immediately abuse it. It's up to the people with the issue to also avoid trigger effects more than anything.
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We don't get actual game improvements for killers here, that's only for survivors, its always deterrants and punishments. Always the stick instead of the carrot. Because why fix things properly when you can throw out bandaids to appease a whiny playerbase.
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@DxveWolf said:
The only reason i played the mode was the bp bonus, it felt miserable when the bonus was only 200%, which was the last couple of days, actually made me go back to the regular queue. We should also be able to pip. Mode will likely flop if they remove the incentive for survivor
Yeah they need to just lock it to 400% and go higher based on dynamic demand. Anything less really isnt worth it for how terrible the mode is.
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The perks are rubbish and not worth using over ever the shrinking amount of worthwhille killer perks. There's literally nothing in the game to incentivise you to split hooks, because it is objectively bad for you, despite survivors demanding the devs punish killer for not doing so. The whole debate in nonsense, the game needs to be redesigned and rebalanced from the ground up to do this. Even if we got worth while perks to run, you'll always be better off making it a 3v1 ASAP

