SkeletalElite
SkeletalElite
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For placebo tablet it should have a different downside.
My idea is "injured survivors hit by lethal rush will be put into the deep wound state instead of dying state, deep wounded survivors will be put in the dying state like normal"
Then it can be granted a bonus to go with it like faster recharge and fatigue. Basically you have to get 3 hits instead of 2 to down someone but his power is a bit better.
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The only thing on blights collision that needs to be fixed is backbumps and swamp IMO.
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@Bran said:
Problem. This doesn't do anything but make the game harder for the killer.
Basically the killer has to hook 4 more times. Which leads to what 7 hooks before a kill?
Not fully disregarding the unbreakable, but that still puts too much time in the survivors hands.
6 hooks would be the minimum in this system, compared to 3 hooks in the current system.
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@TeabaggingGhostface said:
Then you'd get the asshats that throw the game to screw over the team
Good intentions but terrible idea
They already do that
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It sucked just like every other indoor map and anyone saying they liked it mains stealth killers, is inexperienced, or on some serious copium.
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@fake said:
There is no need to stop the kill switch to the BP offering.
The consistency of BHVR is discussed here.
The management mentioned that kill switches are applied to bugs that are considered game breaking.
in 6.3.0...
・The ability to have multiple stun grenades was not killswitched as a game breaking bug.
・The bug of Lullaby not working was not killswitched as a game-breaking bug.
・The BP offering was killswitched as a game-breaking bug.
Why is BP Offering considered a game-breaking bug and the above two are not considered game-breaking bugs?
As a player, I think the top two are game breaking bugs, so if you want to be consistent, either killswitch them all or don't killswitch them all.
And now with the 6.3.1...
・Bug where the Boon totem in wrecker's yard cannot be destroyed.
・Bug where unusable hooks spawn in Midwich.
We are watching closely to see if BHVR deems these to be game breaking.
We are not convinced that only BP offerings are killswitched.
I hope you will think carefully about whether to killswitch a serious glitch in the main part of the game, the ritual.
This literally makes zero sense.
It's like saying hey we can't stop all burnings from building down, some are gonna burn down no matter what we do so lets disband the fire brigade we don't need them. We have them and buildings are burning down anyways!
The BPS was disabled because they are limited use and completely non functional but people were using them and wasting them without realiizing.
The flash bang bug turned the nearly useless gimmick perk into a slightly less useless gimmick perk for a whole week and the lullaby bug made a nearly useless gimmick perk slightly more useless. Not game breaking by any means and the perks are still functional which means some people may want to actually use them. There is no reason to want to use a completely non functional BPS, and it actually hurts you to do so because they are limited in number.
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I really like that c33 rework.
Not so much a fan of the iri tag rework, I think the main problem with iri tag is really the add-on it's combined with most of the time. Speed to make it so much harder to miss that last rush. Alch ring to get ridiculous amounts of pressure by downing survivors insanely fast. Otherwise this add-on has interesting risk associated with it because missing after wasting all 5 rushes is a terrible massive waste of your time and can be countered by hopping a locker to force an m1 as well.
Alch Ring rework, eh, I'd rather see them give it the downside of making the blights base move speed 110. While I don't like it as much, the popular suggestion of making it recharge 2 tokens instead is also okay.
Soul chemical rework is certainly way better than the current soul chemical, but I still think I'd prefer to see a +1 rush addon that isn't tied to a Halloween only add-on.
Don't really care either way about the Vigo's Journal Change.
Adrenaline Vial total rework I don't think is necessary and is a lot more work than the alternative. They could just reduce the recharge bonus from 1 second to like .5 or .6 seconds which is really the only overpowered part of that add-on IMO.
Not a fan of the rose tonic change. As it is currently, rose tonic both increases the duration and movement speed during slam which might actually be unintended, but it should stay that way because it's what makes the add-on good.
Not a big fan of the umbra salt rework either. I agree that add-on is not very useful, but I don't like that change in particular. Instead, I'd like to see the turning add-ons get an increase to maximum turning angle but not as much as adrenaline vial, maybe running both could come close to but not quite reach adrenaline vials bonus.
Some other addons that I do think could use some changes that you didn't change.
Compound 21, the VFX that c33 used to use now applies to this add-on, informing survivors their aura is being revealed. maybe reduce aura read to 2 seconds if this is still too strong
Blighted Crow and Rat: Bonus decrease to 5% and 3% respectively.
Shredded Notes, downside removed, potentially nerf recharge value slightly to compensate. This add-on was literally only good when used with an adrenaline vial. The nerf to adrenaline vial will make sure this add-on combo is not OP while making this add-on actually useable without it.
Canker Thorn, rework. Apply mangle until healed with lethal rush hit.
Poisonous Foxglove, rework. Apply hemorrhage until healed on lethal rush hit.
Compound 7: Rework, reduces lethal rush fatigue by .5 seconds, unlike the old canker thorn/foxglove, however, this reduction always applies. The current canker thorn/foxglove only applies if 1) bump with no rush tokens, 2) dont bump or swing at all, 3) allow slam duration to expire. This meant these add-ons did not apply to missed attacks or successful ones. This new reworked add-on applies all the time, even to misses and successes.
Placebo Tablet rework, instead of slowing you down this add-on makes lethal rush apply deep wound to injured survivors instead of downing them, deep wounded survivors will be put in the dying state. You could even tack some other benefit on, or just keep it as the only downside with BP. Don't care either way, but it would be a less miserable to use meme add-on this-way.
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@HoodedWildKard said:
https://forum.deadbydaylight.com/en/discussion/comment/3236420#Comment_3236420
So you've dunked a huge amount of BP into a character. I'd imagine that less than 1% of players have that sort of playtime. You put in a massive effort in so you get to rinse teams with those addons. Doesn't mean that every player can constantly run those add ons. What prestige is your blight out of interest?
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It has to do with the auric cells on the rift. They were rift rewards.
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@HoodedWildKard said:
Hehe I do love this combo. Great for pulling people straight off of gens. But it is an iridescent and a purple add on. Not like spirits can run that every game. That blossom add on should definitely be made iridescent though.
I'm not a spirit main but the "addons are high rarity so they can't run it every game" argument really doesn't hold much water.
Here is my blight addon inventory for example.
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???
The offering literally doesn't work
Like it does absolutely nothing.
You just want people to waste their BPS?
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3235301#Comment_3235301
Yes, it does. Read what I said again.
THIS GUARANTEES AN UNHOOK.
In this scenario, no matter what, the person on the hook gets away.
Why should a killer entitled to ensure the person on the hook is unable to be saved just because they got lucky and pressed m1 at the right time.
Grabs are literally no different to end game DS or end game OTR. A copout that gurantees results. With this change hook grabs still gives you another hook state but it's not a gurantee of results.
Yes the person on the hook gets away from the hook, and are immediately replaced by the person who went for the unhook.
This is a compromise that addresses the primary counter argument against removing grabs on healthy survivors entirely That being multi person saves can be guranteed escapes without the threat of a grab, this is not the case with this system.
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@WesCravenFan said:
This completely removes the threat of hook bombing entirely. This guarantees an unhook the second you press M1.
It does not, a hook trade is an interaction that favors the killer.
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I'd be fine with hook grabbing staying if the unhook was successful despite the grab, that way it guarantees a trade but doesn't just instantly lose matches for the survivors 90% of the time it happens.
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He was a noob stomper. He completely decimated stealth so if you couldn't loop he would destroy you and he was good at exploiting weak links but if everyone was a somewhat decent looper he just turn matches into slowdown slogs where he was more likely to bore you to death than hook you to death.
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Yeah I would change eruption to apply incapciated for 12 seconds to anyone in a 6 meter radius of an affected gen but increase the regression amount by 2 or 5%
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I've seen a lot more than usual lately too
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It can yes
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@Carth said:
I don't get the comparison to OTR and DS. Those perks provide (theoretical)value the entire match, NWO literally only works a single time at end game. You can turn NWO off at EGC as soon as it can do something early/mid game to help killers like OTR and DS can.
Because they both removes any chance for the losing opponent to make comebacks at the end of the game.
NWO is a perk that's should give you an extra 60 seconds to try to get a better result on a match where the survivors completed their primary objective. Its current implementation not only does that, but also makes it nearly impossible for the last survivor alive to have a comeback.
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I usually have a tab open and I check for notifs between matches but I only browse posts once or twice a day
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@Xernoton said:
Overcome isn't really meant as an anti-tunnel perk, is it? I think they should just change OTR so the survivor loses collision with the killer and cannot get hit in the first place.
I think Overcome shouldn't be quite as strong as other exhaustion perks. There is no special condition in activating it other than getting hit, after all. You can fail DH, you need a window or pallet for Lithe and you need some kind of alevation for Balanced Landing, not to mention how hard it is to manage Sprint Burst perfectly. With Overcome all these things don't apply.
The price of that is getting a 2 second boost instead of 3
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I like them, they're a little bland, but I think it's cool
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There are many reasons that solo is bad, but franklins is not one of them lol.
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I prefer it. My entire front page of items was event items that I basically never use and I almost always ahve to tab over. This fixes that
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Rather, they should make it where Bubba chainsaw doesn't cooldown or recharge after use near a hooked survivor and maybe also have increased heat gain rate before tantrum occurs too. So, he can use his chainsaw near one, but he has to actually commit to it and can't just forever use his chainsaw as a tool to prevent an unhook from happening at all.
If he keeps revving the chainsaw up and dropping it he willl overheat and lose all his chainsaw charges from that meaning someone can actually attempt an unhook.
If he actually uses the chainsaw he won't get the charges that he used back until he leaves the hook. He will maintain the overheat from his use of the chainsaw, meaning he can only do that a couple times before being locked out of the chainsaw while camping.
Basically, if you use your chainsaw at a hooked survivor you will be able to guarantee a trade, but you can't prevent unhooking altogether.
Although they might have to make overheating not tantrum bubba anymore or bubba could 99 tantrum and then sit in front of the hook.
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Hyperfocus is only good if you use it with stakeout.
The 30% of the "base value" from hyperfocus considers the 1% from stakeout as a part of the "base value"
So, When using both, not only is a regular skill check granting you 2% and giving you more skill check chance, but each consecutive skill check is an additional .6% instead of .3%.
You also can't simplify a series of hit skill checks being "mostly stake out" because if you've ever repaired a gen with just stake out you will know that the sometimes you get like 2 skill checks. Hyperfocus increases the odds of skill checks appearing. Which gives consistency.
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frankly nurse is powerful enough that i think nurse players would find a way to cope with no basic attack. shes the strongest killer and the only even coming close to competing is blight with his strongest addons and even that is only on some maps. the nurse doesnt need to be able to use basic attack perks.
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You can't get charms from past rifts
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@flowerlynx said:
https://forum.deadbydaylight.com/en/discussion/comment/3204459#Comment_3204459
unfortunately, i honestly can’t remember. if he was, i was in direct contact with him and should’ve been able to see him. so it could be an addon bug. i do remember him kinda appearing out of nowhere, and flickering a lot more than usual, so it’s possible he was using it.
If he has that addon you don't seem him it says "The nightmare is invisible to awake Survivors beyond 24 meters and when he is carrying another survivor"
It would probably be more clear if the and was an "or" but it's meant to be exclusive, not inclusive.
So Awake survivors don't see him beyond 24 meters.
If he is carrying someone awake survivors won't see him at all. It makes flashlight saves harder and is intentional
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It will be no different to how it is now.
Right now, it takes about 22 seconds to fully recover with unbreak.
Which is the same as with the change. So flip flop being percentage based, it doesn't really make a difference.
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The alternative is she does the exact same thing except once she downs everyone she follows you around on the floor for 4 minutes while nodding until everyone bleeds out.
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The perk that gives "such an advantage" is also literally the worst survivor perk in the game, and probably also the worst overall.
and you can get up twice as quickly as the new feature when using it lol
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I dont really care
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@CosmicScarab said:
https://forum.deadbydaylight.com/en/discussion/comment/3201712#Comment_3201712
Really? What meta perks did killers get added to their base kit?
standing up in 45 seconds is not a full perk either.
Current unbreakable allows you to stand up in 23 seconds.
Current no mither allows you to stand up in 21 seconds.
Exponential requires you to spend 14 seconds setting up a totem before getting up in 16 seconds after going down in a specific area and not having the killer snuff the boon during that 16 seconds.
So which one is being fully added to the basekit?
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3201873#Comment_3201873
And all that still ends up with the result of rewarding them for going down and a teammate not having to bother picking them up, meaning your two chases and downs got half undone. That is literally punishing good play.
https://forum.deadbydaylight.com/en/discussion/comment/3201883#Comment_3201883
You do realize there are ways to solve spite like that, that don’t involve breaking the rest of the game too right?
Forcing a survivor to spend 45 seconds doing nothing is not a bad thing. It's not a punishment for good play if they stand up. There is value to allowing a survivor briefly escape death if the result is they spend less time repairing generators. It's not like every time you choose to abandon a chase after getting an injury, you are playing badly or "getting outplayed." Occasionally, the smart thing to do is let a survivor go and get them at a later time when they are a smarter target for you. Just because what you are doing isn't making the little hook meter on your HUD go up ASAP doesn't mean it's not a play that won't win you the game in a long run.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3201809#Comment_3201809
The point is there’s a large amount of varying situations why slugging is a good call, and a basekit self recovery is the wrong way to go about BM situations like idiots slugging people to death out of spite.
https://forum.deadbydaylight.com/en/discussion/comment/3201817#Comment_3201817
??? It is a risk reward. You are literally giving up a potential hook in order to immediately go for more chases. It’s not a perk check, someone should come pick them up.
Basically, disabling a survivor for 45 seconds and then dowicng a survivor who is closer to death in 30 seconds while that survivor is not repairing generators IS not a punishment. It is a reward. You made 1 survivor do nothing for 45 seconds and got a hook state on a more desirable target in that time. It's not like you can't also get both, either. It's absolutely possible that you might slug to chase an injured person, get them down in 15 seconds and hook both. Which puts you in a scenario where you are actually dangerously close to outright winning by a last man standing situation and puts the survivors in a losing battle even if they recover from the last man standing.
Even if someone has to come get someone off the floor. Thats about the same amount of pressure as a 45 second self recover.
If one dude recovers for 10 seconds while another travels to him. Then heals him up to injured in 11 seconds. Thats 44 seconds of survivor time wasted. The reality is a dude picking himself up in 45 seconds is not significantly worse pressure than being picked up by someone else.
If he recovers for 20 seconds, then someone starts travelling and gets to him 10 seconds later. The person on the floor will be full recover by the time the rescuer reaches, and at that point pick up only takes a second, you've only wasted 40 seconds of survivor time.
The only time slugging was significantly valuable was if more than 1 person would stop what theyre doing to rescue a slug, which is a solo queue problem. Or if someone would get left on the floor at full recover for a long period of time stuck doing nothing because no one is coming to save them, which is also a solo queue problem.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3201794#Comment_3201794
Yes, the killer should have to accept the survivor will simply get back up on their own despite the killer making the smart play for that situation because… why? How is it fair to punish literally making the intelligent call? Someone should have to come pick them up, they should not be given a self pickup because they got downed near someone else/an unhookable area/etc.
Slugging as a primary decision should not be the intelligent decision. It is not desirable. Choosing to slug vs. hooking should be a meaningful risk reward decision, not a perk check.
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@SuzuKR said:
"45s"
"quite long"
Okay, so you chase a survivor. You do good in chase and so you down the first in ~30s chase. 2.7s attack cooldown. You know another is nearby, so you find them and begin chase again (several seconds). You do good in chase again and down them in ~30s. 2.7s attack cooldown. You head back towards wherever the first survivor is (several seconds). They have been back up and gone, with zero help from anyone else. Let alone there being a third in the area that would be smart to start chase with normally.
This is with having done good in both chases. Average chase and you go into 40-50s. At which point the first is back up. And this is repeatable again and again. Toss in an Unbreakable and it drops to a mere 22.5s per recover instead.
If you choose to slug to chase a healthy survivor, you have to accept that the first guy will get up. The trade you are making in this scenario is deciding to chase a potentially closer to death target or weaker link while leaving another person disabled and not repairing gens for 45 seconds. You are typically not going to get 2 hooks out of slugging unless you are slugging for a quick down on someone injured, which is still a trade or opportunity beneficial to you.
Look at it like this, even now in the live game, someone coming to get the dude up off the floor is 16 seconds x 2 people's time or 32 seconds. 45 seconds for them to get up on their own is actually slower and is more pressure.
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@CosmicScarab said:
https://forum.deadbydaylight.com/en/discussion/comment/3201712#Comment_3201712
Really? What meta perks did killers get added to their base kit?
You got 2 stacks of STBFL added to the base kit, causing STBFL to be even more effective by proxy (same thing as UB)
You got 1 tier of brutal strength added to the base kit, causing it to be even more effective by proxy (same thing as UB)
You got 10 seconds of time added to generators, causing all % based regression perks to regress more by proxy.
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You did get the same treatment.
You know in the update that increased the kill rate to over 60%?
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blight gets brutality for hitting survivors with his power too
So does nurse.
And spirit.
All killers should get brutality points for hitting survivors when using their power.
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Removing the free perks or making the RNG fixed would both be fine but removing free perks is probably more simple
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Up The Ante is excellent in a Kobe SWF.
If 4 people run Up The ante, slippery meat, and a luck offering the chance of successful kobe goes up to 99.27%
Which basically means litearlly everyone has deliverance with no broken status and no condition to unlock at the cost of 2 perk slots and an offering which doesn't really matter.
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EGC should automatically start after a match has been going on for 25 minutes.
If the match does not end within 1 minute of the EGC ending, the match should instantly be ended regardless of its current state.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3197297#Comment_3197297
Disclaimer: That’s currently due to Lethal Pursuer being bugged and not increasing itself to 11 seconds.
Actually, because of the way lethal works, it technically wouldn't increase it even if it did. Because distortion lasts 10 seconds and lethal lasts 9, lethal has already “ended” by the time distortion deactivates, and thus the 2 seconds of extension won't apply.
Lethal basically works by extending an aura read for 2 seconds when its supposed to end. As an example, lockers normally make you immune to aura reading. However, if you get in a locker after your aura has started to be read you will continue to be visible for 2 seconds after the animation for entering the locker has fully completed with lethal but won't without it.
Similarly, if you are running lethal and BBQ and a survivor gets in the locker before BBQ triggers and gets out 5 seconds after, you won't see their aura. Even though the killer would see the survivor's aura for 1 second if BBQ lasted 6 seconds, but lethal does not actually equate to a 6-second BBQ. Rather you get a 4-second BBQ and when the end of that BBQ is reached it “procs” and grants another 2 seconds of aura read.
So, lethal doesn't technically LITERALLY increase an aura read duration by 2 seconds, rather it causes an aura read that is ending to persist for 2 more seconds. Thus, if you are immune to aura reading at the moment that lethal would have triggered, it does not proc at all.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3196000#Comment_3196000
No, the scenario Peanits mentioned was a Doctor doing non-damaging shock attacks to put survivors into Madness so they couldn't do the gens but also couldn't die from just being Mad. It's not the same.
Maybe you should reread the post
Downing a survivor who allows you to simply because they aren't putting up with literally being held hostage anymore and want to leave does not constitute progressing the game. If you continually drop chase and only down survivors that force you to down them by not running away you are still holding the game hostage.
Legion could do the same thing with mending.
Mending can kill you which allows the survivor to bleed out if they choose to do so. But guess what it's still holding the game hostage.
See infinite mend legion bug. Although survivors COULD allow the match to end by giving up and letting themselves die people were still banned for using the exploit because it was impossible to progress the match.
Allowing yourself to die and being killed are clearly treated as 2 seperate things. One is giving up and going next, the other is actually part of playing the game.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3195954#Comment_3195954
Again, the survivors refusing to even try and do the gens is causing the delay, not the killer refusing to take the bait to chase people into Narnia.
Running into a 3 gen, getting on the gen, getting hit and running away while he kicks the gen again IS attempting to repair generators though.
With overcharge + CoB it is possible for a high move speed killer like blight or a killer with other slowdowns like legion and doctor to push you off gens indefinitely and regress them faster than you can possibly work them. The only thing you can do is simply let the killer down you while you work it in his face because if you try to heal the gen is just going to regress while you heal. Which is exactly the scenario peanits mentioned, only downing survivors who refuse to move (and then not even hooking them because that is precious time spent not stopping other survivors from ending the match)
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3195749#Comment_3195749
The difference is that it's up to the survivors to try and do the gens in that scenario, the only reason they're not is they're worried they'll get downed. There's no indication in the original post the killer isn't happy to down a survivor that gets out of position enough to safely do it.
In peanits post he states "only downing survivors refusing to move" so simply taking downs on survivors clearly does not constitute progressing the game.
It is completely mind boggling to me that anyone will defend delaying a match for over an hour. As a killer your goal is not to defend generators. It is to kill survivors. You are obligated to attempt to do so. Preventing the generators from being repaired for 30+ minutes while dropping every single chase that leaves the 3 gen is literally no different to a hostage doctor who only downs people that dont run away from him. The only difference is that doctor is better at it, but that doesn't make it impossible to do on other killers.
Actively going out of your way to make a match take more than 30 minutes and trying to avoid killing survivors just to waste their time is clearly griefing.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3195020#Comment_3195020
Peanits was talking in that specifically about using Madness to keep survivors from being able to do gens without damaging or downing them. This thread is survivors refusing to try to do the gens at all because they’re afraid of being downed. Not the same thing.
yes but there is no reason that the same would not apply to someone running oc cob surveil and playing a corner 3 gen where 1gen is practically untouchable and the other 2 are easily patrolled and regressed on a killer like blight while dropping every chase after getting an injury. There is no good reason a match should be going on for an hour
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3195020#Comment_3195020
The thing is if he downs people he is progressing his objective, even if it is slow because downs will eventually bleed out.
2 survivors working even remotely efficiently can break a 3 gen if the killer doesnt chase because of how weak base regression is and he cant camp the gen to regress it.
I literally gave a screenshot with a CM saying if you only down survivors who allow you to down them by not running away, that it can still be holding the game hostage. As a killer, your goal is to kill survivors, not protect gens. If you ever end up in a match where you are protecting 3 gens for over an hour and dropping chase every single hit and deluding yourself by thinking you're actually trying to kill the survivors, then you need to do some serious self reflection. You are clearly just waiting for the survivors to just stop playing at that point





