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SuzuKR

SuzuKR

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SuzuKR
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  • It's amazing how many people are making excuses for themselves.

  • People shouldn’t queue up if they aren’t mature enough to face a part of the game. If they only care about their own fun, they should go play a single player game instead of ragequitting and ruining it for the other 4 players.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3206517#Comment_3206517

    It might have to do something with the fact, that you play nurse. In my games it did happen, but definitelly not almost every game (be it survivor or killer game) so maybe killer (not player) issue?

    Yes, clearly the fault is on someone playing a part of the game instead of ragequitting the second they face something they don’t like.

  • @Gandor said:

    Or make the game fair again (49% killrate was just 1% shy of fair games). This might do the trick for most killers.

    Forcing ppl to play loosing match against starstruck range addon nurse will force them to effectively DC (that's what suicide on hook is), or stop playing the game altogether if you punish them too much. The game is pvp and not pve. You can't take control from 1 side and then force them to play

    Also expect sandbags/dropping pallets/missing all skillchecks if you force people to play the game that they don't want to play. Because that would be the only remaining thing how to get to next game

    Suicide on hook should not be a loophole to bypass the DC penalty for what is ragequitting.

    Sandbagging is bannable with video evidence.

  • @Lastchild said:

    Fix Spontaneous Disconnections :

     - When a survivor disconnects, they are replaced by a bot.

     - Removed DC penalty.

     Fix suicide hooks :

     - Delivery : 1 charge in base kit for the first self-unhooking attempt.

     - The next time the survivor is hooked if he fails the first skill test (voluntarily) : He will be auto DC and replaced by a BOT who will do his job better.

    Removing the DC penalty is literally one of the worst possible ideas ever. Literally every single time BHVR has temporarily disabled it due to crashing issues or cheaters or whatnot, people nonstop ragequit almost every game ever.

  • @Marius1234456918 said:

    If they would do all the things, the people who are suicide on hook would just stay afk after the unhook i think. We need something like 24h ban for suicide, being afk, and dcs. Rb6 does something similar.

    I think a mechanic like what R6 or League has where it will automatically kick a player for being AFK and giving them the disconnect penalty is necessary. In order for this to not be exploited by stuff like bodyblocking people into a corner, it should have a few requirements.

    1. Disabled during endgame collapse (since bodyblocking during EGC is a strategy explicitly allowed by devs)
    2. If a survivor gets 1 AFK crow (60s inactivity), they will be kicked and given the DC penalty as if they DC’d UNLESS survivor or the killer has been in X meters of them for those 60s.
      1. This means only bodyblocking can trigger it, because if the other survivor or the killer were running around the map normally, the first survivor wouldn’t be able to gain crows because to stay in X range of them would require them to have been running around after them across the map.
      2. IF someone has been bodyblocking them for those 60s, then instead, the survivor with the AFK crow will lose collision with survivors/the killer for the next Y seconds. This is so they can move out and continue to play.
    3. If a killer is inactive for 60s (eg standing in place/just AFK swinging weapon like the leveling bots for selling accounts do/etc), they will be kicked and given the DC penalty.
  • Struggle phase skillchecks should be for Bloodpoints only. No ignore 2 for death/fail 3 for death (currently a fail is -20s each).

    Self-Unhook ability should be reworked to make it unable to be used to force an immediate stage 2. There’s a variety of ways this could be implemented. Examples:

    1. Only one single 4% chance self-unhook attempt allowed. The one self-unhook attempt is only allowed in the following two situations:
      1. Only one or zero living survivors standing, everyone else living is downed or hooked (chance at turning around doomed situation)
      2. Last 5s of the first hook stage (last second attempt if no one came to rescue)

    Slippery Meat and Luck is reworked entirely. Deliverance while it is actively usable is the one exception that can be used immediately.

  • You don’t get that kind of penalty unless you’ve been DCing a ton of times.

  • @blue4zion said:

    https://forum.deadbydaylight.com/en/discussion/comment/3203597#Comment_3203597

    Why is this the thing you gotta nit pick at?

    Just be happy its being worked on. That's the main point of this post.

    ??? I am happy it’s being worked on. I’m simply saying moving literally everything to server is not realistic. More things can and should be moved to server-side where possible.

    @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3203574#Comment_3203574

    Respectfully, there's no excuse for the game being so client-sided that hackers can force you to buy DLC on Steam.

    Did I ever say otherwise? No.

    @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3203597#Comment_3203597

    I don’t know how much of the game can or can’t be handled server side, but I think we all agree that the current version doesn’t have enough server side validations. Clients shouldn’t be able to tell survivors “I’m flying and all the gens are done and this other player is dead and the game is going to continue past endgame collapse”. Yeah, some things presumably need to be handled on the client side, but there are a lot of things that shouldn’t.

    And yes, it’s a major development task to switch these things over to server side validation, but the devs apparently recognize that it’s actually a necessary investment they’re going to have to make in the game. This is high priority item for them.

    I agree that more things should be validated server-end. I am pointing out that expecting everything to be server-end is unrealistic. I think that making more things server-validated where possible should be done even though it is a lot of work.

  • The answer to "Should (literally any character) be removed?" is a no. It's a horrible idea, and the crux of the issue with the Freddy rework in the past. It completely killed an entire playstyle identity that people liked and alienated them. That should literally never happen.

    As for should they be nerfed? Their basekits don't need a nerf. But a few of their add-ons should be: Alchemist Ring, Compound 33, Compound 21, Kavanagh's Last Breath, Heavy Panting, Torn Bookmark.

  • Wow amazing, I didn't realize playing solo survivor half the time is what a killer main does! Any other pearls of wisdom you feel like contributing?

  • I think max timer should be 30m. 30m means either some people are hiding instead of playing, or that it’s a snail’s pace 3-gen.

  • @ByeByeQ said:

    I honestly wonder how often the auto-kill mechanic will be used that this 45s UB base kit is supposed to be balanced by. Seriously, how often can a killer get all the survivors on the ground inside of 45s?

    If they just added the auto-kill mechanic to the game without base kit UB, survivors would try to adapt. Then they could see the effect it had on the game and decide what to do from there. If survivors couldn't adapt and kill rates became too high the system could be tweaked or another mechanic could be introduced later.

    Putting in both mechanics at the same time means we'll never actually know the effects on the game independent of each other. I think putting both mechanics in the game at the same time is a gross overreach.

    I genuinely don’t think the auto-kill will actually change much. If everyone is downed or hooked, games are usually over anyways. Even on live, 3-4 people going down in 45s requires the killer to be cheating or the majority of the survivors to majorly misplay anyways. And even on live, if the last 2 people go down in 45s, that is probably death for both regardless.

    Especially with the 45s self-pickup, if the survivors notice the killer is trying to trigger the auto-end mechanic, running as far away as possible from the others/hiding somewhere will mean the others can pick themselves up if the killer doesn’t pick them up.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3203723#Comment_3203723

    I said it was only a major issue on her not that she’s the only one who can slug well. Every other killer either can’t use exposed perks, Has to earn their power, or hope survivors step into traps when it comes to slugging.

    Spirit says hello. And there are multiple killers who are even better at slugging in one or more aspects than Nurse is, or are incentivized as much or more than Nurse to slug. I still don’t get your point. Slugging is not an issue on Nurse.

    Blight doesn’t have a windup to charge a Rush and will overall cross raw map distance faster than Nurse does and has way more repositioning attempts. Oni in his power crosses raw distance faster than Nurse will and has an inherent instadown that he can flick all the way around loops.

    Twins is incentivized to slug way harder than Nurse because their power outright punishes them for trying to pick up. I don’t get your point. Dredge crosses the map almost as fast as Nurse (12m/s vs 13.333m/s) even in Daytime let alone Nightfall (38m/s) and can make use of the shortened cooldown and Killer Instinct to start chase with someone on the complete opposite side of the map in seconds.

  • Community feedback to upvote it to quicker attention would be good. Community feedback by itself should never ever be allowed to actually cause the decision.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3203694#Comment_3203694

    Yeah I think slugging needs some tweaks but basekit UB Ian the way to solve it. Although tbh nurse is the only killer slugging becomes a huge issue on and she needs changes regardless

    Yes, Nurse, the sole killer good at slugging.

  • The road map says better reporting tools are coming.

  • TFW people make the smart call instead of intentionally handicapping themselves by making stupid decisions.

  • DBD players when people want to play with friends:

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3203574#Comment_3203574

    The cheats in DBD that are an issue are due to game logic being on the client. I even remember a Valve talk about cheating and they were like "yeah speedhacking was super easy to fix because it's completely in our court compared to wallhacking or aimbots".

    I am not asking them to make their own anti cheat on server and client side. I'm asking them to switch from glorified peer-to-peer like a normal game dev.

    "MOVE ALL GAME LOGIC AWAY FROM THE CLIENT" is not realistic. Even in the Valve example, some things are checked server-side and other things are checked client-side. There are zero complex games that are 100% server-side validated I am aware of. If anyone knows of any, I’d be interested to learn of them.

  • @SantaKlawz1 said:

    I think it's great but people are going to abuse it. I'm concerned about permanent bans for people who get reported for reacting to someone who sandbags. It doesn't happen very often at all but here is an example.

    Another survivor body blocks me at the beginning of the game until killer shows up. Killer downs me and puts me on hook. I'm pissed. Everyone gets to end game. I see an opportunity for revenge and am able to block opening the exit while killer is in range. The sandbagger gets downed and hooked as everyone else leaves. They record only that last part and report me.

    I'll be pretty upset if I get banned and have no recourse.

    The example would deserve you getting banned. Just because someone else broke the rules doesn’t mean you can too.

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3203534#Comment_3203534

    Uh... dude sorry to burst your bubble but that's how games work. Look at CSGO for example. It's possible. It's not insane. It's just expensive.

    First of all, Valve is a multi-billion dollar company. BHVR Interactive net worth is estimated ~$100-300 million. Making checks for literally every single thing is a gargantuan demand and wasted extraneous effort in most cases.

    Second of all, VAC is literally client-side and server-side both.

  • Literally every game company says it in this manner. They can’t mention specifics or the cheat creators know that specific feature was flagged. Do you think giant games are cheat free too?

  • @kizuati said:

    https://us.v-cdn.net/6030815/uploads/HAVQF8HDNDRI/image.png

    THIS. MOVING GAME LOGIC TO THE SERVER. THANK YOU. FINALLY BASIC NETWORKING. LOVE IT. MORE OF THIS. MOVE ALL GAME LOGIC AWAY FROM THE CLIENT SO IT CAN'T BE MANIPULATED.

    Moving all game logic to the server is not feasible. That is an insane amount of effort for the server to handle. That said, checks here and there are fully viable.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3202561#Comment_3202561

    At that point she doesn't even need starstruck and how far can you really get against a nurse injured?

    Survivors should not be ever ending up in that situation in the first place outside of horrendously misplaying or the Nurse literally cheating.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3202335#Comment_3202335

    She's just has to down everyone in around 45 seconds or evn getting one one down but then downing the last 3 around 45 seconds later allowing the first to get up and then been downed aging and ending the game.

    All survivors need to be downed within 45s of the first downed. 3-4 people should not be even getting close to a 45s down in the first place. And even if they somehow misplayed to the point they did, all they need to do to undo it is get up and hide somewhere else until others get back up too.

  • Regardless of Nurse, if 3-4 survivors go down in 45 seconds, they messed up horribly bad. For the record, the fastest Nurse games (literally everything in their favor) are still around 2m as far as I know. Literally all it takes to defeat the 45s timer is to spread out super far. Hell, even just hiding for a bit.

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/347878/the-basekit-and-unbreakable-recovery-changes-are-unhealthy-for-both-sides

    1. 45s is more than enough to chain 3 hook actions in between 3 normal snowball downs. If the first would be back up before the second goes down then simply hook the first. There is no reason to BM by excessively slug for that long.
    2. They will still be injured after a self-pickup, and could be healed even faster than self-pickups with assistance.
    3. Those can only be created by killer macro misplays, and base map flaws will be more visible and ideally fixed sooner.
    4. It is nowhere near overpowered, and incentivizes the killer to snowball with hooks instead of slugs. This removes the abuse case scenarios and forces the killer to not be a jerk. You don't need to slug to apply pressure, just hook survivors.
    5. It only punishes killers for excessive slugging, as stated before a 3 man slug in the span of 45s is still possible to hook all 3 survivors.
    6. I can't defend the infinite Unbreakable, but it is very easy to play around regardless. Killers just need to use the spacebar on their keyboard. Difficult to grasp for some players, but all you have to do is pickup the Survivor and hook them.
    1. Are you seriously trying to say chaining downs on people nearby is BM? Against decent survivors, even a good chase will be ~30s. If there’s multiple people in the area, it’s part of intelligent play to chain pressure like that.
    2. That is time not on gens. They are capable of saving themselves.
    3. Until all map flaws are fixed, that is a major problem.
    4. Slugging for chain pressure is not being a jerk. What kind of logic is that? Spending time to pick up and go hook is literally time spent out of chase where survivors can run away.
    5. If 3 people went down in 45s, they massively misplayed horribly.
    6. Yes, by completely giving up the pressure of another immediate chase and giving time for others to flee the area.
  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3202128#Comment_3202128

    My first message was meant for this community and not specifically for you. Even if you protect nurse (not counting her range addons) way too much.

    Your message that I am making up strawman was your response to me - and as I noted. It's not strawman. There are a lot of threads here showing, that people indeed think these things. So that part I aimed at you

    Alright then. I still think while things like people slugging people to death out of spite is an issue, this was not the right way to go about it. And so this was a thread about all the issues I see with this new conceptual mechanic implementation. That doesn’t mean I think other things are okay. Does that make sense? The only reason I didn’t bring up suggestions for other changes is because this thread is specifically about the new considered mechanics.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3202082#Comment_3202082

    Those are all the things I read in this forum.t

    Most hreads buff killer X compares to nurse or blight and say there killer is garbage in comparison (to paraphrase).

    Tunnel/camp especially are very cheap and easy to do. They provide way more value then they should. And once someone starts with it, there is no going back because "survivors are too strong without camp/tunnel". Slugging is just their little brother.

    90s gens and you can count the number of threads that gens still run like crazy.

    Maps are always just badham this, mothers dwelling that or game pallets. Its very rare someone mentions that maps can be bad for survivors too (shelter woods, midwitch, ....)

    PT got so many threads how OP it is already...

    How can you call my arguments strawman? Read this forum pls

    And you’re rambling about that here to me why? I don’t hold those views in the first place, and I think both this current anti slug idea and multiple other things in this game are issues that should be addressed in a different manner.

  • @Cybil said:

    MFW devs attempt to fix an objectively bad mechanic that feels awful to experience

    MFW I can't force some poor soul to waste 3+ minutes of their time off every match

    https://us.v-cdn.net/6030815/uploads/IM4Z9CQYQZRM/1541772713675.gif

    Honestly? Skill issue. Adapt or play something else.

    MFW I make a complete strawman while not understanding what objective means

    MFW solving issues like spiteful slugging to death in a wanton way that drastically messes up every part of the game and not a less reckless solution is criticized

  • @Gandor said:

    Making nurse's stun go at the same time as fatigue is ok. Don't touch nurse she is balanced. In fact make all other killers as strong as her.

    Tunneling is tactical thing that needs to stay in game.

    Killers need to slug for more then 45s - again it's tactics.

    Camping is legitimate skillful tactics.

    Killers need help so they don't need to camp/tunnel. 90s gens and 10% speed on every action barely does anything.

    We need to remake some maps that ate too strong for survivors like headonfield or RPD. Midwitch is fine the way it is. Also remove some pallets - survivors have way too many of them anyway.

    Btw nerf proofthyself. 6s boost on generator for 2 people coop is too OP.

    No - extra slow basekit unbreakable will ruin the game....

    Well. How easy do you require the game to be?

    You done with making straw men?

    Nurse not being double stunned made sense in a coding consistency aspect but I disagreed with it from a balance perspective. I don’t think other killers should or need to be as strong as her.

    The game is balanced around tunneling/camping/slugging/etc. But if the game can be reworked/improved to a point they are no longer necessary strategies, that would be wonderful. The latest ideas were an awful way to go about it. 90s gen times were dumb. The 10% action speed boost felt like a bandaid in the wrong area.

    Maps that are too sided either way need to be changed. This includes ones like Badham and ones like Midwich both. Maps like Gideon need pallets removed and weakened because there’s 25-29 god pallets. Over half could be removed entirely and the majority of the rest should be weakened. In return, there should be more windows that aren’t utter garbage and the map shouldn’t be so compressed.

    PT is just another bandaid for other core issues.

    Reckless changes like the recently considered ones by devs will drastically hurt this game because it does not properly take multiple factors into consideration.

    Shoving unheld beliefs into other peoples’ mouths does nothing.

  • An infinitely usable unconditional self-pickup with no actual downsides is fundamentally a terrible idea. Know what is the counter balance for an infinitely usable pickup? Being permanently Broken all game, or the killer having a Hex and it having to stay alive which is its own barrel of risks.

    It can also put the killer into a lose-lose where either they make the smart call and slug because others nearby or limited time effects and thus are punished by losing the down despite literally making the smart decision. Or they end their power early and/or lose a ton of time remaining or give the other survivors time to run away just so they can hook.

  • @crogers271 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3201807#Comment_3201807

    Why shouldn't survivors be able to get back up? That's the current status quo, no reason to believe its the right status quo (and lots of reasons that people keep bringing up about why its bad). Why is it that the Killer should have two options that demand someone from the rest of the team help out (hook and down)?

    Also the idea that the Killer is being punished is strange. Just because the elements of a game change and a certain strategy becomes less useful is not a punishment, it's just a change of how the game works. What once was an intelligent play is no longer the correct play, that doesn't mean there still isn't a correct play.

    Hooking and downing are distinct trade offs. One takes way more time and gives time for others to run away, in return for a hook state which can be undone in 1s (unhook time). The other saves way more time and lets you immediately pressure others, in return for potentially giving up 1 of the 3 hookstates needed to actually kill that person. You are literally asking for the killer to be put into a lose-lose where they make the smart play and chase someone nearby and thus lose the down for no good reason, or they hook and give a free escape to the rest which is stupid.

  • The proposed dev changes mean that if you down someone and either (A) you are using a limited duration power or effect (eg, Haunted Grounds) or (B) other people are nearby, then you are put into a lose-lose scenario where no matter what decision you do will punish you.

    Example A: You make the smart call and slug them to get value out of the remaining time or chase the nearby survivor(s). Result? The slug gets back up on their own with no help, and you get screwed for making the smart call.

    Example B: You make the stupid call and pick them up and hook them. Result? Your power auto-ends for some (eg Oni), you lose a massive amount of time doing all that on others (eg Plague), and you let anyone nearby have time to run away and undo their positional misplay.

  • @RakimSockem said:

    I'm ecstatic about the new changes. Unbreakable needs a nerf but everything else is fine and imo, people are as always being dramatic about anything new.

    "Well, but the time I chase my 2nd person and slug them, the first one is back up" Solution: hook them and don't leave them on the ground unless they're under a pallet and you're chasing someone away OR there's someone close by with a flashlight. And 45 seconds is plenty of time to do either of those. you don't NEED to have a 2nd person on the ground to pick up your first one

    Yes just give the other survivors time to make up for positioning misplay and run away instead of punishing that mistake and then getting punished yourself for making the actual smart call.

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3201934#Comment_3201934

    The power lasts 45s base, the self-pickup takes 45s base. The only way the 1st is back up on the 3rd down is Oni brought duration add-ons, so you are already wrong/lying.

    Chase time in Starstruck doesn't matter if they out timed the exposed duration. If the first person who got hooked and granted the Killer Starstruck, the second got downed at 0s, and the third got downed at 29.99s, then the killer has ~12s to reach the second survivor, or 55.2m of distance (assuming 4.6 no mobility). Then it takes them the ~15s to hook and you have the remaining ~30s minus double travel time to pick up the third. If the Killer downed all 3 remaining players within the 30s then they auto-win from the changes.

    I can't tell if you are not reading what you or I are typing or actively spreading lies. Either way the result is net negative and would ask for you to change your ways for the better.

    Getting 3 downs with base Oni power is next to impossible unless survivors were multi hit, because it requires zero Demon Dash travel time. The 3 downs take 21s deduction, and the actual charge up and action times take the remaining ~24s even with zero Dash distance. I was responding to your original nonsensical fantasy impossible scenario. Stop moving the goalposts. Thanks.

    Ah yes, the incredibly realistic situation where the second survivor goes down literally 0s in and the third goes down at 29.99s. Please don’t waste anyone else’s time with this nonsense. It’s nothing but absurd fantastical scenarios that have zero actual meaningful relevance.

  • Which gives time for the other survivors in the area to run away. Which is literally a stupid play on the part of the killer.

  • @Jangles said:

    https://forum.deadbydaylight.com/en/discussion/comment/3201909#Comment_3201909

    But they're talking about 3 people being pulled off objectives now. Not 2. One person downed, the other person in chase and another one to go pick them up. If you risk greeding a health state off another survivor, there needs to be a downside to it. Right now its just free pressure to put someone into the dying state and go after someone else.

    The downside is you are literally giving up a potential hook state.

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3201889#Comment_3201889

    You just gave 15s which was the same estimate I gave. That proves I gave an accurate estimation for the Oni/Starstruck scenarios. If you had 3 people down you have that 15s timeframe multiplied by 3 allowing for ... wait for it ... 45s. Wow almost like you have all the time in the world to get those 3 hooks from snowballing no problem. That technically doesn't account for movement between survivors, but it also doesn't account for an immediate smack to re-down them.

    You hard mathed out the same scenario I estimated to same result, which proves you never read what I said in the first place. You wanted to make a point without addressing what I said, and proved me right in the process while claiming the opposite. If anyone is being disingenuous it is you.

    By the time you down the third as Oni, the first is literally back up. And this is WITH zero travel distance with the Dash.

    And you are completely ignoring chase time in Starstruck. You are literally completely giving up a chance for a second down if you play like that against any survivor with a brain who knows to run as far away in the opposite direction as possible.

    DBD wiki literally has these numbers publicly available. At least run them yourself first before saying utterly imaginary impossible scenarios.

  • Ah yes, because people ragequit, we should make it even easier for them by letting them not even have to wait for a hook. Amazing.

  • @LuthirFontaine said:

    https://forum.deadbydaylight.com/en/discussion/comment/3201897#Comment_3201897

    Yeah but every other suggestion has a list of downsides too so I got to work with what I got.

    Not downsides that are literally about breaking every single aspect of strategy.

  • @Jangles said:

    https://forum.deadbydaylight.com/en/discussion/comment/3201861#Comment_3201861

    Hardly, You get a health state from an uninjured survivor. You smack the other one, as they run off you turn and pick up the downed survivor. Do you really think its fair you get to pull another 2 people off objectives because you got one down?

    I’m going to break some news to you. Any hook or down pulls two people off. One to go pick them up or unhook them, and the other now being chased. Yes, that is completely fair.

  • An on demand stun is so insanely beyond busted.

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/3201825#Comment_3201825

    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.

    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.

    @LuthirFontaine said:

    https://forum.deadbydaylight.com/en/discussion/comment/3201716#Comment_3201716

    Okay you are playing survivor and hes got you down, no imagine putting the keyboard down and just sitting there cause he closed the hatch and he isnt killing you instead he just dancing the night away while you just have to watch the timer go by. Now imagine you are a parent and you just got the kids to bed and you only have like a hour to play, cause you got to work in the morning. Yeah im happy with this patch already.

    You do realize there are ways to solve spite like that, that don’t involve breaking the rest of the game too right?

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3201811#Comment_3201811

    You clearly didn't read my post since I accounted for them. Don't lie further and fail to address legitimate criticisms to your continued lies.

    Edit: It only punishes Killers for NOT making proper use of their given time.

    Are you being disingenuous on purpose?

    Cooldown is 2.7, pickup is 3, hook is 1.5, median carry will be ~7.5-8s. Even that alone is already 14.7-15.2s.

    You do not have the time to do that when you need to literally start an entire new chase against a survivor who has had time to run away while you do all that, especially against a 30s long Exposed.

    Oni’s dash has a 2s charge, the smash is a 2s charge, smash open time is 0.5, hitting happens over 0.3, successful cooldown is 3s. That alone is 7.8s for a point blank no distance down. Which eats another 7s for the actual down. That is a 14.8s depletion assuming literally zero travel time for each down minimum.

    Ah yes, just waste the limited time not chasing and going to pick up instead, amazing idea. Just waste the power duration, sure why not.

    "legitimate criticisms" LOL

  • But the changes don’t affect only trolls bleeding people to death out of spite. It throws literally everything at any stage of the game into whack.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/3201825#Comment_3201825

    Again I don't disagree, I typically slug survivors who I haven't hooked yet because they're a waste of time

    I'm still probably going to do this, but I'll be punished more for it in some instances but them being out of commission for a bit while I focus on someone else is worth more than the transport and hook time. Probably.

    And on the first point (not the second one about limited duration examples), it basically puts the killer into a scenario where either they have to willingly let survivors that grouped up run away, or just basically default to giving up the first down if the survivor is decent, because even a good chase versus a decent survivor will be like 30s. I think a better way to deal with trolls intentionally bleeding people to death would be to have a situation specifically for everyone alive being downed.

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