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SuzuKR

SuzuKR

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SuzuKR
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  • Lore and Bloodpoints should not literally ever take precedence over gameplay. This would punish strategic play and literally expect the killer to make stupid decisions.

  • @legacycolt said:

    I just don’t want to play by your rules. I want to play how I want and do what I think is fun. Period and out.

    It’s not my rules. It’s BHVR’s. What you want is reportable. Period and out.

    @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3195524#Comment_3195524

    Let me clarify.

    I am not defending hiding for the sake of bothering the killer, as in 4 surv alive and x survivor decides to hide in a corner of a map. I truly hate survs hiding for no purpose.

    Said that, in the previously mentioned situation (2v1 >3gens) i can accept the survs hiding to try to get hatch as they are not able to escape in normal ways. Even if you are brick-wall-like with rules book in hand, no survivor is going to let themself be killed by repairing in a lost match when they could try hatch.

    Said that, if the devs give survs the old hatch back, i wouldnt care if you use the afk crow system or if i had a bunker alarm tied to my chest throwing fireworks into the sky because i would always be repairing.

    If the AFK crow system was improved, then that would solve everything. Because then the survivors are free to hide the way they do now. It’s just that will get them guaranteed revealed to the killer for actively refusing to participate in normal gameplay as per official game rules. If they don’t want to repair so they hide until the reveal kicks in, that’s their own prerogative at that point.

    @brewingtea said:

    You know what's not against the rules? Camping. In fact, it's the VERY FIRST item on the list of things that aren't bannable (so don't report them).

    All this talk of how to fix the Camping/Tunneling problem, and it's not even against the rules!

    I guess if the survivor sits still in order to increase their chances from 0% to anything, that's a big enough problem to warrant an entire thread's worth of hand-wringing, but if the killer sits still in order to increase their chances from 61% to 100% that's not even worth adding to the ruleset (that everyone ignores anyway) on the website

    Yes, because one is a strategy acknowledged by BHVR and the other is refusing to play by the rules. Very apt observation.

  • @legacycolt said:

    Sorry but a afk crow timer will never be a thing in dbd. Hiding survivors are really not that big of a deal and stealth shouldn’t be nerfed. I personally don’t want to be under constant stress about my afk crow timer when I’m outplaying a killer. And I don’t want to be forced to do anything at all times. Sometimes I just want to explore a new map and not have crows over my head while doing so. Sometimes I just wanna have a fun stealth match.

    Im sure you can understand this.

    Lets not punish innocent survivors by implementing an unnecessary stressor to the game, please.

    In what situation would you literally ever set off that timer without breaking the rules? 4 minutes of nothing but crouching/walking/hiding, 8m of nothing but running/hiding in 8m of the killer out of chase, or infinitely paused as long as you’re in chase or doing/receiving a Conspicuous Action. I’d genuinely like to hear.

    @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3195465#Comment_3195465

    "Refusing to play" depends on the situation of the game.

    If the game is in a state where it is impossible to escape by repairing gens (2v1, 3gens or more), the remaining survs are not "refusing to play" because they dont repair. It is because repairing gens is the same thing as throwing yourself to the killer.

    As there is NO OTHER WAY to escape in that situation other than hatch, it is EXPECTED that survs hide until one of them is found out and killed as the game LEAVES YOU NO OTHER OPTION because everything else is certain death.

    It literally does not matter. You are required to continue to engage in normal gameplay (attempting to repair gens, even if it’s a cat-and-mouse game of being chased off and then getting back on), as per the rules. Not doing so is reportable. Being disadvantaged does not excuse breaking the rules. You are in that situation because the killer did overwhelmingly better than the survivors in that game in the first place.

  • @legacycolt said:

    Ok I respect your work you put into creating this idea but honestly, hiding from the killer and being stealthy is one of the most fun things to do as survivor atm. It’s smart to do that as well, it can win the survivors a match.

    If you don’t want to deal with hiding survivors, you can use spies from the shadows or darkness revealed.

    I think your 4 minute timer for afk crows is a bit overkill.

    There’s a difference in stealth while playing and stealth in the form of refusing to play by the rules. People should not be forced to use a perk just in case someone breaks rules.

    Going to be blunt, a 4m timer that pauses under multiple scenarios and goes half-speed in others is more than enough time for anyone who actually intends to play by the rules.

    @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3195450#Comment_3195450

    All i am saying is that you dont want survs hiding in 2v1 situations, yet you also dont want any incentive for them to keep repairing, like the old hatch did.

    If you are in the situation of 2v1 with >2 gens remaining, you usually dont repair because you are asking to be killed. At that point, it is usual for the two remaining to hide so if the killer finds one, the other can try hatch

    The incentive is that not doing so is against the rules, and that there should be systems in place like the AFK crow rework to make hiding and refusing to play for an extended period of time outright impossible. Or would you also suggest if a killer gets only a few hooks, then you give buffs to incentivize them to keep playing instead of just AFKing (against rules)? Rewarding people for not doing well instead of punishing attempts to actively break rules makes no sense.

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3195440#Comment_3195440

    You still needed 4 gens done with one surv dead but it is better than nothing.

    The devs could have done a lot of things to nerf it without being an 1man option.

    They could have removed hatch offerings, increase the bp cost of key in bloodwebs or even remove it from the bloodweb and make it obtainable in-game only.

    They took the lazy option.

    Please go make a different topic if you want to discuss about old hatch in further depth. Trying to keep this thread on-topic mostly.

  • @legacycolt said:

    And what is your idea to fix this? Let’s say 2v1 with 3 gens left. If the survivors are smart, they play for hatch. Doing a gen is not worth it at this point.

    A better AFK crow system to make it impossible to hide if they don’t progress gens. And then maybe also an overall time limit for any given match. Example of my rework to the AFK crow system here:

    @SuzuKR said:

    The AFK Crow mechanic is reworked to the following:

    1. Each survivor has a personal 4 minute timer that decays while not downed or hooked.
    2. While in chase, doing a Conspicuous Action, or receiving a Conspicuous Action (eg, being healed), the timer is paused. During running, the timer decays at 50% speed. (So they can’t run around in the basement or corner forever)
    3. If the killer is in 8m and not in chase, the timer decays at 50% speed. (For hiding when killer comes nearby, but not allowing hiding forever)
    4. Recovering from the downed state or being unhooked restarts the timer.
    5. If the timer fully decays, AFK Crows spawn and will not go away until chase starts OR 14 consecutive seconds of doing/receiving a Conspicuous Action happens. Eg, snuffing a totem.
    6. This mechanic is disabled when only one survivor is alive or the Exit Gates are powered.

    There is no excuse to spend 4 full minutes crouching/idling/walking and doing literally nothing to progress any objective or Conspicuous Action when it pauses on doing anything meaningful and resets on pickup and unhook. If you are actually playing, you will never have to worry about this ever being triggered on you.

    @Laurie268 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3195254#Comment_3195254

    It also punished tunneling because it spawned faster if 1 survivor died early. They could’ve rebalanced keys a bit to make it more fair instead of killing them.

    Multiple survivors escaping without finishing every single generator was fundamentally irreparably overpowered. But this is also not the topic of this thread.

  • @sulaiman said:

    Well, doing gens punishes the one doing it and rewards the one hidding. I was often in that situation, and its a lose-lose situation.

    Why should i continue to risk myself when the killer gives the one hidding an easy pass?

    ??? Because you are required by game rules to play? It’s a lose-lose because two survivors left before gens are done means the killer outright stomped the survivors. Why would it not be overwhelmingly not in your favor?

    That’s like asking why you can’t sandbag/AFK/etc if the side you’re playing is getting hyper stomped because you’re saying the match is basically lost anyways. Doesn’t matter. It’s because it’s literally part of the rules. It not being in your favor is not an excuse to break the rules.

  • @MeanieDeeny said:

    https://forum.deadbydaylight.com/en/discussion/comment/3194561#Comment_3194561

    Is camping and tunneling really playing though? Doesn’t take much effort to stand by a hook until someone dies.

    Devs said they are strategies. And realistically, they are. If the killer camps by a hook, doing gens punishes them.

  • @OpalescentHare said:

    https://forum.deadbydaylight.com/en/discussion/comment/3194659#Comment_3194659

    Do you seriously think it usually takes that long to hit a survivor one time off of a gen? Or to kick a gen and patrol them so that no one can stop the regression? Seriously?

    That can be done in 10 seconds tops, assuming the killer goes for the hit instead of just pishing a healthy survivor off and kicking the gen. They usually only take the hit if the survivor stays on the gen, so there's barely any chase. If you run off the gen once they are close but not on you, they kick the gen but don't hit you.

    My problem—which a lot of price seem to not be getting—id that the match doesn't end with sacrifices. It ends with survivors killing themselves since no one enjoys spending over an hour in a single match if the killer refuses to down survivors normally and refuses to hook survivors. That is not normal gameplay considering that the goal is to kill survivors. It should be considered "valid" to make the match go on for long enough that everyone quits.

    So... the survivors have so little map awareness they don't back off the generator early when the killer is coming for them in a situation where the killer is only cycling the 3-gen and they still can't even run the killer for more than 10s. And in all of the movement time it takes to go between each gen, you're telling me there is not enough chip progress on either of the other 2 gens for progress to steadily amass? And this is the killer's fault? For your information, a kick only does 2.25s worth of repair time in damage, and takes 1.8s to do.

  • So you're telling me that you can't manage to chip away at gens via attrition against a killer who spends the time chasing a survivor to hit them once, yet downs people anyways, and all of this happens without a single gen popping? And this is the killer's fault?

  • @OpalescentHare said:

    https://forum.deadbydaylight.com/en/discussion/comment/3194638#Comment_3194638

    Your money doesn't make sense when you read my post.

    My problem isn't the tree gen. It is killers refusing to kill so that they can exclusively protect their three-gen. I want them to try and kill me, which is my point. I don't want to be in a hour long match or more with a killer who just hits survivors off the gens when we try doing them, let's us heal by not chasing, and going back to their gens.

    I don't get why people think my issue is that I'm getting killed or with the 3 gen by itself. It's the problem of not having any way to progress the match

    You literally said they down people. They are chasing and downing, just not hooking. Slugging is a strategy. And being slugged will eventually kill you. The way you progress the match is by literally breaking the 3-gen. That is on the survivors.

  • Um. Outside of bugged gen spawns (eg, the Lery's incident where gens spawned like 8m from each other), not being able to break a 3-gen is literally on the survivors. Even if the killer chases people off, it's a war of attrition that the killer will not win if they don't commit to a chase. Why? Because survivors can chip on progress at those gens whenever the killer isn't there.

  • @egg_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3194561#Comment_3194561

    Trying to unhook yourself is legitimate too, and being sacrificed after missing two skillchecks in a row is an intended mechanic, which was specifically added by the devs when people complained that not being able to leave a game by letting go of spacebar would not work anymore with the new skillcheck system

    If you want to be intentionally disingenuous and facetious with your wording, I can do that too. Trying to repair is legitimate too and happening to miss skillchecks leading to losing a lot of gen progress is an intended mechanic. So is happening to end up running across a teammate while in chase with the killer. Or happening to pre-drop every pallet in chase early. Do you have proof it's definitely sandbagging? Not really, no. Maybe they're just bad at the game, lack map awareness, or want to stay safe by predropping and not chancing a hit by going for a stun.

  • @NerfedFreddy said:

    I don't get it - killers have no problems to ruin dbd matches with camping and other dirty tricks they have but pretend to care about muh experience of 4 other players, when survivor do it

    https://us.v-cdn.net/6030815/uploads/OBNZ9F0WE6M8/454.jpg

    Wow, it's almost like camping and tunneling are strategies the devs have explicitly acknowledged and have repeatedly stated they balance the game around, and the other is refusing to play entirely.

  • @shiroo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3194369#Comment_3194369

    You can achieve the same result without making someone bleed out on the floor for 4 minutes. Hook the survivor, wait for unhook, get them both, or find them with BBQ.

    Lucky hatch spawns don't happen as often as you think.

    Imagine being so pressed over one kill in a non-ranked game.

    I understand playing for 4k, but using a lazy a.s strategy can't possibly be satisfying.

    Sure, but the killer is not obligated to do something that gives a better chance of escape for the fourth. Judging someone for making the smart decision is kind of hilarious though.

  • @shiroo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3193766#Comment_3193766

    You can get kills without wasting other peoples time...Shocking, I know.

    Tough, get over it. Slugging for the 4K is a strategy. Shocking, I know.

  • @CyberRoninX said:

    https://forum.deadbydaylight.com/en/discussion/comment/3192138#Comment_3192138

    LOL a killer saying don't queue up because of a facing part of the game is the funniest thing I've read in a long time.

    I'm a killer? TIL

    If you don't like a part of the game enough to think you're justified ruining the game for all 4 other players whenever you face it, don't queue up. Better yet, go play a single player game where no one will be affected by your selfishness.

  • @jajay119 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3194146#Comment_3194146

    I agree with that whole heartedly and it really annoys me when there are two of us uninjured left in the trial and one decides not to bother doing anything, usually when there is one gen left to do.

    Except we aren't talking about two survivors 'just hiding and not doing gens'. We are talking about one survivor who refuses to be downed in a trap the killer has chosen to lay for them and has chosen to waste their own time by doing so. We are talkng about one survivor whom the killer is hunting directly and so evading them is part of the normal ganeplay. I doubt BHVR had this situation in mind, let alone how prevalent it is, when writing their rules. The killer refusing to hook someone for an extended period of time, leaving them down, could also be seen as refusing to participate in normal play, for example..

    Like I said earlier, if you hook someone, rather than leave them down, the vast majority of the time someone will come in for the rescue because they see it as morenfair and make the assumption the game can continue relatively fairly. You coipd heal and do gens again. What happens if you try and save a downed survivor 3? You get downed and they chase survivor 3 again, down them again cause theyre injured or you just repeat the process ad infinitum until one of you dies. Like i said it may be valid, but its boring and needs addressing. Just as Dead Hard was boring and needed adressing despite being valid.

    You can't blame survivors for not wanting to walk directly into an almost unavoidable trap after potentially working hard to survive all trial.

    I don’t know why people think the survivor is obligated to give killers an easy kill They are literally the survivor. The entitlement, and irony, is insane.

    Eveey time ive come into this thread ive said this needs addresing for both sides. This isn't about 'oh the killer should give me the hatch'. This is about ensuring a fun and fair experience for both sides for as much of the trial as possible. As the dead hard nerf proved, just because its 'valid' doesn't mean it doesn't need review when it becomes overused.

    You can argue definitions all you want but it’s not up for debate in the first place. BHVR has made it explicitly clear multiple times across the forum and game rules both that slugging, including for the 4th kill, is a legitimate strategy. Survivors hiding and refusing to try to repair is not, and is against rules. I can absolutely blame them for holding the game hostage because they refuse to accept the conclusion of a match the killer dominated (given 2 are dead before gens are done).

    If the only other survivor is downed and you’re being actively hunted for, that is one thing. If that’s not the case, you are required to attempt to repair. What the survivor/you want is literally irrelevant. The reason you are in an extremely disadvantaged situation is because the killer did better than the survivors collectively by a landslide. Thinking you should be allowed to needlessly draw out a match that is realistically in its final stages just because you can’t accept the match was one-sided is a you problem.

  • I don’t know why people think the killer is obligated to give them a chance at getting hatch. They are literally the killer. The entitlement is insane.

  • @jajay119 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3193847#Comment_3193847

    So, let's tell killers to stop complaining about two survivors who 'just hide till the other one dies holding the game hostage' because they're just doing their objective and trying to survive; which is the real objective not gens, gens just facilitate the objective to a point. But they won't, because it's boring as is being slugged for survivors.

    This is a fantastic example of a situation that needs addressing because whist they're both valid tactics they're indecisive to Good interesting play and it's rampant. It needs intervention.

    Except hiding and not doing gens is literally against rules.

    84EA2128-227E-4F10-A0CB-181AA6E475F4.jpeg


  • @PaintedDeath said:

    https://forum.deadbydaylight.com/en/discussion/comment/3193096#Comment_3193096

    The people thinking the statistics don't prove anything is proof some people should stay out of statistics classes.

    Uh. Not sure what exactly you mean by saying some people shouldn't take statistics, given better education of a populace is literally always a good thing. I sure hope you aren't trying to unironically say those statistics prove any meaningful point whatsoever.

  • Some of the weakest killers could use a bit of love. But the bigger priority currently in my opinion is solo queue improvements.

  • This says more about the survivors/matchmaking than it does about the killer.

  • A killer that can't even use their power on every single tile and location in the game is too much? What?

  • Add-ons help give diversity to gameplay. That said, I think there are too many currently. Also, all the ones that are just duplicates of another but higher numbers should just be merged into basekit and/or a single add-on. Eg, Green Engravings made basekit on Hillbilly, leaving only yellow as the only Engravings. And I think more add-ons should be bonus/changed effects instead of numbers. For example, instead of "Recharge X% faster", something like "Gain additional effect" or "X does this instead".

  • The Iron Will nerf was a good decision. Infinite duration unconditional silence was absurdly unhealthy design. The Exhausted condition is bizarre though.

    I disagree with Decisive Strike being nerfed to 3 seconds but the deactivation criteria update was fine.

  • People thinking the stats prove anything are the proof for why people should be required to take a statistics class.

  • Like others have said, survivors are not meant to be fully Infected unless they just ignore spraying. It exists to buy time.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3192205#Comment_3192205

    https://forum.deadbydaylight.com/en/discussion/comment/3192206#Comment_3192206

    Something doesn't become balanced because of one perk you could bring if you think you might see it. I'm not going against killers using aura perks frequently, but if I were, I wouldn't have a problem with it, because even the killers who use aura reading the most effectively can't hold a candle to the highest potential of the Nurse.

    This isn't a "mad because bad" situation, guys, I happen to think this is unbalanced even though I don't face it that often. That's kind of a lose/lose argument for you, because either it's happening so often that it's forcing you to equip a specific perk all the time, or it doesn't happen that much and so safeguarding against it with basekit changes won't affect that many people.

    Why is it that the killer should have to give up a perk slot to get an advantage, but the survivor should not have to for something that can mostly nullify said advantage throughout the entire game? Nurse uses aura perks better than most killers because most killers just are not that good enough to get decent value out of it. You are looking at it backwards. You are not forced to equip a perk. You can play around it without the perk, it will just be more difficult. Your suggestion kills perk diversity that extends beyond just Exposed on a killer which does not have balance problems (outside of range/3 blink) even with that synergy.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3192181#Comment_3192181

    It really seems like your takeaway here is that the Nurse is fine, though, and that's pretty clearly not the case.

    Again, there's no counterplay for a killer that can instadown you through walls with aura reading. If the Nurse doesn't have those, great, there's counterplay- assuming that she also doesn't have addons that change the timings for things like recharge and fatigue, anyway. If she does have the former, though, you go down or she misplays, there's no actual counterplay.

    If you are going against killers using aura perks frequently, Distortion is a very good pick after its buffs. Nurse is just one of the killers that synergize well with aura-reading.

    Fatigue add-ons are pretty negligible in all seriousness in actual impact. Recharge add-ons are strong but balanced, and can be learned around, because every blink will have a consistent recharge timer. If the Nurse just used both blinks and she has both blinks 0.5s after two blinks into a hit, that means she has double recharge. So on and so forth.

    I would be interested in seeing evidence that indicates Exposed + aura perk combos on her results in her overperforming when matched against players of equal skill level on an even-sided map.

  • @Ayodam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3192178#Comment_3192178

    I’m with you that DBD gamers could have more interest in the experiences of their peers. We’re of one accord there.

    The comparison between camping/tunneling and survivor items doesn’t fit. It isn’t a 1:1. Survivor items don’t prevent a killer from playing the game, mechanically. They’re irritating and undoubtedly affect gameplay, but they don’t eliminate a killer’s ability to engage with the game. Hooking survivors immobilizes them. Camping often prevents rescues/escapes from that immobilization. There are no survivor items/add-ones that create any analogous scenarios for killers. Fun is subjective, and I suppose we’re all entitled to define it for ourselves. Some people find camping/tunneling fun.

    Just as the devs have acknowledged that camping/tunneling are at times a valuable means of playstyle, they have also acknowledged that these methods are unfun for other players and have thereby attempted to regulate them. Neither AFK nor sandbagging are against rules; refusing to play normally is. But sandbagging (forcing someone else to take aggro) can be just as strategic as camping. And AFKing… well, it’s just too vague. It’s hard to prove intent, and AFKing requires that for any sort of judgment.

    Personally, I accept camping & tunneling as part of the game. But it appears to be a major source of frustration for other players and that is valid.

    It's not analogous because it is an asymmetric game where each side has different goals in the first place. It's just an example of something a given side might fun. I don't think it can really ever be properly analogous between survivor and killer because of the complete polar opposite dynamic and role.

    In regards to AFK/sandbagging, devs have clarified before on these forums that both are against rules. By sandbagging, I was more referring to things like blowing gens up on purpose/leading the killer over/dropping pallets out of chase on purpose/trapping teammates in a corner/etc. As for AFKing, AFKing for extended periods of time across multiple games can and has gotten people punished before.

    I agree on your last points. They are parts of the game that people find frustrating. Somewhat off-topic but just as a general note, I consider map/tile design as the core issue. If maps were more evenly sized and tile spawn logic was less extreme (no giant deadzones, no busted setups), then traversing the map and ending chases would both be quicker. In turn, that reduces the pressure to use slowdown perks and strategies such as tunneling/camping, which in turn would reduce the pressure to run second chance perks. In a DBD where map and tile design is balanced across the board, I unironically think most slowdown could be removed entirely and most second chance perks could be removed entirely or made basekit in some extent. Through this, trying to tunnel/camp anyways (which people who don't care about it being a strategy will do regardless) will be less rewarding than playing without doing so in a version of DBD where it won't be necessary to do to pressure gens anyways.

  • By turning the camera before the Bound lands, it can curve somewhat.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3192169#Comment_3192169

    Unless you're going to tell me that the Nurse isn't able to make uniquely effective use of these perks, listing their counterplay against any other killer doesn't really change much?

    Like, we all know that the Nurse is overwhelmingly the strongest killer, so I'm not sure what you're trying to prove here. Could you elaborate?

    Each Exposed perk has its own unique counterplay/avoidance method. Nurse has her own counterplay method. When it comes to Exposed perks on Nurse, players have both options they can go about it with. They can either counterplay the Exposed perk itself, Nurse, or both.

    If you expect to be going against killers that synergize well with aura perks (eg, if that’s been the trend of your games), Distortion is a great pick for almost completely shutting that option down. Other than that, bad map design is its own issue.

  • @Ayodam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3192149#Comment_3192149

    Did you actually read that? Because it still doesn’t work. To project in this situation I’d need to make the claim you initially did—the ‘prophecy’—followed by a disgruntled response that I then tried to pass off as someone else’s feelings. That would be projection.

    You made a disgruntled, defensive remark. Your displeasure was quite clear.

    Regardless, the rationale is the same: If you can understand the stance that killer players have taken for years (the fun of other players is not their responsibility) then you may also grasp why survivors disconnect or yield on hook: They’re not responsible for the fun of anyone else.

    Let’s break this down.

    1. I don’t agree with all uses of "(Side) is not responsible for (other side)‘s fun in the first place. As long as it is part of actual regular gameplay? Yeah. BM or breaking rules (eg, trapping someone in a corner forever)? No. It is a given that in a versus game, all players being always happy/having fun will never ever be a thing.
    2. Similarly as a survivor example, bringing offerings for an extremely survivor-sided map + using the strongest possible survivor builds may not be fun for a killer player to go against. Does that person’s lack of fun mean there’s an issue? Not individually in of itself, no.
    3. Whether you like it or not, devs have acknowledged "unfun" aspects such as tunneling, camping, and so on as parts of the game that they balance this game around. In comparison, suiciding on hook/DCing is actively exiting the game, while actions such as AFKing/sandbagging are against the rules entirely. They are not comparable.
    4. If you have an issue with said parts you find unfun? Completely fine and valid. Make suggestions for how the game could be improved in your opinion to the devs. Taking it out on the other 4 players in the game is not the way to go.

    @Hawk81584 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3192143#Comment_3192143

    I’m going to go ahead and call bs. Only because I’ve seen several of your posts, and not one ever gave me any reason to believe you have ever played survivor for 5 minutes. But that’s just my opinion

    You are free to your opinion.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3192135#Comment_3192135

    Okay, but what about all the other Exposed perks...?

    Being able to instadown through walls, sometimes with aura reading that prevents even attempted mindgames, is too much. The Nurse has the strongest basekit in the game, she doesn't need instadowns on top of it, that's just unbalanced.

    Dragon’s Grip - Giant cooldown, effect lasts only 30s, requires being paired with something like Call of Brine/Overcharge/etc to do meaningful damage in the 30s (since base regression is -0.25 c/s = 7.5s of damage).

    Make Your Choice - Scream is pretty much irrelevant because the unhook will give a notification regardless (beyond the sound of the scream I guess). Cooldown + requires exiting range = Injured survivor can unhook after she leaves.

    Devour Hope - Is a hex, can be killed at 0 tokens

    Haunted - One-time use unless paired with Undying, does not give locations of anyone except the breaker in of itself unless paired with Retribution, doing said multi-Hex combos = gambling away multiple perk slots on non-regression

    NOED - Gimmick as always, can be hidden out/killed after it spawns/ignored and left/etc. Getting better value requires either location perks or something like NWO/Blood Warden, which is gambling away perk slots for end build. Totems spawn under specific rules and potential locations, and survivors can remember totems they see before endgame. Kinda bad design, could use a rework.

    Rancor - Only affects obsession, gives early notice to said obsession, and the final reveal can be hidden from. Kind of an awfully designed perk despite how gimmicky it is because you can literally AFK till endgame and then instadown and Mori them, should be reworked.

    I wish Calm Spirit wasn’t such utter garbage, cause then maybe it would be more relevant against stuff like Infectious Fright. On the other hand, Distortion is quite solid post-buff now and I’ve been able to pretty consistently dodge every single, or nearly every single aura read for the entire game.

    @ByeByeQ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3192135#Comment_3192135

    So you want all maps to be huge, flat, mostly single-story and boring?

    In common law systems that rely on testimony by witnesses, a leading question is a question that suggests the particular answer contains the information the examiner is looking to have confirmed.[1] Their use in court to elicit testimony is restricted in order to reduce the ability of the examiner to direct or influence the evidence presented.

    Actually, I don’t. I think moderate size maps are fine, and flatness/single-story isn’t necessary. You can have interesting multi-story parts of the map even without making an entire map multi-story. And boring is a pretty subjective standard.

  • @Ayodam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3192147#Comment_3192147

    You aren’t using that right. Think about it, then try again.

    Are you guilty of psychological projection? Learn about psychological projection and find out how to avoid engaging in this common defense mechanism. The latest hot topics from LifeScript.com.

    Assigning imaginary anger to the person you’re talking to doesn’t help your case any.

  • @Ayodam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3192138#Comment_3192138

    I’ve never seen someone angered by their own a self-fulfilling prophecy before. Then you commented…

    Interesting projection?

  • @Hawk81584 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3192101#Comment_3192101

    I’d wager less than 5 percent of your time on dbd is on survivor, you clearly only see things from one point of view

    Around half is solo queue survivor. What do I get for you being wrong?

  • @Ayodam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3192101#Comment_3192101

    What’s that phrase killer mains have shouted for years… ah! They’re not responsible for survivor’s fun. I’d wager the rationale is largely the same as that.

    I see we’re starting off with a round of whataboutism. How unsurprising.

    Don’t want to face a part of the game? Don’t queue up.

  • @jesterkind said:

    Make all her blinks special attacks. Having her able to use Exposed perks is a problem, and it's a problem when she does it on her first blink too.

    The only maps Starstruck is an issue on are maps that need reworks for being too small anyways (as well as multiple other reasons).

  • It’s bad design regardless.

  • Third blink add-on shouldn’t exist at all. Make the achievement be 2 blinks into a grab. Then rework range add-ons completely, and all issues are fixed. Basekit is perfectly fine.

  • Eh. It’s decent but a lot easier to play around than most of the other strong add-ons. I prefer double Blighted speed.

  • Prediction: Incoming excuses about why it’s okay to ruin the game for the other 4 players.

  • @I_CAME said:

    It's literally 90% of Weskers at this point. If they are aiming for variety then it didn't work out with this killer. Give him a normal terror radius so we can stop seeing the same build every single game. It's not even about it being overpowered. It's just boring to play against the same thing over and over again. I'm not exaggerating when I say i've gone against SEVEN starstruck Weskers today alone.

    Why do you think your sense of it being boring outweighs what might be their sense of finding it fun?

  • How exactly do you propose preventing BMing, regardless of side?

  • Every time BHVR posts stats, it leads to people proving why everyone should have to take a statistics class.

  • I don’t get the point of this thread. The stats are basically irrelevant and prove nothing. Do you understand how statistics work?

  • One of the rare instances I agree with you. I had a similar concept as well: https://forum.deadbydaylight.com/en/discussion/344947/reworking-the-ability-and-incentive-to-suicide-on-hook

    While some people will DC or whatever no matter what, I genuinely think giving a large amount of points to stay on the hook would be a good enough incentive for most people.

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