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  • @OopsAllHexes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2265879#Comment_2265879

    No, I don't "know it". I typically reveal Ghosty when I hold him in the center of my scrreen.

    ... Also, just in case: You need to be within a certain meter range to reveal him. If you're too far away, trying to reveal him won't work.

    I feel like a lot of people don't know this is the case, so I'm bringing it up now.

    There has to be almost no range limit to revealing him.

    If there is, it's GIGANTIC.

    As others have said, it has always been inconsistent ever since his release.

    That's what most have a problem with.

  • @PoisonedXKiss27 said:

    Lately I have been playing as the killer and any time I am on a roll I miraculously get kicked and banned for 13 min... losing all my offerings and points... this only happens when playing against PC's. I'm playing on xbox. It's getting so bad that I don't even want to play anymore.

    Is anyone else experiencing this? Is this a bug going around accross the board or is this something PC's have control of?

    Ive also come accross PC's who miraculously get up after being downed instantly and I have to hit the 4 times with them showing up in 4 different places within seconds, or they dissappear all together and go through walls....

    What happened...

    How do you even know the players are on PC if you're playing on Xbox?

    Crossplay icon displays for all players that are not on your platform.

    Sounds like a problem with your internet if you are seeing players being downed getting up instantly and teleporting.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2257915#Comment_2257915

    it will absolutely not.

    just from basic math.

    also, I never said it wouldn't take a long time. just that I don't understand why the other survivor(s) didn't just finish the gens and left since the killer was wasting so much time.


    Lets say each time the Survivor is dropped, half a second is removed from the bleedout timer (which it is not).

    3 drops to wiggle - 1.5 seconds bleedout time

    Drop animation before pickup - 2 seconds 3 times

    Pickup animation time - 2.5 seconds roughly (not entirely sure on this since it was changed)

    Killer stun after wiggle - 5 seconds

    Hit plus wipe to down the Survivor again - 3 seconds

    24 seconds for the whole process (being very generous here) for 1.5 seconds of bleedout time

    This is NOT even taking into account if the Survivor decides to run away after the wiggle animation

    That's 64 minutes for the Survivor to bleedout, and that's being VERY generous.

    Next time, do the math first yourself instead of telling someone "basic math".

    It only solidifies the fact you have absolutely no idea what you are even talking about.

  • @PsychoTron said:

    https://forum.deadbydaylight.com/en/discussion/comment/2257611#Comment_2257611

    Ok i understand whats going on. When he downed 1 of the survivor, instead of just hooking him, he left him on the floor as bait for his other teammate to rescue him. The killer would occasionally pick up the dying survivor so that their bleed time stops.

    Then your teammate will arrive to rescue you, but since the killer is more or less camping your dying body, he either hits you again and you're back in the dying phase (does your bleed timer reset?), or your teammate saved you but it costed him to be the one dying.

    But you guys kept repeating this. over, and over, and over, and over, and over, again, and again.

    Either one of you guys should realize that getting both survivors escaping is a lost cause, and the healthy survivor should just finish the generator and leave.

    The killer didn't hold the game hostage, or grief you; you and your teammate griefed each other.

    You most obviously DO NOT understand what is going on, at all.

    @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2257817#Comment_2257817

    because the bleed out timer is 4 minutes. while they are down on the ground it will decrease. even if just by a couple seconds each time.

    Do you not understand the 4 minute bleedout timer will take over an hour to complete doing this?

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2257121#Comment_2257121

    so he was picking you up, letting you get back up, chasing you again and hitting you back to the ground?

    is that what happened?

    cause if that's what happened I'm not sure how you guys didn't just finish all the gens. you don't get extra bleed out time when you wiggle off.

    Can you please explain how exactly the bleed out timer is advancing when someone is constantly being picked up, dropped until they wiggle off, then knocked down again, immediately picked up once again, and the process is repeated?

  • @StrongWolf85 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2237442#Comment_2237442

    That I even need to explain this is, frankly, evidence that you do not play up at red ranks as much as you claim. At red ranks a team of 4 survivors using information well means that one person is looping while 3 are doing generators. This is the type of team who ends games within 4 minuets on a slow day. At higher ranks, survivors know and understand more about the game, and helping each other know when to run away means ensuring much a much greater head start than the killer's TR gives. It also means hooked survivors can alert otehr survivors of traps that have been placed near them or if a killer is stealthing and they are not being camped; you know, information that survivors shouldn't have because there are no perks that offer such. The fact that you don't understand what coordination is and how it impacts DBD tells me you are not a red rank killer.

    Good Survivors DO NOT need coms to know that there is always someone being chased and they should be doing gens.

    In what instance exactly does a good Survivor run away from a gen before the Killer's TR even approaches, and because of coms?????

    That is laughable.

    Good Survivors do have the information of who the Killer is, what their power is, and if it's likely there are traps around a hook WITHOUT USING COMS.

    In your original post you state that your day has been a mixture of console/microsoft store/steam players.

    In what world is it even remotely likely for a player playing on console to be on coms with someone that is playing on PC???

    This right here basically shows that you are an inexperienced Killer unwilling to accept that there are better players than yourself playing the game.

    With or without coms.

  • Killers dodge for all sorts of reasons, as you can see here.

    Imagine adding another one with the suggestion of showing SWF in the lobbies before the game.

    Baffles my mind.

  • @NomiNomad said:

    I'm sorry about adding to the pile of Solo Queue complaints, but this is the first time in awhile I've needed to vent about a match this bad.

    Was there some secret nerf to Generators? They all now take 3.5 minutes to finish, but only when I'm getting chased?

    I queue up with Two Claudettes and a Laurie. I am playing Steve. My perks were Plunderer's Instinct, Second Wind, Spine Chill, and DS. Playing against a Huntress. She only had Huntress Lullaby and Sloppy Butcher. On one of the Azarov's realms, I can't remember which.

    The first 2 gens go by pretty fast. The Huntress gets one down and hook. One of the Claudettes. I save her, heal her up.

    Huntress chases Laurie, but can't catch her. I find out later it's because Laurie threw nearly every damn pallet on the map.

    Huntress finds the Claudie she already hooked, downs her. I'm on gen #3, and I see both Laurie and the other Claudette go in for the save. I pop Gen 3, and... Claudette's still hooked. The Laurie and the Claudette just stood there, watching because the Huntress was Proxy camping. Okay, that's my bad, I probably should've saved when I realised they didn't. Claudette #1 dies on second hook.

    Huntress get's into a chase with Laurie, she throws God Pallet and goes down because she wasn't looking behind her. Hooked-in Basement. I'm on gen #4, but thinking she's not gonna get saved I go for it. She gets saved, and then immediately goes down. Probably on purpose, since she then DS'ed the Huntress.

    But then she goes down immediately again... Okay, that's alright.

    She's too far from the basement, so she's hooked in the Corner. I can tell this Huntress is new, she's scared to leave Hooks and can't really aim unless the Survivor is locked in animation.

    She leaves the Hook, and I rush in for the save. I run towards Huntress to give Laurie some space to run away...

    But instead, she hides behind the hook I just unhooked her from.

    Laurie is killed.

    Huntress sees me.

    There are 2 generators left.

    I have one other teammate, Claudette #2. Okay, I think, this isn't too bad. I'm pretty confident I can loop this Huntress.

    And I did.

    FOR 6+ MINUTES. The Huntress wasn't that great and had a bad habit of not breaking Pallets. I must've looped her around the entire map two or three times. I'm not some God-Survivor or anything, she just got ######### over by matchmaking.

    How many gens were done in that time, you ask?

    One.

    A single generator. It popped around minute 3.5.

    In six minutes, literally, most of the generators can be done. If it is one person, going from gen to gen. Huntress had no slowdown. This Claudette never even got hit.

    She hooks me (after freaking out that she finally downed me, swinging and nodding) and starts proxy camping me. I see Claudette, and she is...

    Crouching by an unfinished generator. Makes sense.

    Figuring I've got no other chance, I go to kill myself. Maybe Claudette can escape.

    Nah, I kobe. Can't even die right.

    Huntress IMMEDIATELY comes back, (not like I blame her, if I chased a Survivor for that long I'd want them dead too) but I have the totally-not-mediocre perk, Second Wind. I heal mid-chase (Which I had admittedly done in my previous chase, in front of her face with a Med-Kit I'd gotten from a Chest.. She was giving me time, what else was I supposed to do?)

    I loop her again, this time for only about a minute and a half. Ran into a Dead-zone, she downs me again. But, my DS ran out, so she hooks me.

    This time, she just face-camps me. I wanna say, I'm not mad at The Huntress. She shouldn'tve gone against me, she was probably just as furious as I was.

    And I will admit, I was petty. I could've killed myself, let Claudette get Hatch. No. I wanted her to die. Petty? Yes, but after doing a single gen in the now 8+ minutes I'd given her, I was a little salty.

    So instead, she comes and farms me. She unhooks me, in front of the Huntress, and I am downed.

    But Huntress wants her 4k. She slugs me, and downs Claudette #2 in about... 30 seconds.

    She comes and picks me up first, however, and still having DS, I stun her. ######### it, I want as many points as I can possibly leech out of her. This time, I only managed to loop her for about 40 seconds. She ran around an L wall in a way I didn't expect, and that's it. I'm killed.

    Huntress closes Hatch, and I left at that point.

    Claudette #2, the one that was Generator-phobic? She was rank 10. Huntress was Rank 17. I was rank 10 as well at the time, but I probably belong in Purple Ranks. I've just only started playing Survivor again recently.

    I can't stand Solo Queue. Again, honestly, not even mad at the Huntress. Most new players would've facecamped me the second they downed me the first time.

    I do, however, loathe that Claudette with every single fibre of my being.

    That's it, rant over.

    Thanks for coming to my TEDTalk.

    How does the Laurie immediately go down but not get hooked in the basement again after DS'ing the Killer???

    How exactly does the Huntress have a bad habit of not breaking pallets chasing you for 6+ minutes if Laurie threw all of them in the beginning of the game???

    I get it there are a lot of bad players, but this makes no sense whatsoever.

  • @Liam282 said:

    I've seen 1 or two streamers do this de-rank strategy (not sharing names) do i think its fair? Not really. However, mmr is hopefully going to help mend this with counter hours versus hours. (This ss was from today, im low rank as ive not played in 2 weeks and straight away knew it was red ranks paired with lower to get the lower end killers)

    https://us.v-cdn.net/6030815/uploads/UL21JE3ETN4A/inked20210605224309-1-li.jpg

    Two red ranks paired with two purples and the Rank 5's are deranking to get lower end Killers?????

    You probably DERANKED the Rank 5 with 12k points in YOUR game.

    Completely delusional.

  • @piggygooik said:

    https://forum.deadbydaylight.com/en/discussion/comment/2246591#Comment_2246591

    it shows you the farthest survivors

    so you won't stick near the the hook

    In no way does BBQ prevent proxying a hook or hard camping.

    Some players will even use BBQ as an excuse to stay near the hook when no auras are shown.

  • @CoalTower said:

    https://forum.deadbydaylight.com/en/discussion/comment/2246553#Comment_2246553

    You mean like how the breakdown bug lasted for weeks?

    I'd be fine if DH could only dodge hits, and didn't give distance. DH for distance shouldn't be a thing.

    Can you two please stop with this nonsense?

    There have been plenty of other bugs throughout the entirety of the game's lifespan that have lasted just as long and had a negative effect on Survivors.

  • Never happen.

    They've always struggled with performance issues even with only 5 players in a match.

    10?

    Have fun playing a slideshow.

  • @bigbeefynacho said:

    Nope. I actually enjoy working for something and feeling satisfied that I completed a tough objective. But then again I grew up with games that didn't hand you ######### on a silver platter because you felt some sense of entitlement to receive something for doing little to nothing to achieve it. 😉👍

    Silver platter?

    Do you even play this game?

    I'm going to put this into a little perspective for you.

    If you have every Survivor Prestige 3 with every single perk before the next chapter releases it will take you roughly 35.5 million bloodpoints to finish the new characters and the other Survivors.

    That is the Survivor side ONLY.

  • @AngryKiller said:

    I'm infuriated. Just had a 35 minutes match with Huntress that should have ended on the first 5 minutes. The survivors were awful, none of them could stay alive for 5 seconds, most of them got hooked several times, they wouldn't heal and they didn't do a single gen. They even refused to unhook each other until last minute or would let people die on hook for no reason at all since i wasn't even nearby.

    But they used a hatch offering in the main building. So what happens, I kill 2 guys, I hook the 3rd guy, find the 4th and hook him in the main building where the hatch is. 3rd guy Kobes, 4th guy dies, hatch spawns. Ok, I stand on top of the hatch since the guy who kobed is on the other side of the map (that asarov's map that's super long) camping the door right next to him, which I can't get there fast.

    Game goes on for 30 minutes, the dude refuses to leave that door and I get bored, so I closed it. I walk towards that door, as a 110% speed killer, boom, door already open and I get t-bagged by a guy who couldn't do a single gen.

    I have to spend hours upon hours to "git gud", specially as huntress, the hatchets I hit in that match were amazing. And what do I get as reward? A 35 minutes match and a loss. And it's not the first time this kind of thing happens to me. I should have just went to watch a movie since the dude had 5 gens to do by himself and no intention of doing them.

    This game sucks. Worst part his entire team was watching him and started to trash talk him in the end game chat since the dude did nothing but let everyone die the whole game. Yet what happens? He won.

    Very cool BHVR, no wonder your killer queues are so long, have fun with your new flash grenades, autoban system and "moris are toxic so we'll remove them".

    Are you seriously complaining about the game lasting 35 minutes while standing over the hatch AND NOT CLOSING IT.

    Yikes.

  • @BrokenSouI said:

    Not sure why you're even giving hacking any sort of lime light

    This has happened since beta, it isn't something new.

    They aren't hacking.

  • @DemonDaddy said:

    Simple fix:

    Switch grab to the pickup button and then the game can properly deny a grab without forcing a miss

    This way I can spam grab in front of a hook while face camping making it impossible for anyone to even attempt to rescue the Survivor???

    Obviously you paid no attention when the Doctor was able to do this before it was fixed.

    Good grief.

  • @MrMyers4321 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2186270#Comment_2186270

    You're right, it would assist a 'camp out the gate killer' but it would benefit your average killer. Average killers always receive more bloodpoints and pips than camping killers. Yet I still disagree with your notion that camping is such a big problem. It's easily preventable. Kindered, BT, decisive, and an exhaustion perk all to prevent you from being camped and tunneled! Killers have..... Insidious to maintain a camp? Which combination is better?

    Increase the gen times, promise I won't camp!

    This guy is clueless, lol.

    in Camping Comment by Tizzle
  • @Clueless said:

    (For reference currently each hook stages last 60 seconds)

    What about making the base time to die on hook faster say ~40 seconds but when the Killer is near it ramps up to say ~80 seconds.

    While the Killer is a chase the hook speed ramps back down to 40 seconds at the same pace as it ramped up.

    This is dual purpose, if the Killer camps they are punished and it rewards the Killers for playing aggressive with a better than default timer.

    With a short base time if the Killer leaves, it pressures the Survivors more to get off gens and go save the person instead of "I'll finish this gen then save them".

    Thoughts?

    What happens when the Killer camps and then chases someone around the hook trying to save thereby halving the hook state back to 40 seconds?

    This makes no sense, adding 20 seconds does absolutely nothing to deter someone that wants to camp.

  • @HaunterofShadows said:

    https://forum.deadbydaylight.com/en/discussion/comment/2186112#Comment_2186112

    yeah but that's why that doesn't work. You have those I-love-you squads that swarm the hook.

    Hello?

    The timer doesn't pause if a Survivor is in a certain radius of the hook??????

  • Pause the hook timer the same way emblems get a penalty if the Killer remains around the hook for a certain amount of time.

    Please, don't be the idiot that brings up how it didn't work because Survivors abused it.

    When this was tested before it was WITHOUT the stipulation of the timer not pausing when a Survivor was in a certain radius of the hook.

  • @konchok said:

    I've thought about this a bit and the only way that I see tunneling going away is if trying to go after just one survivor and ignoring the rest was a guaranteed way to lose.

    The way I could see it working is to rework how generators work. If I was a balancing dev this is what I would do. (This is a bulk suggestion meaning that it would all have to go in, you can't cherry pick the parts you want or don't want)

    1. Decrease the amount of time it takes to complete a generator by 10 seconds.
    2. Remove all generator regression perks
    3. Make corrupt intervention base kit
    4. Make Thanatophobia base kit, increase Survivors' Repairing speed penalty to 10 percent for each person injured.(and remove effects on other actions, such as cleansing /sabo)
    5. Kicking a generator causes an automatic 5 percent regression on that generator

    ---

    What's the reasoning behind these changes. Basically this, with these changes. If you camp or tunnel the generators will get done so quickly that'll it'll be a guaranteed loss. It becomes much more important to spread damage as 3 healthy survivors will blow away generators so quickly that tunneling/ camping will cost you the game. Inversely if you do spread damage than you'll have more time to get generators done and as killer you can run chase perks instead of generator regression perks. Make the game more chase focused and less focused on tunneling/camping.

    Why would the Killer ever hook anyone until all four Survivors were bleeding out with these changes?

    Stop tunneling and camping but yet propel slugging into the stratosphere?? (which is even more unfun).

    Horrible ideas.

  • @Zixology said:

    https://forum.deadbydaylight.com/en/discussion/comment/2166231#Comment_2166231

    I'd rather die on first hook than let someone farm me for points. It's just scummy to do that and we all know it.

    None of those perks help against farming.

    Kindred will just give info. If they wanna farm you, they still will.

    DS won't even proc until AFTER they already farmed you.

    Camaraderie will be wasted because they farmed you.

    Etc is nothing.

    Don't farm me so I can suicide, right?

    Sometimes it has to be done and there is no other option.

    If you're complaining about being farmed off a hook you're most likely a detriment to the team anyway.

  • Basically, if you finish all of the gens no matter how or in what time frame, you're probably "gen rushing" in the eyes of someone that doesn't understand the game.

    Gen rushing and Kill rushing are two of the dumbest concepts the community has ever come up with.

  • Have fun with the next 7200 hours getting all the perks :P

  • I don't understand why people try to compare one bug to another and then say "you banned for that why don't you ban for this".

    Each bug has it's own very unique set of circumstances to occur that end up altering gameplay.

    As others have said, why don't they have a system in place for disabling a perk or add on after almost five years?

    Who knows.

  • In a twist of Irony, Ash has We're Gonna Live Forever XD

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2106810#Comment_2106810

    They’ve always been there mate. They’re just not overshadowed anymore.

    This is completely false.

    The majority of complaints about Dead Hard since 2017 have been about being exhausted on the ground and not working, not that the perk is OP.

    Almost 4 years later with no changes whatsoever and suddenly now it's a problem for Killers, yeah sure.

  • @HectorBrando said:

    Certain things should be shadow nerfed to avoid making the game unplayable for a week.

    Three weeks unfortunately.

    Queue times are going to get absurd if nothing is done.

  • @Lord_Tony said:

    what about ghostface and tier 1 myers?

    Borrowed Time no longer has a terror radius requirement.

    It will trigger regardless of where any Killer is.

  • Decrease the bleed out timer to 2 minutes, exactly the same time as two hook states.

    If neither side can pick the Survivor up in that amount of time or they are constantly being slugged I'd think most would clearly just want to move onto the next game.

    4 minutes is excessive and unneeded.

    Problem solved.

  • @TheDuhJ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2096061#Comment_2096061

    and they will wait for hours to get a game. Seems a fitting price to pay

    No suggestion made by you will ever be taken seriously if you keep making these asinine comments.

  • Names should be hidden for both sides before and during the game and only revealed in the post game screen.

    Instead of the player's ID being shown it should be displayed as Dwight01, Nea02, etc

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2065805#Comment_2065805

    I tried. He is completely incapable of that level of comprehension. He's firmly decided what he thinks, and no amount of logic or reason will ever make him second guess it.

    As I said, both of you cannot even comprehend the point of the post.

    Not surprised at all.

    Care to explain why you hardly ever see Blood Pact, For The People, Mettle of Man, or Sole Survivor? (Leaving out Object)

    It seems like both of you are too stupid to figure it out so I'll explain it to you.

    They are all terrible perks much like Decisive Strike is now and why there is an increased amount of non obsession games.

  • @Mugombo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2065703#Comment_2065703

    Okay then explain what value you get from equipping DS if you don’t get to use the stun?

    The true value of DS was and still is guaranteeing an obsession in the match to deter tunneling someone straight out of the game.

    Not sure how some people can't seem to comprehend this.

    With the DS nerf there are now more games without an obsession and that's a problem.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2065600#Comment_2065600

    https://www.youtube.com/watch?v=xhuezROd7us&ab_channel=DrFruityLoops

    heres an entire video of somebody doing stuff like J-flicking consistantly with blight with no dpi switching

    He says in the comments right below the video to change dpi to 4000.

    Derp.

  • @Crypticghoul said:

    I think they just need to look at second chance perk stacking (4 people with UB/DS/DH/BT is ridiculously difficult to deal with) and notify the killer that they're facing a SWF in the lobby so they can at least decide whether to be sweaty or not for the game.

    Notifying the Killer that they are facing a SWF is and always has been a horrible idea.

  • @Kirkylad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2032667#Comment_2032667

    No because a killer playing at rank 20 with only one perk wouldn't have had anywhere near the time or experience in the game you have to had if you've prestige 3 all but one character.

    Is throwing out irrelevant statements proving your point?

    By your statement, it's completely acceptable for a Rank 20 Killer to match against four red rank Survivors, correct?

    Their new matchmaking had absolutely no relevance regarding skill level or Rank on the matches I played no matter how many games have been played now or before, and it most certainly would not have been better for someone that had just started playing the game regardless of playing Killer or Survivor.

    If you cannot figure that out, I don't know what to tell you.

    Multiple Rank 20's were disconnecting in my games, hence the reason I went to play on PC and this post.

  • @Kirkylad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2032653#Comment_2032653

    I guess you don't have an educated response when someone makes a valid point.

    Yes, apparently playing against Rank 20 Killer's with a single perk is completely acceptable too if that's your response.

    Is that the point you're trying to make?

  • @Kirkylad said:

    Do you mean Prestige 3? If so and you have that on all but one survivor you have a decent amount of time and experience in the game and should be at that level.

    I've taken a 5 month break away from this game before and I didn't forget how to play I actually played better because I wanted to play the game again.

    Forehead.

  • @Zeus said:

    It takes time for MMR to stabilize itself and ranks now no longer matter. Just because it has been running in the background doesn't mean it'll be perfect. MMR considers your opponent's elo as well and as long as SBMM is not allowed to stabilize, you will never get proper games.

    If someone hasn't played, how is their MMR stabilizing or doing anything?

    There is no reason WHATSOEVER that should happen, especially for someone that is new.

  • @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2022567#Comment_2022567

    You equated keys and Mori's saying that keys aren't as strong as them. My post was arguing against that.. don't pull that rhetoric bullshit out against me. It doesn't work.

    They didn't say that last part.

    And they only say that now they have been changed.

    No. Again your wrong. A killer had to hook someone once and then re down that person. Which usually means 3 gens at least are done. Gen speeds these days make this a common occurrence. The survivors can then escape as a 3 man.

    You using the 8% of the objective, but they need to hit them again and down them, so it's more like 16%.justremember that the Mori only gives 8% of the objective. That's not too much. A key Can negate in a normal 3 out of 5 gens for a 2 man escape (60% of their objective) and a Mori at max can get rid of 40% of the objective. And that's an old Mori.

    The key is still stronger. People keep throwing the 8% but that's wrong as you still have to down the person again. And so it only skipped one hook state.

    So keys are stronger. And the only reason they can't be compared rn is because one is ridiculously weak.

    You are flat out wrong with every point in your post.

    Apparently 3 Survivors can escape with a key with 3 gens done, FOREHEAD.

    Apparently 2 Survivors can escape with a key with 2 gens done, FOREHEAD again.

    Objective as Killer is commonly referred to as hook states, not health states.

    An old ebony/ivory mori removed two hook states (first version removed all three).

    An old ebony mori removed 67% of the Killer's objective not 40%.

    Implying they didn't have much of an impact on gameplay and claiming keys were stronger only shows how delusional you are.

  • @JPA said:

    Otz was playing Twins on his stream yesterday and literally did this.

    He was chasing a Nea and I think a Felix, the Nea ran into a corner on a T wall and he immediately trapped her as Charlotte, switched to Victor and took the other player down.

    Obviously he intended to immediately down the other survivor as Victor, so the Nea would have been trapped as long as that chase took him.

    But where do you draw the line, what if you trap a survivor at the start of the game and keep using Victor to harangue the other survivors?

    Even if the other chase only takes a few seconds, that outcome will not happen all the time.

    The sole intention of this is to trap the player and prevent them from playing the game, which is the definition of griefing.

    It doesn't matter how many excuses you can come up for doing it, it will result in a ban if you're reported with evidence.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2009295#Comment_2009295

    I didn't say anything else was unacceptable. If you look just to the top of this page in fact, you'll see me fully on board with an idea where the game essentially goes to an egc state.

    So you are starting with a false premise, but let's roll with it.

    If the survivors are unable to break the killer's defense and complete a gen in 20 minutes, why should they be rewarded? Honestly the big reason I don't want it to just end at the end of a time limit is it's just too anticlimactic.

    Pressure should be on the survivors to finish the gens and get out, in my opinion (which is all any of this is, despite how angry some may become) that is what makes playing survivor fun. I want a time limit in my survivor matches. I want to know I'm under the gun and need to pull out the win. I don't want the killer to basically do the last gen for me because my team couldn't hack it, that would be insulting.

    If a Killer cannot find a Survivor in 20 minutes, why should they be rewarded?

    How would you feel if the Survivors just escaped after a 20 minute time limit?

    That would be completely unacceptable to you, correct?

    You've been advocating for a time limit solely benefiting one side this entire discussion and that will never happen.

  • It most likely will never happen.

    Console/Steam will not allow you to have DLC for free solely because of cross progression.

    The only way it will work is if they force you to rebuy each DLC on each different system.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2008777#Comment_2008777

    If, as you claim, survivors are just meant to survive at all costs, then why isn't there a timer like f13, where If they survive long enough they win? The win condition is very clear, you arguing against it is amusing, but ultimately pointless.

    You keep arguing for a 20 minute time limit where the Survivor's just die and anything else is unacceptable because it's their fault.

    That's stupid.

    If a time limit were to be implemented the goal would be to end the game, not favor one side or the other.

  • Despite not having undergone any major changes since the inception of the perk, Dead Hard for some reason now needs a nerf.

    ALMOST FOUR YEARS LATER.

    Makes no sense.

  • Basically anything the Survivors do if they are winning and the Killer is losing is bullying.

    If you think you're getting bullied while playing an online game (end game chat is the exception), your fragile ego probably needs to stop playing.

  • 99% of Survivor perks don't require any skill to use either.

    Dead Hard is just the next thing to complain about after DS.

    If it somehow gets nerfed it'll be on to the next perk.

    Never ends.

  • @REL1_C said:

    https://forum.deadbydaylight.com/en/discussion/comment/1990233#Comment_1990233

    Your right but you do understand how this perk works. I'm a survivor main and this perk annoys me. Doesn't matter how toxic you are, everyone must understand that this perk benefits of the killer trying to win, it isn't an extremely strong perk but it's an OP concept.

    How is it an OP concept, it's terrible.

    In order to get a one time 27% bonus other Survivors are getting hooked while you're either A - not doing generators at all or B - purposely not hitting great skill checks.

    Which is stupid, anyone using this perk is taking the 3% bonus almost immediately after they get it.

    If they aren't, the game is already over.

  • @EvilJoshy said:

    I don't like the idea of this perk. I just watched an Otz video and he did like 15% of a gen with a single skill check. I think this perk could be problematic in the future in it's current state. Maybe put a cap on how many stacks you can have.

    ......

    There is a cap on how many stacks you can have, genius.

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