Tsulan
Tsulan
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/2462264#Comment_2462264
I saw the video and have honestly no idea what you are on about. Nothing of this is representative of this game's balance. I would be curious though how long you think a chase should last in a secenario like shown in that video for the game to be balanced?
He is not using his power in any way, just playing an M1 killer. With killers like Blight, Deathslinger, Pyramid Head, and so on, in this game, of course you shouldn't be able to down a survivor within a minute when not using your power at all. How ridiculously strong would killers otherwise be that have strong powers that aid them in chases?
Then there is of course the fact that these survivor players have probably just as much experience in this game as Otz does.
Not to mention that the survivors in that video generally use a lot of the map, at which point you would also always come along other survivors, that you can go for as well.
Then there's also the fact that this is freaking Cowshed. Every sane person agrees that map is survivor sided beyond imagination, but a map like that is not representative of this game's balance. We definitely still have too many maps that are this survivor sided, but the majority of maps aren't that bad anymore.
And to top it all off, almost everyone agrees that Trapper is not a viable killer either. So even if he used his power, it's only to be expected that he would lose the match.
If someone like Trapper was viable, especially on a map like this, that would imply that many other killers in this game were overpowered and that most maps were killer sided.
So nothing of this video is really representative of the game's balance, except that this game still has problematic maps. It only shows that we need better map updates, but the devs have proven to not be able to do so for whatever reason. I hope once the new matchmaking goes live, the devs will realise they need to update more of these maps to make them more balanced. It's sad that most of these maps have already been updated twice and still remain extremely survivor sided.
You say, that you saw the video. But it looks like you didn´t understand what it was about.
Bringing up the Trappers power is redundant for the discussion of that experiment. It was simply to have a 115% movement speed killer and how long it takes to down a survivor as a m1 killer. Thats about it. A Hag or Huntress would have taken even longer without their power. Because they are slower.
But since you ask, survivors need 3 minutes or less to complete all 5 gens. Therefore a single chase shouldn´t be anywhere near that amount of time. For obvious reasons. Especially when a killers objective is to get 12 hooks.
@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/2457805#Comment_2457805
Boy I am happy you are not in charge of this game's balance. You really think the devs only care about the problems that killers face, and not that of survivors? Being camped is the most unfun thing you can experience in a video game, because you don't even get to play the game.
I have a strong feeling that if the devs ever added a second objective to this game, that would simply increase survivors objective time, without doing anything against camping and tunneling, killer queue times would sky rocket.
People are already complaining about camping and tunneling all the time. What do you think will happen when the chances for survivor teams of winning against such killers would become much more slim? I for sure would stop playing survivor, and I doubt I would be alone, knowing that as soon as a killer camps, I will have no fun whatsoever and there is still a good chance of that killer winning.
Camping (and tunneling) both have been addressed in the past. BT has been buffed several times to make the life of a camper significantly harder.
You ask how a secondary objective would look like, well luckily we had that short amount of time between the Undying release and its nerf. During that time, camping was practically non existant. Or so it seemed. Because survivors didn´t complain about camping (or tunneling) but about having to do totems. That killers get a free win when they use Undying Ruin.
What those survivors didn´t mention was, that in order to get ANY benefit/regression out of Ruin, the killer had to constantly switch targets and roam all gens. A camping killer wouldn´t have gotten any benefit out of it. Neither a tunneling killer.
Sadly, survivor preferred getting camped and tunneled (actual quote!) than doing totems.
And here we are! Back to camping and tunneling because survivors just want to hug gens.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2466287#Comment_2466287
I probably would as well in all honesty, I do love the mori animations a lot and would love to see them get used more.
Is there a chance that you forward this idea? *wink
Because having several moris would be awesome.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2466283#Comment_2466283
It would definitely be interesting to let 2 people play them together for sure.
I was just disagreeing with the premise that they're weak. They're pretty strong IMO. They can end chases quickly. Which is the most important thing. Only above mobility
I´ve only faced very very few Twins. All did the same basement camp tactic. Thats why i really don´t see their strength.
Maybe if i´d see more of them, i would change my mind. But so far, it has been only this.
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The german word for german (deutsch) is censored.
Why is this word censored?!
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@NomiNomad said:
https://forum.deadbydaylight.com/en/discussion/comment/2466288#Comment_2466288
I think they're talking about optimization? Or the general solo queue/camping stuff.
Or the Hit registration?
Or the sudden appearance of double pallets?
Or the current gen speeds?
Or...
There are just to many issues right now. So it would be nice if OP was more specific.
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Could you be more specific, please?
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/2466267#Comment_2466267
Honestly? I'd pay a buck or two for more mori animations for a final kill.
It's thematic of a horror game after all. The final kill before the credits must be something gruesome and horrifying.
You know. Like this:
https://www.youtube.com/watch?v=i6LgLPD-PT8
(If this is too much or NSFW, mods, I apologize in advance)
Well, we have canibalism (Hag mori). So i think thats ok.
Yes, i also would spend a couple of bucks for nice moris for my favorite killers.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2466165#Comment_2466165
Twins arnt that bad though. Pretty damn strong actually. Especially if you pair them with STBFL and double speed add on for victor. Your chases won't last long. And they won't make it far.
Twins were the perfect opportunity to introduce a coop mode for killers. I mean, everything is there. They just would need to pull a lever.
https://www.youtube.com/watch?v=sw2B9knw58U -
Ah yes, remember when infinites were "mindgames"?
Both sides had OP stuff back then. Both sides got the OP stuff removed. So yes, both sides are in a better spot now. Relatively speaking...
But this doesn´t mean, that the game still isn´t unbalanced. Because it very much is.
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@Duke_Ragereaver said:
https://forum.deadbydaylight.com/en/discussion/comment/2466248#Comment_2466248
i actually like the thematic ending mori's bring currently, it actually feels like a horror movie, which back in the day was the "vibe" they were going for.
They could change them to be standard instead of the third hook.
But they should remove the offerings. Since killers shouldn´t be forced to pay bloodpoints for that animation.
For their Ingame shop, they could offer different moris for every killer. So each person can choose between 3 or 4 different animations and select them like charms.
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@Duke_Ragereaver said:
https://forum.deadbydaylight.com/en/discussion/comment/2466174#Comment_2466174
they cannot really be nerfed any more than they are rn, also i dont really think instant killing or 1st hook killing are that balanced. that being said yes keys are very unfair and dont deserve to be in the game as they are.
You sure about that? It will probably end in a "you need to get 11 hooks before you can mori the last survivor" or something like that.
Since the current moris are already deemed toxic.
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We probably see another mori nerf before the keys get addressed.
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@GrimoireWeiss said:
https://forum.deadbydaylight.com/en/discussion/comment/2466111#Comment_2466111
By your logic Legion and Trapper are very strong killers because you see them all the time. Pick rates don't relate to how strong a killer is.
So Twins are super strong, but no one wants to play them.
Makes sense
/not
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2465670#Comment_2465670
I also got something new a few weeks back.
A survivor enters a locker in my line of sight, i start the pulling out animation at the same time as they try to exit it. But unlike normally when the grab goes through, they run away, not damage, downed or anything and I was stuck in the finishing animation and had to wait for it.
So now it seems that ANY kind of grab is screwed somehow not only hooks or windows but all of them.
He was probably lag switching. Grabs are impossible.
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@GrimoireWeiss said:
https://forum.deadbydaylight.com/en/discussion/comment/2465681#Comment_2465681
Their power is to camp while also pressuring gens, unlike Insidious Bubba. Twins are a Hag on steroids because Victor is way better at chases.
Then why are there no Twins around? They must have the lowest pick rate right now.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2465765#Comment_2465765
“Demogorgon has been over performing after his recent buff so we’ve decided to nerf pig a bit”
This sounds about right.
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Clear sign that killers need nerfs!
/S
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@GrimoireWeiss said:
The majority of the weakest killers (Trapper, Pig, Myers) are pretty old. Yeah, Nemesis and Trickster are a bit on the weaker side, but Blight was a god tier killer and Twins was a solid high A. Deathslinger and Pyramid Head were also quite strong.
Twins only power is to camp. That doesn't make them A tier. Unless you consider insidious basement bubba A tier.
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@Markness said:
https://forum.deadbydaylight.com/en/discussion/comment/2464609#Comment_2464609
It reminds me of the old days with the BS vacuums, I think they mucked around with the hit boxes, wouldn't be surprised if we could be looped more "by accident". Really pissed off because some of those "hits" are match deciding hits. Especially against sweaty rank 1s.
Doesn't has to be a rank 1. You can see that on all ranks now.
The new hit validation just adds up to all the frustrating things killers have to deal with.
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@VikingWilson said:
https://forum.deadbydaylight.com/en/discussion/comment/2462755#Comment_2462755
After not doing totems, survivors will then complain about NOED. It's bonkers.
Yes.
That's the reason why I don't recommend using NOED. Sure, it's almost guaranteed to trigger. But the devs will only look at the kill stats and think everything is fine, when killers got 1 or 2 kills because of NOED. Even though, when they barely got any hooks during the match.
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Meh... maybe for a new killer perk. Since they are slowly pushing to make endgame more... challenging.
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@Zephinism said:
https://forum.deadbydaylight.com/en/discussion/comment/2464568#Comment_2464568
your escape rate is 80%?
that is not at all the norm.
Killrate in red ranks is around 70%.
Maybe it wasn´t the norm. But now?
Double and tripple pallets are back. Yesterday i had a match in Midwich where i counted 5 pallets (on 2 floors) in a distance of 10 meters of a gen. It was the Library room with the ramp. 2 pallets in that room, 1 in the next room and 2 more in the room below it.
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@TacitusKilgore said:
Main blight. Its like the cure to all of your ailments in life.
The problem with this is, that once you mained him, and his kill rate goes up. The devs nerf him hard and you wasted your time.
The other killers should be viable too, you know?
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The main balance issue is, that the devs balance around 2 kills, 2 escapes. While Archive Challenges exist. Where people play in a completely different way and often even "sabotage" their game, simply to get that one challenge done.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2464568#Comment_2464568
You can say your escape rate at red ranks solo q is 80% and I can also say that cows can fly
Well, this is awkward.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2464568#Comment_2464568
The last time I was keeping track, the kill rates were around 60 to 70%, which pretty much was in line with what BHVR released. I haven't kept track recently.
Keep track. You would be surprised.
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@th3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2464600#Comment_2464600
Plus the weird addition of a notification telling you there's undying when you go near a dull totem, they added that for some reason as well.
The notification doesn´t make any sense. It feels like hand holding from the devs.
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@ThanksForDaily said:
Red rank killers can't play this game without 3-4 perk slowdowns whenever killer they play. The best one or the worst.
Imagine using the training wheels build and thinking that you're good at the game.
Oh those killers don´t think they are good. They struggle to get hooks/kills because the game balance went over board.
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@Markness said:
https://forum.deadbydaylight.com/en/discussion/comment/2463867#Comment_2463867
It’s back to the pallet vacuum days! Survivors need more safe spaces!!!
Also noticed how the range of the pallets seems to be bigger? I mean, i can get hit by a pallet and still have to move closer to it, in order to break it.
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@th3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2464548#Comment_2464548
Undying is fair now, it guarantee's your first totem broken is never ruin (which is what the main complaint was about totems before undying asides from crappy spawns). What it did at release was just stupid, vision on all totems allowing you to see when exactly a survivor tried breaking it was just dumb. Let alone the inane comments "It makes killers play healthier".
It didn't. I had match after match 99% of the killers during this time (September-February) slug at 5 gens and play like sweatlords.
TLDR; Reversing the nerf is a bad idea, the months during ruin undying tinkerer were some of the most miserable games I've played in solo queue ever.
No one would have complained, if they kept Undying the way it was, but removed the aura reading.
But they removed the respawn and kept the aura reading, which doesn´t seem like a problem now. At least no one is complaining about the aura reading of Undying.
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@FengisKawaii said:
https://forum.deadbydaylight.com/en/discussion/comment/2464577#Comment_2464577
From my experience, this ties in with the weak kits of the majority of killers. I´d never blame a Legion or Ghostface, for example, to run even 4 slowdowns bc without them, they´d get juiced beyond belief 10/10 games against good teams. People who run these kinds of builds on the select few strong killers just need to gid gud though, they really shouldn´t need it.
Yeah, but shouldn´t killers be able to play builds as they like? Instead of being forced to play with so many gen slowdown perks?
I mean, even the devs said, that gen slowdown perks do not synergize. Yet using 3 or 4 gen slowdown perks is currently seen as normal.
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@FengisKawaii said:
Glad to see people are realising the underlying issue. It´s the breathtakingly huge disparity in killer power levels. The top 3 are so strong that in their current state they should honestly have their own qeue.
The killer smol pp build does deserve nerfed just because on them, it´s insane. All the other killers, which are for the most part very underwhelming to begin with, basically need perk combos of that caliber to stand a chance against half decent teams but they can´t have nice things in order to not break the game even more for the top killers.
If Killers were at least somewhat in line with each other in terms of viability, changes could be proposed more easily. I´m kind of at a loss at how to change the combo honestly. The better solution would be to nerf Blight and Nurse and buff some killer base mechanics.
The underlining should be more WHY killers use 3 gen slowdown perks.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2464554#Comment_2464554
It's whatever keeps the kills/escape rate close to 50%. Adding a second object would increase kill rates, thus the Developers would institute a nerf of some sort.
Yeah about the kill rate, we haven´t seen anything official since the hard Undying nerf. So i can only judge from my own escape/death rate as solo survivor on red ranks. Which is somewhere between 60% and 80% (depending on the day).
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https://www.youtube.com/watch?v=LvjedZ8sDps
Pretty much this. Oh and give the rest of the team time to do gens.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2464202#Comment_2464202
Well we know what side you play on.
In all honesty though, Killers wouldn't want totems to become a necessary secondary objective either because it would mean gens speeds would need to be increased or killers nerfed to compensate for the extra time needed to do the secondary objective. Look at how high the Killer kill rate skyrocketed with old Undying and see how quickly that got nerfed by the Developers.
80% solo survivor player and rising, since killer has become unbearable. At least at red ranks.
You mean, when survivors can´t complete all 5 gens in 3 minutes or less, then killers would be nerfed to compensate this? A bit harsh, don´t you think?
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A buff would be nice. Especially to Undying, which was nerfed to hard.
So maybe reverse the change?
EDIT: Before i forget it. Why did you do another thread on the same topic from yesterday?
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@fitch said:
https://www.youtube.com/watch?v=8ykZ0n353Dg
SWF fix gen in 3 min.
Surviors is so Balance.
We need AI killers.
Killers clearly are OP.
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@wxnickxw said:
https://forum.deadbydaylight.com/en/discussion/276504/totems-are-the-survivor-s-second-objective
If you want survivors to do dull Totems then you'd have to give an incentive something like a fixed multiplier bonus to all survivors to running or repairing or something ti justify the time to find them plus thentine to cleanse them
Undying was already an incentive to do dull totems.
We all know how that ended.
Survivors don´t want their secondary objective. They only want to hug gens and get mad when they can´t do that. (they also get mad, when they only get to do that...)
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@[Deleted User] said:
I don't see them actively working for the anyone in the forums. Sprit nerfs? I don't see them. Killer is too stressful? "Go play civilisation"
Noticed how all the "nerf spirit" threads dissapeared? So they kinda solved that. Unintentionally, but they solved it.
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@TGB said:
https://forum.deadbydaylight.com/en/discussion/comment/2462749#Comment_2462749
Yes, that's a big culprit, lol.
Also, well - you see - I've been playing Survivor, lol.
I have ALSO been playing a bit more Killer, but with addons now. Previously, I literally never played with addons. Much more stressful.
Now, I still get stressful games, sometimes often, depending on the day. But overall, addons are another layer of building, and I really enjoy building builds.
(Does kinda suck that I have to run BBQ in every build now though, just to try to sustain addons.)
Killer games are still much more stressful than Survivor games.
Especially if you compare the extreme cases from both sides. Being camped and tunneled - which is mostly just your own inability to loop well - is FAR less stressful than 4 Survivors bullying you all game.
Correct. Killer games are more stressful, for the simple reason that its a 4vs1. If a survivor fails, he still has teammates that can save the situation. A killer is on his own. Even a small mistake can mean the end of the match for him.
Thats why i don´t take people serious, that claim to play killer to relax from the hard survivor matches.
@TGB said:
https://forum.deadbydaylight.com/en/discussion/comment/2463284#Comment_2463284
Additionally, Survivors can ragequit a game, which makes the Killer unable to plus pip. HOWEVER, the ragequit only affects the DC'd Survivor, so the other 3 can still plus pip, despite the Killer's inability to do so.
(Yes, sure, the Killer still technically can, but the likelihood plummets. You are more likely NOT to, and that's garbage.)
The killer also won´t be able to get 4 BBQ stacks if someone disconnects before the hook. There is now way for the killer to get it. So in the end the game will be a waste for him. It sucks for both side. For the abandoned survivors and the killer.
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@WaveyTrey said:
https://forum.deadbydaylight.com/en/discussion/comment/2463284#Comment_2463284
If Killers can skip to the end phase they get all their endgame perks to activate. So big no no. They’ll purposefully open a gate to trigger NOED once they’ve set up (The game doesn’t tell you which gate had been opened). Then they’ll use Blood Warden. Imagine Doctor being able to just open the door before survivors can cleanse any totem. Doc gets NOED. Static Blasts, and proceeds to catch everyone. Doctor denies pallets. The same with Nurse, and Nemesis (T2). People hate NOED already despite how weak it is. Doing that would give this perk an actual advantage.
Killer: I’m losing. Let me open a gate to get NOED rq.
When all that fails THEN they D/C. 😂
Yeah, sounds good. Doesn´t work. Or would you consider a Bloodwarden NOED build consider strong to begin with? Sure, he´ll get some downs/hooks with it. But not more than he would have gotten in a normal match with that loadout.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2463347#Comment_2463347
There's a civ-like game that came out recently called Humankind :P
Still haven't dived into it yet. Some love it some think it's a worse civ.
The gameplay of Humankind hasn't convinced me. But I'm waiting for New World.
Once it releases I'll take a looooong break from DbD
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2463313#Comment_2463313
Oh they will. In 4 years. That's how long it took them to fix DS. Yet ruin+undying was a thing for like 3 months? /coughfavoritismcough
DS was only nerfed because of the backlash after the Undying nerf.
Now for the suiciding they'll argue that new survivors need this way to leave the match. Before it gets to frustrating.
Meanwhile, Killers can always play civ.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2463284#Comment_2463284
Instead of adding another unhealthy mechanic because one side has one. Id rather they fix the broken mechanic.
They won't fix suiciding on hooks though.
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@Poochkips said:
Hey all!
Lately I've noticed, survivors have been insanely good lately (I teeter around ranks 1 -4, huntress main) and holy cow this last week and a half to two weeks, these survivors have become insanely good with things. I had a game where I kid you not, I landed about 80%+ of my hatchet, and still wasn't able to kill even 2 people, and gens were done within 6 minutes at best. Chases didn't last longer than 30 seconds most times. Yet gens just got destroyed. And then for the rest of the week most games have been like that. I've never seen so many good survivors till this last 2 weeks.
I guess just a PSA to say, you guys are doing insane.
I've seen this tendency for more than 2 weeks. There simply isn't much more to do for survivors. Since totems are optional and Undying isn't a threat anymore.
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You are excused.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2463266#Comment_2463266
But can you add a way out that will end a miserable experience but won't be abused when things just aren't going your way? What's to stop a killer from opening the gates because it's a bad map, ruin was cleansed early, a survivor got a flashlight save or 3 gens popped by the time they got one hook?
Again, why should survivors be the only ones that get a way out when the game becomes a miserable experience?
Because right now, survivors are doing exactly that. Abuse their easy way out, when things don't go as they want.
Killers always have to stay until the survivors are either dead or gone.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2463263#Comment_2463263
I don't feel either side should be able to do so but in order to fix that. They would have to find a way to deal with hook suicides. Which I don't think they can.
So just give killers a way out.
They are also human beings that want a miserable experience to end.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2463251#Comment_2463251
I don't know. Opening the exit gates whenever you want.....how is that any different than survivors committing suicide on their first hook? The match is still ending prematurely. I can picture killers opening the gates because ruin was cleansed or they got sent to haddonfield.
That's the point.
Survivors can end the match prematurely. Why can't killers do the same?!

