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Tsulan

Tsulan

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Tsulan
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  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478175#Comment_3478175

    And this will be nerf for luck builds? Actually not even nerf, your suggestion is just removing them.

    Instead of reducing variation, we must find another solution.

    Luck builds like just having 4 luck offerings?

    Or Luck builds like equipping specific perks to unhook yourself?

  • @FrenchBagels said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478169#Comment_3478169

    Even if it was lowered to an hour, it wouldn't even be worth it since we all know why it's that long.

    30 minutes is standard. An hour is a complete waste of time. Hell let the killer win, would be better than being held hostage requiring you to either give yourself up to the killer or doin' a DC.

    If a match takes that long, then both sides are to blame.

  • Remove hook suicides. The 4% chance is to low to be anything even remotely viable to attempt regularly and the vast majority of people suicide for no apparent reason. So just remove the ability to unhook yourself unless you have a perk equipped for that specific action.

  • Wasn´t that already lowered to 1 hour max?

  • @DBD78 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477212#Comment_3477212

    https://us.v-cdn.net/6030815/uploads/WHE1VVYJAYQ7/img-20230709-jpeg.jpg

    I'm over 1000 cakes on Gabriel Soma. I think that will last me until next event lol. And four more days that is 300 more cakes probably.

    And how many event toolboxes and medkits?

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477216#Comment_3477216

    I mean, I really don't want to camp or tunnel.

    Info is severely underrated, particularly on stealth killers, and I'd rather hook everyone three times than let anyone die on their first hook.

    Absolutely. I think it could use a QoL buff though. Something that further helps players that don't want to camp.

  • @PotatoPotahto said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477216#Comment_3477216

    I use BBQ quite often.

    It consistently gives you information you need at the exact moment you need it, not like it's super strong, but it's a nice perk to have if you are playing chill.

    I dropped BBQ and WGLF after they nerfed them.

    That being said, most people that use BBQ are playing more chill. Avoiding to camp. Which is a good thing

  • @ButterFlee13 said:

    https://us.v-cdn.net/6030815/uploads/1KUDSCEQYL0C/image.png

    Holy, where is plaything and pentimento based on your claim, what the, sloppy 13%.

    Wow, look at survivor perks, 30% usage rate.

    Idk which one is more stale than others

    I´m still surprised that so many killers use BBQ. Either they don´t know that BBQ doesn´t give bonus points, or they really don´t want to camp/tunnel.

  • @Aven_Fallen said:

    As long as Slowdown-Perks are the easiest Perks to use, this will not change. It is just the fact that Killers can replace a lot of skill needed (as if there is much in DBD anyway) by just dragging out the match as long as possible.

    You mean after survivor meta perks...

    Right?

  • Considering how this event gives both sides things that help them, i´d say its one of the more balanced events.

    I mean, we had snowmans that gave survivors another health state, permanently sabotaged event hooks and insta flashlights in other events. So this one is at least fair.

    Only thing i´d change is event cakes having the same rarity as event items. Resulting in survivors earning less cakes than killers per bloodweb. Because you´d constantly get toolboxes or medkits instead. But thats about it.

  • Nea

    I think the devs hide her kill rate, because its so high.

  • I like meta shake ups. Why limit it to killers? Survivor meta was extremely stale for over 4 years, with the same 6 perks in every match before the first meta shake up.

    Lets have a shake up for everyone every 3 months.

  • Agitation, Iron Grip, Mad Grit and Blood Warden.

    M1 Nurse, no teleports allowed until the gates are powered.

    Once powered you are allowed to teleport until you down 1 survivor. You must down all the other survivors while carrying a survivor. If one wiggles free, you are only allowed to teleport, if there are no downed survivors.

  • I wonder if you know that survivors also can use the event stuff to make the chase last longer.

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3476461#Comment_3476461

    Then how do you know that MFT is resulting in survivors who aren't running the perk having a higher escape rate? You don't.

    You established that if one person is running it, then by virtue of it extending chases the survivors not running it are escaping more frequently, which brings us back around to over-committing to a chase.

    If you already know there's only one MFT in the lobby, then you target the ones without it. If you haven't managed to determine that yet, the feasibility of doing so is another matter entirely.

    Okay, we are talking about 2 different things here. One is, YOU as the killer knowing the survivor has MFT and in the best case scenario break the chase to avoid prolonged chases. Because you can´t know the other survivors have it, until you chase and injure them all. A killer can´t know what perks survivors have equipped in the lobby.

    The other thing is the stats of the devs on which they base their buff/nerf decisions on. According to them, MFT is fine. So no nerf incoming. It can take years until they change their mind. See DS or OoO.

    You established, that a killer should break the chase of a survivor having MFT instead of over-commiting. But the killer won´t know if switching targets is the best choice until further in the game, when he managed to hit the other survivors.

  • Considering, that i made a list of maps i consider killer sided, just 6 posts above... I´d say you lost that bet.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3476489#Comment_3476489

    If you apply the slightest bit of macro as Killer, you'll win any pub match on Dead Dawg.

    Depends on the survivors. If they do the saloon gen first, then sure.

  • @Crowman said:

    It's the closest we have to a balanced map on both sides.

    Though ultimately it comes down to how survivors prio the gens. Killer pretty much wins if survivors do salon gen first but survivors have a huge advantage if they keep it to last.

    At the end it boils down to how (un)skilled the survivors are.

  • @Nebula said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3476319#Comment_3476319

    I honestly can’t remember the last time I lost on Dead Dawg as Killer. If you don’t think this map is killer sided do you think any map is? Midwich is the only other map that I think is even close in regards to this.

    That highly depends on the killer/addons. But for example, RPD and Lerys for stealth killers like Myers, Pig, Wraith and with certain addons Demo. Autohaven for Blight and Wesker. Coldwind Farm for Billy. A map being good for one killer, doesn´t mean that its good for all killers.

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3476331#Comment_3476331

    But if you know that only one out of four survivors has MFT, would it not make sense to ignore the one with MFT and target the ones without?

    If all four are running it, then there is no distinction to be made between a normal chase and a chase in which you've over-committed.

    How would you know this?

    You can´t know this until you have chased and injured all survivors.

  • With the amount of people that have some variation of "mori me daddy Myers i luv u" as their nickname. I´m honestly surprised that he hasn´t received some sort of QoL update. Just some minor adjustments to out of date addons/mechanics.

  • @THE_Crazy_Hyena said:

    So, as someone who has played the game since 2018 (right after the release of Spirit). I have noticed a downwards spiral in terms of fun games, especially on the survivor side. The evolution of toxic tactics from killers, meta this and meta that, the introduction of SBMM, nerfing pretty much every good perk or item that counter said toxic tactics. I am starting to wonder if BHVR actually playtest on the live servers after a patch goes live, to see how badly balanced one side is compared to the other.

    Instead of going by the statistics, which does not represent the true story of gameplay, especially seen through the eyes of a soloqueue survivor.

    • First and foremost. Rank-based matchmaking (like we used to have) was a lot more predictable, even if matchmaking took longer. You knew you were matched with players of your own skill level, which made the games feel more fair, than to be matched against someone who completely steamrolls you and the rest of your team in a matter of 2 minutes. Games were a lot more tense and even back then, even if the statistics said otherwise. - This also applied to your teammates. If you were a rank 20 player, you often got matched with other people who just started playing, so that you could learn together with the other members of the team, and you had zero chance of running into a rank 1 player who has everything nailed down to the subpixel-positioning of his opponents, to guarantee a hit every time. You were facing new players, and that's it. With SBMM however, it doesn't take long until you face opponents way out of your league, and that kills a lot of fun for newer players. This applies to both sides. In short, skill-based matchmaking needs to go. I don't care how much time and money the devs used on making it, it is really bad for the game.
    • Second thing is that most items or perks that counter toxic strategies has been nerfed to the ground by the devs. Perks like Decisive Strike, Hex: Ruin, and so on has been left unusable after being over-nerfed. That is why there has been such a rise in genrushing or tunneling/camping, since both sides can get away with it most of the time. - In all honesty, they should have been left as they were (with minor tweaks to make them feel less unfair). Items such as instaheals were good counters to tunneling, as it punished killers for going after the same person all the time. Faster self-healing was also a good counter to tunneling, as it allowed the tunneled survivor to last longer if they played smart. - Of course good players would abuse the hell out of things like these, but for the average joe, it was the difference between having a good match or having a boring match where they didn't get to play the game at all.
    • Third. There needs to be a greater focus on stealth and surprises, like the game used to be in its early years. Playing builds like Scratched Mirror Myers has been refreshing for both sides in the trial. Survivors enjoy games where they are kept on their toes, and not being just focused on sitting by a generator and watching a bar go up. And the killer player gets a good laugh when the survivors are completely oblivious, and gets scared when they suddenly appear next to them. In short: Matches needs more variety, and not being completely focused on speedrunning the objective on either side all the time. It gets repetitive and boring fast.
    • Fourth. Earning bloodpoints on survivor should be easier, especially if you are the victim of tunneling/camping.
    • Fifth. A major re-balance of most perks, add-ons and items would be needed to eliminate the meta focus for a while, and would promote different gameplay. The game is in a bad state at the moment.

    On a brighter note:

    • The random perk mode was a refreshing take on the trials, as it promoted variety, and not running meta every single game. In all honesty, there needs to be a game mode where everything is random for all players. You are dealt a hand, and you need to play every card right in order to do well.
    • The introduction of fun perks, like the upcoming Nicolas Cage chapter features is a great addition to the game. There needs to be more "meme" perks with fun effects thrown in. Dramaturgy is the craziest and funniest idea brought into the game. Can't wait to see people running around screaming at random intervals - Personal opinion: Seeing a masked Meg player with this perk would be the funniest thing ever. 🤣
    • There needs to be more characters added for both sides who has a fun aspect to them.

    Thats interesting. To me, playing since 2016, i´ve noticed that survivor matches get easier instead of harder. Like a lot.

    1. Correct me if i´m wrong, but it sounds like you wanted to stay on rank 20, to be matched against new players. That doesn´t really sound fair or fun for those new players. The SBMMR should however, not be only based on kills/escapes. It should factor more things in. A face camping bubba with 4 hooks and 4 kills would be considered stronger/more skilled than a 9 hook Huntress with 1 kill. When its the other way around.
    2. DS as counter to toxic strategies? Uhh DS was used for toxic strategies. It was so weaponized, that streamers regularly made montages of their usage of DS against killers that were not tunneling. When Ruin was stronger, it encouraged survivors to search totems. Now, no one searches actively totems. Which in return makes NOED more viable.
    3. I agree. Stealth killers are a bit on the weaker side, but they make for more fun matches.
    4. Earning bloodpoints is ok. The more you interact with the killer or other survivors, the higher the points at the endgame screen. More often than not, my points as solo are on par or higher than the killers. So i don´t see an issue here.
    5. The last meta shake up was fun. For a couple of months, we had no meta and everyone was testing new builds, streamers came up every day with new, wacky, fun builds. We really need more of that. I agree.
    • Random perks can be fun. Playing with non meta perks can be really interesting and give players a chance to see the advantages of perks, they previously ignored.
    • Tbh, i wasn´t prepared for the perks of Nicolas Cage. I was like what the? But yeah, the devs should introduce more crazy stuff, even perks that go a bit over the top.
    in Survivor Comment by Tsulan
  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3476286#Comment_3476286

    So, what you're saying here is that MFT is increasing the escape rate of survivors not running MFT because you're over-committing to a chase. Is that correct?

    Not over-commiting. But being able to reach a pallet or window, with the extra speed. Can prolong the chase considerably. Which in return gives the teammates more time to repair gens = higher escape rate.

    Also, with 3-4 survivors using the perk, where does the normal chase for a down end and where does over-commiting really start?

  • I consider this map to be one of the more survivor sided maps. Because of the Saloon. If the survivors manage to keep that gen for the end, than nothing will stop them.

  • No, removing the dc penalty would only increase dcs.

    On top of adding the bots, they should also prevent survivors from suiciding. Otherwise, people will just suicide instead of disconnecting.

  • @MikaelaWantsYourBoon said:

    They said they are monitoring it and they also said perk is not problematic atm. And you expected nerf for it?

    The Problem i see is, that in the past, the devs also didn´t see a problem with other perks like OoO or DS. Just because their stats didn´t show an overwhelming high escape rate for survivors that used those perks. While ignoring, that those perks increased the escape rate of everyone else.

    But we´ll see.

  • Do you want to have matches with only bots?

    Cause thats how you get matches with bots only.

    The penalty needs to stay, because every single time the penalty was temporarily turned off, the dc rate skyrocket.

  • @daffyd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3474042#Comment_3474042

    @C3Tooth @Tsulan Any idea what these comments have to do with the original post?

    Oh... my bad!

    Back on topic, Made for this will probably stay like this for a very long time. Simply because the devs base their decisions on stats. A perk that is highly attractive for survivors that want to be chased, won´t get hit hard, because the stats won´t show a high survival rate.

    Just like other perks in the past.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3473906#Comment_3473906

    Peanits said MMR is about how hard people trying to win (kill and escape), not skill. @Nazzzak please have me the image of Peanits talked about MMR.

    Alot of killers using high tier killers with high tier addon, tunneling and stack with slowdown, slug the 3rd for the 4th survivor... are those complaining about how survivors try so hard.

    If I play against @Pulsar , who is try hard and tunnel me out at 5 Gens, its sure not fun for me. But at least he would not complain when other teams fight back.

    I dont complain killers try hard, I just find it funny killers dont like it when survivors try equal hard on them.

    The Problem with the current matchmaking is, that it doesn´t take loadouts into consideration. So, a person who doesn´t want to try hard 24/7 but only occasionally, will get matched with try hards. I enjoy a fair match. I don´t enjoy getting stomped and i also don´t enjoy stomping. At least, as killer i can adjust my playstyle, when i notice the skill level of the survivors. Usually, when i play survivor and notice the skill level, its already to late.

    Sometimes i want a match that requires me to focus. Sometimes i just want to chill and complete the archives. Thats one of those moments, where i think the game needs a casual and a hardcore mode.

    A 5 minute match usually isn´t fun. Doesn´t matter who "wins". Killers using high tier killers could be a coincidence, the will to win or simply a question of taste. For example, years ago i mained the original Freddy. Just because i enjoyed his playstyle.

    Tunneling someone out at 5 gens doesn´t sound like fun. But then again, some people consider everything as tunneling, even when the killer tries his hardest to not tunnel (body blocking with inbuild BT comes to mind). At the end of the day, people should just have fun. If you had fun, even when you lost, does it matter that you lost? It doesn´t for me. A good chase or jump scare makes the game exciting for me.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3473008#Comment_3473008

    Because 4K is a win? And Bubba tries hard to win? Match him against survivors who try hard to escape. Perfect!

    I will say this again, I play for 7-8 hooks before start getting kill, or even leave survivor alive on purpose to toy with them with my End game build, resulting 2 kills instead of 4. No way I want to play against a multiple 2nd chances squad because I have more hook than a Bubba camping and end up 3-4 hooks with 4K.

    Let the try hard play with each other.

    But is the 4k by standing in front of the hook more skilled? Or would the 9 hook with chases be more skilled?

    The system is supposed to be skill based. Right now, it considers the 4k to be more skilled.

    I think, basing the skill evaluation on just kills/escapes is no reflection of the actual player skill and can be manipulated to easily.

    While hook based also wouldn´t be perfect, it would at least reflect the actual skill better.

  • @C3Tooth said:

    DBD is the only game where side A losing 61% is considered A sided game.

    Kills/escapes have never been a good indicator for how good or balanced something is. A facecamping Bubba could get 4 kills with 4 hooks, while a Huntress could get 1 kill with 9 hooks. The system would declare Bubba clearly the Winner. While those 9 hooks actually required more skill.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471786#Comment_3471786

    Thats impressive, even killer streamers with thousands of hours in the game suggest that killers tunnel 1 survivor out of the game asap.

    Maybe hes "soft tunneling" and stops after the first 2 survivors are dead.🤣

  • @SkeletalElite said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471626#Comment_3471626

    If you hook them the tape they are holding is destroyed and they get condemn every time you hit them. If people just hold tapes they're going to spread condemn onto all of their team mates and htemselves every time they get chased.

    Regardless condemn is not supposed to kill people consistently. The threat of death only exists to make it so you MUST deal with your condemn stacks as they build up. It's a way to force survivors to spend time doing something that isn't gens, not a way to kill people.

    Overall this will be a buff for people who play sadako the normal way and a big ol nerf for people that just slug everyone and only try to kill by building condemn which is a big win in my book.

    Yes, which makes the whole condemn feature pointless. Survivors get 3/4 of a condemn stack per teleport (unless they carry a tape) and 1 stack per hit. By the time a survivor gets full condemnation from hits, he would be already dead from normal downs/hooks. Which were never a strong point of Sadako.

  • @LobbyDodgerLeonidas said:

    All the Sadako mains that were crutching on slugging will have to move over to Skull Merchant or something. The REAL skilled Onryo players won't even notice these nerfs!

    Thats funny. The most skilled Onryo streamers, where the ones that made heavy use of her condemn mechanic. Which is totally useless now.

    Hook based gameplay, she is underperforming.

  • Correct

  • @FilthyLegionRevival said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471626#Comment_3471626

    The demanifestation changes are a net buff to me, though. I can agree that it's not a flat out buff regarding tapes but from what it looks to me, this allows Sadako to play more aggressively without needing to rely on stuff like drawing and iri tape or resort to a specific playstyle. Unfortunately it won't stop people from trying to play cringe but it's a net positive overall! :>

    That won´t be much more aggressive. She always had a problem with loops. Since she is to slow. Not getting bloodlust while demanifested doesn´t really help with that.

  • @AetherBytes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471626#Comment_3471626

    if everyones carrying a tape at all times then they're taking condemn stacks when hit, and giving other survivors stacks if they get hooked

    They are getting 1 stack per hit. In comparision to getting 3/4 stack per teleport.

    See the issue?

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472459#Comment_3472459

    Not true. Holding tape is actually very dangerous. Because then you are giving me chance to slug you. Tape is not removing when you are on ground. I will leave you but whenever someone pick you up, i can hit you again. And add more stacks.

    Yeah about that...

    Buckle Up

    You can’t always be guaranteed that the Killer will leave a Survivor on the ground in the first place, so when a Perk like Buckle Up comes into play, we want to make sure that it is impactful. We have revisited this perk and given it a new effect.

    Upon healing a Survivor from the dying state, both you and the healed Survivor gain the Endurance status effect for 6/8/10 seconds.

  • @burt0r said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471626#Comment_3471626

    Maybe they want over time to put control of all killer powers into survivor hands /S

    Since that worked so good, when survivors could permanently destroy Trappers traps. /s

  • @UnavailableName said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471641#Comment_3471641

    They won't run with a tape...

    Disabling a TV = removing the Sadako's power

    Everyone will use the tape to remove Sadako's power.

    They will always run with a tape. Because teleports wont affect them. And since it only increases when they get hit while carrying a tape, or when someone who carries a tape gets hooked. The whole condemnation will build up much, much slower.

  • @babayagasaga said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471626#Comment_3471626

    I'm encouraged by the fact that hitting someone while they carry a tape will add condemned as well!

    Yeah, but they will always carry a tape. So yes, everytime you hit them, the get condemned. But since they will always want to run around with a tape, they will also just reset the condemned status, by using the tape on a tv.

  • Not a fan of the changes tbh.

    The condemnation mechanic gets completely handed over to the control of survivors. As long as they run around with a tape, they are immune to the build up (unless they get a direct hit). So the overall build up will be much, much slower. But at least everyone will run around with a tape...

    Chases are one of the biggest issues of sadako and the thanges don´t improve on that. Sure, being immune to pallet stuns is neat, but she always struggled from getting hits during a loop. Not being able to build up bloodlust while phased won´t help with that at all.

  • I wouldn´t call the sadako changes a buff though. The condemn feature just gets completely handed over to the control of survivors. As long as they carry a tape, their condemnation wont increase. So everyone will carry a tape at all times, which will also result in less tvs to teleport to, since the cd also increases when survivors turn a tv off.

  • Only the perk changes?

    *looks at Sudoku and her condemn and tape changes* If the mission was, to increase the condemn rate, then the way its being approached is the complete opposite.

    Cool, condemnation spreats over the whole map per teleport, which only happens once every 15 seconds, only does a 3/4 and has no effect when a survivor carries a tape. Which is encouraged, since tvs that are deactivated by survivors also stay off longer.

    Same goes for manifestation. Cool, you cant get stunned by a pallet anymore, but you also won´t be able to get bloodlust on a notoric slow killer, who is still terrible at looping.

    This is 1 step forward and 2 steps backwards.

  • Lol no!

    Reason is, the survivors that use it, want to get chased. So their escape rate probably doesn´t stick out. And since the devs only look at the stats, they won´t touch it.

    Just like OoO or DS, they werent seen as a problem by the devs for a very, very long time.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3465270#Comment_3465270

    It's not weird tho.

    Good players always comes back when it's event or excited chapter. After event, they leaves and your average solo teammates starts to throw games again.

    Yeah, you´re right.

    I mean, i took a break after the last event. Because events can get so stressful. Lets see how this one goes.

  • @Murgleïs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3465101#Comment_3465101

    Complain about what ? Survivors throwing the game ? Yes that can be annoying as soloQ but otherwise I don’t care.

    The last time we got a situation like this was a lunar event if I remember correctly it was mandatory to escape to get a skin. Everyone was making a pikachu face about the gen rushing and mass survivor escapes.

    I remember that! One of the few occasions where survivors actually showed how strong doing gens is. Weirdly enough, soon after the event, survivors went back to... well what we have now.

  • Of course i would. Since its a one sided reward for the losing side.

  • @MDRSan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3464643#Comment_3464643

    It’s not fear that killers will slug one of the survivors, it’s just the context of this discussion. The person suggested getting rid of hatch in exchange for killers no longer slugging for the 4K. Besides, they do that anyway so it’s not like that would be new behavior.

    Hiding in hopes the killer downs the other survivor first or pointing team mates out has nothing to do with the hatch. So long as 1 remaining survivor can escape and killers can grant mercy, some people are going to do that. It’s bad behavior, certainly, but it’s not the hatch’s fault.

    There are side effects of tying hatch spawn to number of gens one of which is even more encouragement to gen rush and disregard unhooks.

    Kill rates are currently roughly where they want them, yes? What effect do you think removing the hatch would have on those numbers and what nerfs do you think killers will receive to bring them back down? You can’t change something like the existence of hatches in isolation and not expect there to be side effects.

    Just remove the hatch temporarily. Like they removed bloodlust temporarily. See what happens.

    The hatch is an outdated game mechanic, that needs to go. Removing it, would instantly solve the slugging for 4k issue.

    Now also change the requirement for the achievements to allow earning it, when 1 escapes and slugging for 4k will be reduced.

  • @DavidHypnos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3464438#Comment_3464438

    That was deliberate sarcasm because if everyone decides to play killer there won’t be as many survivors to go up against. In what way did it imply all killers camp?

    Dude...

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