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Tsulan

Tsulan

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  • @Neprašheart said:

    https://forum.deadbydaylight.com/en/discussion/comment/3155107#Comment_3155107

    I don't believe, we can compare them, as they're partly different.

    The slugged survivor can no longer play, the player can't really revive himself or herself, unless Unbreakable is used or Boon: Exponential is nearby.. Which is literally never the case in Solo Queue. If the killer decides to patrol the area within ~8 meter circles, there's no way to revive the survivor without taking a hit and taking the slugged survivor's place.

    On the other hand, the killer can force them to leave by either downing them and making them fall into the Exit area. If they're teabagging and it does bother the killer so much, just walk backwards, make a fast turn to hit the survivor, and turn back. This is nothing diffcult, yet, it's apparently problematic? What?

    Well, there you go. Both sides do have a choice; One can leave, the other refuses to presuade them to leave. However, the first case scenario leaves the slugged survivor no choice. No choice, so you can't compare them with each other.

    To be honest, I'd welcome a general survivor perk (so, available to all survivors) that'd allow them to crawl at ~85% speed in exchange of bleeding at double the frequency. There could be other requirements to trigger the increased bleeding frequency, like immediatelly alerting crows, making it easier for the killer to keep a track of the downed prey.

    Hell, even make the survivor repair the generators ~100% slower, I don't care! I'd still run the perk, just so the killer wouldn't find it exciting and worth it to slugg me for those four minutes.

    The issue is, that both things are equally annoying and neither side will stop doing it, no matter how "nice" you played during the match.

    Both sides have their way to rub a win into the face of the other side and feel entitled to do so. Its just bad sports.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3155184#Comment_3155184

    Nope, not at all. Sometimes you are just left bleeding out, despite not moving.

    But nice try.

    I´m not trying. Did you?

  • TL/DR: killer queues increase during the release of a new killer.

    It has been like this for years and usually only lasts about a week at most, before people go back to their main role. Even more, the amount of threads from killers complaining about queues, will be nothing in comparison to threads where survivors complain about only facing the new killer.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3155107#Comment_3155107

    Not compareable since the Killer can speed this up by forcing them out. But I know - they might be TEABAGGING. OH NO!!!!

    A Survivor on the ground just has to wait 4 minutes until Bleedout. Without anything to speed that up. (So even if it cannot be speed up, it is already double the time the Killer has to wait if they decide to NOT force the Survivors out)

    @Topic:

    For some reason Killers think that anything below a 4K is not worthy. I mean, they probably get some power-rush if they manage to get this far, because they showed so much skill.../s

    Slugging for the 4K is a waste of time, I only do that if I want the 4th Survivor dead (because they were a dick or not helpful to their team) or if they are very close nearby when I down the 3rd Survivor. Other than that, if they get Hatch, it is whatever. Its not like I lost the game if there is a Hatch-Escape.

    Comparable, because the slugged survivor can stay where the killer left him, but some decide to hide from the killer until they bleed out.

  • Yeah its a bad habit. Like staying at the exit gate and waiting for the killer/timer to end.

    People shouldn´t do both things. But here we are.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154401#Comment_3154401

    And he is going to keep running it and ruining games because that tome challenge is ridiculous. I blame the developers, not him.

    Its not a challenge from the current tome, nor the last one. So just... let it go?

    Or are you telling me, he´s dragging this challenge for the last 6+ months around?

  • Ugh... this build looks so beneficial for your team...

  • @Zephinism said:

    https://forum.deadbydaylight.com/en/discussion/comment/3153702#Comment_3153702

    Not sure why instant queues should be considered good if the games are crap.

    A few years ago on WoW you could instantly queue for a battleground as Alliance but you had a 20% chance of winning, or you could queue as Horde wait 10 minutes and win 80% of your games. The only way to increase your winrate as Alliance was to find 4 other (good) players and premade.

    The current situation for survivor during the day is you get matched with whoever is queuing and put up against a Killer who is willing to wait a long time for a queue pop. The only way to really increase your wins is again to premade. The current MMR system is terrible when one side has to wait and just throws MMR balance out of the window.

    The issue with the mmr not working properly was probably caused by the huge amount of survivors that gave up/suicided since the patch was released. It dragged everyones mmr down (because lets face it, even when 3 survivors are extremely good, there is little hope to turn the match around against a equally skilled killer, when 1 survivor suicided at 5 gens).

    Now, if short queues are a good thing. Depends... for killers not so much, because they are "trapped" in the match until everyone escaped or died. For survivors a short queue is a blessing, even when they have a crappy match. They can just queue up for another.

  • @Hawk81584 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3152956#Comment_3152956

    problem is people dont stick around that long to find out because its a god awful experience.......you do realize that right?

    Oh yeah, the new player experience is awful. Beginning at how everything is locked, followed by heavy grind and ending with the rng or wallet factor to be even able to unlock the wanted things.

    I probably wouldn´t start playing now.

  • @Khelendrose2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3153702#Comment_3153702

    https://forum.deadbydaylight.com/en/discussion/comment/3153729#Comment_3153729

    Very inaccurate. Pre 6.1 survivor que times were upwards of 15 minutes. My wife and I would wait 20 minutes for a match as a 2 man SWF. The absolute worse que times I see as a killer now is approximately 5 minutes around noon, which is always slow. After 4pm it is less than a 2 minute wait time.

    I think your region has more to do with any changes than anything else. I never run into the same group of survivors in a night. I rarely run into the same killer in a night. Pre 6.1 we'd get the same 3-4 killers all night.

    Exact queue times vary apparently by region/time/day/mmr rating (at least thats what i understood from a dev statement). But as a rule of thump, prime time = long survivor queues. At least before the patch.

  • @Murgleïs said:

    https://forum.deadbydaylight.com/en/discussion/comment/3153702#Comment_3153702

    Survivors always had instant lobby during morning and early afternoon. Why are you lying ?

    Why is everyone instantly accusing me of lying? Ffs I never get this mindset.

    Survivor queues before the patch were instant during the morning/middle of the day. Thats correct. But during prime time survivor queues usually suffered heavily. Thats what i meant with my statement. After work, when people wanted to play with their friends, they had long queues.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3153736#Comment_3153736

    Larger range will make this perk viable. And it should be activated for per hook state instead per hook instance.

    For now, i can not see perk will be used after first week of chapter.

    I´ll probably give it a try. Even if its just to keep suiciding teammates alive... But then again, with 6 meters i´ll be in unhook range so... meh.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3153798#Comment_3153798

    LMAO, yeah that sounds about right: everybody dropping BT and then complaining that they always just need that extra bit to make it to the next gym.

    I honestly thing that everything got slightly better. This is all anecdotally as I didn't take any notes, but my games feel mostly better now with not that many DCs. But yeah, you still get the "suiciding on hook" thing fairly regular, if that survivor somehow blundered and got downed within the first minute or so.

    On an unrelated sidenote, I faced several Pigs today who were all not interested in Snout Boops at all and one even played for a sweaty tunnel 4k at 5 gens.

    The thought that BHVR might never buff killer again is pretty depressing. Lets hope that they will just refrain from nerfing killers again, so that we can live with the current state of killers for a very, very, VERY long time.

    Maybe they´re new Pigs? Whenever i encounter someone who doesn´t respect Snout the Boop, i´ll always try to explain it to them. Some are understanding... others not. But its worth a try.

    Back to topic, i don´t think killer queues are a problem right now. Its like 1-2 minutes right now, which is acceptable and far from the nightmarish killer queues we had during that one event, where at the start, everyone had to play both sides to get the even currency. Causing killer queues of 20-30 minutes. Since even hardcore survivor mains that never play killer, just had to play killer.

    The upcoming bonus bloodpoints for underused roles will solve the queues for both sides. Or at least thats what it looks like from what i´ve seen of the day it was first released.

  • Survivor:

    • Boon perk: most people use Circle of Healing. It gives 1500 bloodpoints and can be used on several totems.
    • Prove Thyself: double bloodpoints while repairing gens or healing in coop.
    • We´ll make it/Borrowed Time: for lots of unhooks/healings.

    Killer:

    • Beast of Prey and Distressing + a grey killer addon that gives bonus points. Wraith, Legion or Doctor work well as points machines.
  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3153751#Comment_3153751

    What does make sense is all these complaints about Camping and Tunneling getting worse after Patch but I also have seen MANY say Survivors have switched over to Killer now. So this may be a gut feeling but I believe that the increase of Camping and Tunneling is caused by these Survivors turned Killer

    Oh i also suspect that some people do exactly that. But in the end, we can´t force anyone to play nice. Some people will try to ruin the game for others, no matter the role they play.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3153755#Comment_3153755

    *insert pointless shot at survivors being bad and malding*

    Nah. Things already got better over time. Lets hope that things just keep improving, as more and more players get the hang of the new situation. With all this campers abound maybe all it takes is Rebeccas perk to shake things up a bit and that basekit BT buff? I mean, I never face camped in the traditional sense save that one time were I wanted to know what insidious basement Bubba felt like ("bored disgust" is what I would describe that flavor), so I am all for giving legit campers the finger.

    Though I am also a bit torn about how powerful the basekit BT could be now and why its not just a perk tax for those who don't want to deal with it? People ran BT all the time in the past and now most of them save that perk slot for something juicier, I think BT in itself is losing more and more of its appeal with the basekit changes. On the other hand the killers got basically smol Brutal Strength and STBFL as basekit, so I guess its sorta even.

    Oh i think the basekit BT will cause 2 things:

    1. people dropping BT, because well, its basekit now.
    2. people complaining about how the 10 seconds isn´t enough on this forum.

    You think it got better? A couple of days a go, i played 20 something solo matches and only had like 2 normal ones where no one disconnected/suicided. That was depressing af. Especially since most complaints have been solved by the devs and yet, people are not happy. I fear they´ll never attempt to buff killers again.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3153754#Comment_3153754

    At this point if someone wants out of a match them hook suiciding is a best case scenario and I'd rather let them die. There's been so many games where they get saved only to drop every single pallet on the map then find a teammate and do nothing but make noise near them until the killer eventually kills that survivor. It's a piss take.

    Then those people shouldn´t be playing to begin with.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3153702#Comment_3153702

    I don't mind it at all. During the day I do my survivor challenges and during the evening/night I have often sub 1min killer queues and enjoy my killing, as usual.

    Same. Nothing really changed apart from the bigger amout of teammates that give up early. I wonder when that will stop.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3153736#Comment_3153736

    Oh increasing the range would be great for solo too, since it means you won't waste the 30 seconds Reassurance gives you running to and from the Survivor when there's no guarantee that anyone except for yourself is on a gen.

    I just wish that a survivor could be kept on hook forever if that survivor so wanted to- knowing that nobody is doing anything except keep them hostage, they are able to activate the stop button and they will progress hook stages like normal, forcing the survivors to save them or let them die, or knowing that someone is cranking out gens while they get facecamped and 2 people tag-team them with Reassurance and for some ungodly reason the killer isn't looking around for someone who keeps using the perk they could choose to hold on until almost endgame when those 2 people can swoop in with BT and take a hit.

    Having a release button would be counterproductive. Since we have so many survivors that hook suicide, they would simply spam that button whenever they don´t like something about the match.

  • @Junylar said:

    After 6.1.0 killer games turned out to be ez 4k's (unless you are playing against SWFs, that is), so everyone wants that piece of ez4k cake, therefore the killer queue is overpopulated any time of the day.

    So the now 2 minute killer queue means that everyone switched from the 2 minute survivor queue to killer?

    That... doesn´t make sense.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3153714#Comment_3153714

    I just hope they revert their Reassurance change and make it so that hooked survivors can opt-out of any future uses of it to make it far more useable in solo tbh

    I know they won't, but I can hope.

    Honestly? They should increase the range drastically and keep the rest like it is. That way a survivor couldn´t be kept on the hook forever, but solos could also prevent hook suicides of their teammates when they can´t reach the hook in time.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3153709#Comment_3153709

    We all did, don't worry. Because BHVR did not mentioned that hey removed repair bonus from perk.

    @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3153714#Comment_3153714

    They wanted buff Calm Spirit because almost noone was using this perk. But for new niche effect, they added huge nerf in to perk. And now less people are using it lmao.

    We just BHVR'ed, like usual.

    I sometimes wish, they were more daring. For example like what they did with the Boil Over buff. It was chaotic, it was unexpected, it was abused by SWF, it was fun for solos. Hell of a ride! They should do crazy things like that more often.

  • Maybe the devs will reconsider if no one uses the new perks...


    ... who am i kidding... they won´t take a look at them for another year. Meh...

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3153698#Comment_3153698

    Better than New does not affect gen speed. So how it is new meta perk for genrushers lol

    @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3153698#Comment_3153698

    Better Than New no longer buffs gen speed, turning it from a potential okay perk (PTB) to a meta perk (what we both thought it was) to a useless perk (after realising it no longer increases gen speed). Leader is better than it.

    @ topic

    I'll still get the DLC. Ada Wong outsold everyone in the past DLC except for Claire and Rebecca is iconic too. Plus since we're getting Wesker we have to be getting Sheva, and I have to get her since she's my favourite RE character and without her I'll literally die

    Oh you´re right. Must have missread the article.

    Nevermind then.

  • @dictep said:

    Every survivor playing killer is 5 more survs needed. But bhvr doesn’t care, they chose to buff killers with every new patch

    Killers have now the same queues survivors had before the patch that buffed killers. Aren´t you happy that survivor finally has some instant lobbies instead of queues?

  • @MikaelaWantsYourBoon said:

    I am excited for Wesker.

    For survivor perks? All of them are bad now. After Adept Rebecca and Ada, i will just back my meta perks.

    Wut? Rebeccas perks are bad? Better than new will be new meta for gen rush squads.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3152593#Comment_3152593

    That's very bad luck I rarely sed killer with lightborn but I had killers trying their hardest not to get blinded while doing that one. They refused to break pallets etc.

    Oh i also encounter killers with no lightborn... when i have a different challenge selected.

    Devs mentioned that they plan on introducing being able to select killer and survivor challenges at the same time. But i think it would be better to simply have 2 or 3 challenges selected, that could be completed at the same time. Since some challenges can be extremely situational. Like the claudette healing challenge. I selected it aaaand was matched against Plague.

  • @Neprašheart said:

    https://forum.deadbydaylight.com/en/discussion/comment/3153032#Comment_3153032

    I'm pretty sure, most players would've started to complain the moment it'd get introduced and implemented, if that were to ever happen; The game got changed because people were complaining about Claudettes hiding in bushes and dark corners of the map..

    @Smoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/3153032#Comment_3153032

    Don't forget as well.

    • pre-rework trapper carrying only 1 trap and is unable to reopen closed traps without picking them up and replacing them.
    • Wraith being his original weak self.
    • Omega blink nurse.
    • Insta-Saw Billy
    • Pallet Vaccum existing.
    • Killers being able to bodyblock the hook since you could only unhook Survivors from the front.
    • Pallets auto stunning killers after pick up animation had finished.
    • Killer addons having downsides.
    • Pre-key rework.
    • Hatch closing didn't exist.
    • No EGC.
    • Survivors loses their items when it's fully depleted during match.
    • DC Penalty didn't exist and bhvr had to resort to banning people if they dc'd too much instead.
    • Sprint Burst's original cooldown was tied to the perk and not exhaustion since the status effect didn't exist but the cooldown didn't stop going down even though the Survivor was still running.
    • Sabotaged hooks stayed gone for good.
    • Original Object of Obsession SWF abuse.
    • Original Mettle of Man
    • No Crossplay
    • Old map's original infinites

    Those are from the top of my head alone, i'm sure i can think of more if i wanted to.

    Yes, pretty much. I remember some matches, where i could hide in high grass and a killer could step on me and wouldn´t notice that i´m there. Or playing as Freddy with no moonlight offerings. Maps were so dark, you had to search survivors with his power.

    Bloodpoint limit was also 500k back then and the bloodweb items became more expensive the further they were from the center away. Its a endless list of things that improved for both sides.

  • @versacefeng said:

    https://forum.deadbydaylight.com/en/discussion/comment/3152784#Comment_3152784

    You realize that people enjoy old dbd for the nostalgia and not for the sake of winning every game right?

    You realize, that i haven´t mentioned winning at all and that nostalgia can be desceptive?

    People don´t recall all the things from back then. Insta moris, insta gens, pitch black maps and bright white screens wheren´t exactly fun.

    Go ahead, i´m sure the devs could switch some old code back on. I guarantee you, that people would hate it after the nostalgia wears off.

  • First of all: Welcome to Dead by Daylight!

    With that being said. 30 hours or even 100 hours is very little in this game. Veterans have usually over 3k hours. Some even going over 6k hours (longest player has 11k i think). While the game might seem overwhelmingly killer sided for new players. It certainly doesn´t stay that way, when you play longer.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/3152768#Comment_3152768

    Uh... Sure, if the survivors are just gonna hand the killer the win. I mean, it's literally worse for the survivors than if the guy on hook just timed out and died.

    You underestimate toxic SWF squads that are bored.

  • You mean, when we had darkest moonlight offerings, bright white flashlight blinds and actual facecamping?

    No thx.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/3152722#Comment_3152722

    That's the point. As long as those survivors are alive. If the killer continues playing as normal and just gives chase, that 'forever hooked' scenario doesn't play out. Eventually there's going to be two people on hook, one in chase, one on Reassurance duty, so at that point, it's already no longer infinite.

    Imagine the killer is playing fair and attempting to spread the hooks evenly = tries to go for 12 hooks. The survivor could spend way longer than 5 minutes on said hook.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/3152678#Comment_3152678

    Not sure where you're getting your calculation, but 120+90 = 210, which is 3.5 minutes, not 5.

    EDIT: Unless it's been confirmed that the patch notes meant to say 'once per hook state' as opposed to 'instance'.

    But the truth is, that before the nerf, your teammates could have taken you hostage for an infinite amount of time.

    A) This would require the killer to participate

    B) This could've been fixed without nerfing the perk

    5 minutes = 2 hook stages.

    How would the killer participate? He can´t unhook? He can leave the hook and the teammates could keep the hooked survivor on hook as long as they are alive.

  • After the hard nerf, a survivor still has up to 5 Minutes on the hook. I repeat 5 Minutes. Thats more than enough to complete all gens and attempt a rescue during endgame.

    If you´ve never encountered toxic teammates, then you are a lucky person. But the truth is, that before the nerf, your teammates could have taken you hostage for an infinite amount of time. Giving survivors a button to release early would have simply shifted the way of it being abusable to the hooked survivor suiciding instantly. Which is currently a problem.

  • And i´m here sitting on my "blind killers 6 times" while everyone has Lightborn equipped for the next month...

  • I´ve been saying this for ages: You can´t fix bad teammates. Most solo queue issues come from teammates that give up early or don´t understand how the game/perks/killers power work.

    SBMMR should have taken care of that. But due to the fact that survivors started to give up after the patch, because reasons... the SBMMR for everyone went down. Since finding a match where the teammates play normal until the end is extremely rare.

  • Corrupt is trash. I laugh, whenever i see blocked gens at the start. The devs basically nerfed all meta slowdown perks hard in exchange for 10 seconds of additional gen time + buffed survivor perks that increase gen repair + new perks that increase gen repair.

    So in the end, gens go faster then before. *shrug*

  • I´d start with Lickers Tongue...

    He needs addons that allow for different playstyles. Just like Myers or Hag. Allowing him to boost his zombies, his tentacle and infection.

    • Zombies: faster and more zombies or that changes out the zombie type for a different one from the games.
    • Tentacle: addon that changes how the tentacle reacts on contact. Like pulling survivors closer to him, but not downing them when already injured.
    • Infection: Give an actual incentive to cleanse the infection. Addon that gives away the infected survivors position/allows them to infect others. Makes Zombies more aggresive towards infected/uninfected survivors.
  • @AmpersandUnderscore said:

    https://forum.deadbydaylight.com/en/discussion/comment/3151407#Comment_3151407

    With 4 survivors running this perk, the three not being face camped could give the survivor additional time on hook if they can get all close enough to sniff the hook without being downed themselves. Every activation takes survivors' time away from gens because of travel time, and the strategy doesn't work at all if they are being camped in the basement. In main building basements, you have to go to the bottom of the stairs to be close enough, and, while you can technically activate it from above the hook if basement is in shack, the killer can also just camp the shack upstairs and deny the spot of ground at maximum range directly above the hook that would allow the perk to work. It also won't work if the hook is in a dead zone, where a killer can easily proxy camp the hook and prevent anyone from getting within activation range.

    Maybe, before the single activation nerf, one survivor could have invested the time to delay the hook to make this work. Because the other two could just focus on generators without interruption. But now that "maximum hook time" requires all three others to leave gens to pull off, it's a losing strategy for the survivor team every time.

    I'm never sure why the assumption in these scenarios is that a killer who is hard camping a hook has absolutely no awareness of or interest in the other three. Every killer I've ever seen is perfectly happy to proxy camp a bit if it means camping a hook and a slug at the same time for extra free pressure. And proxy camping is way, way more common in my experience than hard face camping.

    Before the nerf, your teammates could take you hostage for a infinite amount of time. If you´ve never had toxic teammates, then you´re a lucky person.

  • @Hawk81584 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3149636#Comment_3149636

    so strong that a face camping bubba. can still be a face camping bubba....but thats ok.....because in killers eyes...its strategy. its become clearly evident they listen to all these killer complaints, fix those problems. but dont really do much about face camping....bt lasting that extra 5 seconds wont do anything to help against that

    With this perk, a survivor has up to 5 minutes on the hook. That should be more than enough time to finish all gens and attempt a rescue during the endgame.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3149900#Comment_3149900

    You're talking about OTR and DS, two perks I have no issue with being disabled due to their lack of real endgame counterplay, but when I say "every tool" I mean everything, including the new basekit post-unhook Endurance. And yes, I have seen people advocating for that.

    Ohh you´re talking about that. Well its hard to say. On one hand, it gives solos an incentive for a late game unhook. On the other hand, it would be extremely strong in the hands of SWF.

    I´ve been asking for a long time for solo survivor improvements that don´t buff SWF. Because SWF doesn´t need any more buffs.

    So my take would be to activate it, while playing solo and deactivate it during endgame, when playing SWF (and the friends are still alive).

  • @GoodBoyKaru said:

    This is a phrase I've seen used around very frequently, initially used in terms of Decisive Strike, more recently in debates around Off The Record and basekit post-unhook Endurance, and as of Project W, Reassurance. The general argument is that, during endgame, certain perks should deacitvate which hamper the killer's efforts of killing the survivor. I will try to keep my own opinions around any perks discussed here out of the conversation- feel free to look at my comment history if you're curious.

    My question is, though, why should the killer get "free kills"? Because, in essence, disabling all of the anti-camp, anti-tunnel, and anti-slug tools that Survivors possess will equate to "free kills", where the Survivor team has very little they can do in terms of assisting a hooked teammate, which becomes progressively more likely as a Trial continues due to resources being consumed. Naturally, good SWF players on comms are able to bodyblock for each other and try and get their teammates to safety, but even bad SWF players or just solo queue will struggle substantially more without, say, BT or Reassurance to help with camping. And quite frankly, if you still can't get a hook after 5 gens have popped, you really don't deserve one, so the edge case of the killer having nobody on the hook nor having them been hooked the entire trial doesn't really apply.

    So, why is it always that Survivors don't deserve "free escapes" and yet end-game camping/tunneling is justified because it's how the killer is able to score some last kills? Why should Survivors lose access to their tools while killers gain a massive boost to theirs (due to a lack of map resources)?

    I'm genuinely curious why the argument is used so much- in my honest opinion, there are other arguments that can be used in their place which, at least to me, sound substantially less balanced.

    If this post feels like a ramble and/or makes very little sense, I do apologise- I've been sat on a coach for the past 24 hours and caught an illness that's turned my brain to mush. Writing in grammatically correct sentences is about all I can manage right now, because my brain unhelpfully supplies every third word in German instead of English.

    But the killer isn´t getting a free kill, is he? There are complete builds, that revolve around extending the endgame/killing only at late game. Why would that be a free kill? Survivors can complain, when they get camped/tunneled out early. But at the end of the match?

    Telling the killer to get his kills before that, is asking the killer to play as efficient (kill wise) as possible = Aka tunneling.

    Survivors aren´t losing their tools. OtR and DS are there to give a safety net against tunneling. Obviously, if the survivors made it till the endgame, the killer either didn´t tunnel or those perks did their job.

    Also, as far as i´m aware. Survivors are the only ones with a whole mechanic of a free escape. Even when the objective wasn´t completed. As long as there isn´t some kind of mechanic, that closes the gates once 3 survivors escaped... survivors really shouldn´t be complaining.

  • You can't force survivors to ignore a viable target.

    You can add 100s of impossible skill checks to base kit - if the gen is at 90% and survivors feel like removing it from the game they can still focus it.

    No deterrent can remove player agency.

  • @Blue_Archer33 said:

    If you read the Dev Update, it said that the nerf was to address how abuse-able the perk was. Sure, they can make decisions for other reasons than they state, but was this decision not cut and dry? They make decisions to actively AVOID rewarding facecamping. Further along in the post, they even said that the Borrowed Time base-kit was doing so well in their eyes for avoiding tunneling and camping that they **extended it**

    Did you just read this one part of the Dev Update saying Reassurance was nerfed and stop reading to make this post?

    Sadly, this is how most threads go. People complain about the perk being trash, when its still strong and not abusable anymore. I sometimes really wonder, if the people that complain about it, never got a toxic SWF squad, that tried everything to make their teammates live as unenjoyable as possible.

  • @Metronix said:

    https://forum.deadbydaylight.com/en/discussion/comment/3149155#Comment_3149155

    I know, it's probably the time and region I'm playing in ^^. Yes, I think this will repeat, because ... well, humans you know? Again, my own oppinion is very subjectiv, but I think there'll always be people complaining in a "game-sabotaging-way", when things don't go like they would want them to, but they'll still be a minority.

    Lets see if its a minority.

  • @Metronix said:

    https://forum.deadbydaylight.com/en/discussion/comment/3149141#Comment_3149141

    Hey, I saw you on the other thread too ;). Those "Tantrumps" are more a minority, if you ask me. Could be server related, but I witness, maybe one or two disconnects in ten matches, which is honestly not more then before.

    Anyway, about your question, I think the matching reaction would be killers also disconnecting, as a dc is used to deny the other side something. Letting everybody go would be quite the opposite to that. The killer doesn't have any opportunities to "suicide", as he can't control wether a match ends early or not, when he thinks he doesn't has a chance. A surv suiciding on hook has a direct way of dying in a matter of seconds.

    Oh then you´re lucky. Yesterday i played 20 something matches as solo aaaand i had only 2 "normal" matches, where no one gave up early.

    What i mean with the killer reaction is, that in the past survivors complained when killers were afk or farming. Asking for temp bans for killers that did that. I wonder if something like this could happen again. If survivors would be grateful for the change or if they would complain about it.

  • I also don´t think that the devs are XXX sided. However, i think that they react to the tantrums survivors threw since the patch released. Since almost every match contained someone suiciding or giving up early.

    I´m curious how the killers will react to this. If they start to let everyone go, and if so. How survivors would react to this.

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/3148227#Comment_3148227

    A perk that makes all solos with it go to the hook and stop doing gens, and the killer wait at the hook to these survs to appear it’s a trash perk if only give you 30 secs at Hook. And it’s also a perk slot lose

    I repeat, 5 minutes on the hook.

    With 3 survivors free to do gens after they paused the hook counter and the killer basically being afk. Thats more than enough time to do all gens and get out.

    If it was an infinite hook time, then you know full well, that SWF bully squads would take solo teammates hostage.

  • MMR rating is probably the same for everyone now. Since almost every match contained someone suiciding or giving up at 5 gens.

    Gonna take a while until the mmr works properly again.

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