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  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756087#Comment_3756087

    That will actually makes wiggling irrelevant, because with this kind of mechanics remote hook allows you to hook a person somewhere you can't reach

    What? That would be huge nerf (use longest distance)

    Effect on wiggling is exactly same like it was now.

    This would get it closer to PH's cage. I can either hook you myself in secured area or do it faster but I risk you getting directly next to another survivor.

  • @Cryopier said:

    You have tons of options against sabotage. You can go to another hook, slug, or wait to hang them. You can run Franklin's Demise to knock their toolboxes out of their hands. You can run the any of the myriad of addons or perks that allow you to blind the killer. You can run Starstruck to discourage getting close to the killer while he's hooking.

    Remote hooking literally says "Oh you are body blocking, sabotaging, attempting a flashlight save, staying in a broken hooked area of the map? Irrelevant. It was dumb. It is dumb. It should never be baseline.

    How does it work against pallet saves / flashlight saves?

    There is a window to do it... Unless the survivor messed up the timing. As I said this could be easily fixed with small delay to prevent any ping related issues.

    I don't think it should be basekit for all killers, but it would be fine as a perk.

  • @GolbezGarlandGabrant said:

    But according to those numbers her kill rate is right where the devs want it.

    Hag isn't a chase killer. Asking for her to be 115 just sounds like a want for less reliance on building a web of traps and using them to anti-loop…basically a Trapper clone.

    Not really, it's more to help if survivors know how to trigger her traps safely. That's when you can feel 110%.

  • @Cryopier said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755823#Comment_3755823

    I'm not as concerned with the outcome of how long it takes for the killer.

    I'm more concerned that remote hooking renders flashlight saves, body blocking, flashbangs, and any sort of counterplay irrelevant.

    I want more complexity and options, not less.

    I'm more concerned that remote hooking renders flashlight saves, body blocking, flashbangs, and any sort of counterplay irrelevant.

    It is basically counter only against bodyblocking and sabo.

    You can still pallet/flashlight save against it. Problems with DS and Powerstruggle timing (wasn't really reliable) could be easily fixed by small delay.

    If this was supposed to be an issue, then what about Lightborn? There should definetly exist counter perks. So far there is not really ultimate counter against sabo, best we have is agitation, but that is still limited.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755963#Comment_3755963

    smart survivors can avoid going down in the basement where both perks is not enough to make to basement every time. remote hooking often makes strategy near unavoidable. greatly boosts the killer ability to proxy camp the entire game.

    If it was made as perk you would need to use whole build just to get one survivor into basement.

    You used your whole build to get basically old face camping Bubba situation. Which was never that good, it wouldn't be hard for survivors to just do gens when you have 0 slowdown...

  • @Laluzi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755823#Comment_3755823

    It saved 5-6 seconds per hook on a normal case, but it saved the killer considerably more time than that if it threw the survivor onto another floor or the basement - it would readily put survivors on hooks the killer could not actually reach, Agitation or no, and ones that wasted considerably more time (and risk) for survivors to unhook. Like, if you throw someone on a different floor, that's not a problem on The Game, but on Midwich, Forgotten Ruins, or RPD, suddenly you've added a good 20 seconds onto reaching them.

    It also made basement more accessible from every part of the map because the killer only had to walk towards shack or main building and then pop the remote hook at the last second. Which on its own isn't a problem, unless it's a killer who can effectively camp basement… or you've got a map like Badham or Temple of Purgation and your basement is in the main building.

    I've watched being able to pull someone near preschool and yeet them two stories down into the basement singlehandedly win games. I was inclined to take Tryks at her word here - "um, that's kind of not fair, doncha think?"

    I ran Agi/Iron Grasp when I was trying to do that Tome 1 'sacrifice everyone in the basement' challenge and I think you're drastically overstating their ability to get survivors in the basement from most of the map. That's true on outdoor maps with a perfectly central basement, which is like… Rotten Fields and nothing else.

    It saved 5-6 seconds per hook on a normal case, but it saved the killer considerably more time than that if it threw the survivor onto another floor

    Not like it was desired outcome...

    But there most likely was some hook I would be able to reach in that time frame.

    I think you're drastically overstating their ability to get survivors in the basement from most of the map.

    But remote hooking doesn't make it that reliable too. You need to be close and hope there is not a hook on side of shack (if basement is there)

    Fact is that's outcome I can reliably get on most maps even without the remote hooking. Why is it suddenly broken, when I can do it anyway?

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755823#Comment_3755823

    the strength is that it could be stacked with agitation to send everyone into the basement. that was actually my event build for all killers. it was just run iron grasp+agitation, walk half the map away and then press remote hook at last second to send everyone into the basement. What a strategy….

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755030#Comment_3755030

    so why do survivor instantly complete the generator after finishing the 90 charges? They should need spend 10 second to start-up generator after fully repairing it. that is like close equivalent to carrying people to a hook. If the killer interrupts survivor before they start-up gen, they reduce drastically reduce charges of a gen from a kick. maybe pop goes weasel as a perk no longer affects normal kicks but increases # of charges when a generator is fully repaired. You know.. like killer version of sabotage. This is just an idea. once this happens, the gen is blocked/cannot be regressed.

    Could be good game-delay tactic idea for killer.

    What a strategy….

    Kinda funny to say from someone who used it…

    but it's not like you need to use remote hooking to do it. Just agitation and iron grasp is enough on most maps. So this sounds as creating an issue out of nothing. I am pretty sure most of the times it didn't made any difference and you would reach basement anyway.

    Best thing you could do was leave hooked survivor asap to actually get value out of the time you got. If you just camp, then it seems kinda wasted.

  • I would definitely want to see some anti healing perks buffed.

    Most of them are trash and Sloppy joined them in my opinion.

  • I would rather see Japanese comp rule so hexes can be cleansed/blessed after first gen gets finished.

    You can still find them in advance, but at least killer has chance to get some value out of them.

    Seems better and more interesting than just longer cleansing....

  • @fussy said:

    Honestly, even if it's sad that they made this rework for two years just to cancel it, Twins right now is my most playable killer and I enjoy them a lot. Hope they will stay like this.

    Yeah, I would rather them not touch Twins again for some time...

  • @cruelb said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755459#Comment_3755459

    How about a little kindness to those it actually would affect. Imagine it was your little sister or brother, would you perpetuate the whole 'it's on you' nonsense?

    Personally, I would prefer they just cautiously kill switch him momentarily rather than a fellow player have a seizure.

    It makes it more difficult to find the issue tho.

    Would be probably fine to put some warning display if you select that killer and want to queue into the match....

    I am an epileptic btw.

  • Just use of some logic. Time wise it was nothing compare to pallet breaking.

    Remote hooking in reality saved like 5-6 seconds per hook? That is far from broken in my opinion.

    Remote pallet breaking is actually effect most killers simply can't get. It basically makes every corner loop a guaranteed hit.

    Remote hooking is probably closest to Agitation.

  • @MaddieMage said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754894#Comment_3754894

    The killer should not get insta hooks right after downing people. If they wanted that they wouldn’t have put in any wiggle mechanic at all or perks to help with it. Not to mention as others have said how it also negated DS, flash saves and power struggle. It was clearly an OP ability.

    Not to mention as others have said how it also negated DS, flash saves and power struggle. It was clearly an OP ability.

    It didn't do it most of the times. It was possible save against it, but it was buggy sometimes.

    And all that could be fixed with like 0.2 second delay anyway....

  • Because you keep using your power to deny pallets and window vaults. Every time you use your power, your bloodlust resets.

    It's very rare to get bloodlust if played properly. Maybe except Midwitch...

  • @ReverseVelocity said:

    Her Traps have a significantly bigger radius than Trapper's. She also gets more of them.

    Hag is already pretty obnoxious at 4.4m/s, I don't think she needs to be 4.6.

    She gets kinda harmless once survivors learn to run backwards into traps. That's the moment where she really feels 110%.... Unless she use Shackles.

  • He doesn't really need buffs in my opinion, just bug fixes...

    He is still very strong killer, but bugs are always annoying aspect.

  • I would definitely suggest Rapid brutality on him. He doesn't get bloodlust anyway...

    My usual build is Surge, STBFL, Rapid brutality, Surveillance/Whispers.

    This build is decent and quite fun to play on Skully, Singularity, Doctor, Clown, Freddy. (Surveillance as info)

    Doctor has kinda inevitable hits but it can still take a while, so STBFL and Rapid brutality helps a lot with that aspect.

    I don't really know about Blood points farming, I use Legion for it....

    I don't consider him that difficult, it's all about timing.

  • I have tried it few times, I definitely got some value, but most of the times it was kinda useless informations. Simply put I already knew about that survivor anyway.

    If it weren't for Distortion, it would be heavily outclassed by aura reading perks.

    My currently favorite pick for information is Surveillance.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753530#Comment_3753530

    This is a pretty vague scenario though.

    The killer going immediately back to hook on an unhook is going to look like an intention to tunnel no matter what.

    Maybe the killer wants to go for the unhooker, but the survivors can't know that. And unless the killer is actually intending to tunnel, it's a pretty poor macro decision to say 'you know what, I could go interrupt these "super fast gens" and apply map pressure, but instead I'm gonna go after one of the two survivors I know for a fact are already doing something else.'

    And the majority of the time, given the option between two health states and zero hook states (the unhooker) and two health states with endurance and at least one hook state, most people going back to hook are going to aim for getting someone out quickly.

    Going back to hook is either 'I'm gonna tunnel' or 'i can't find anyone else, so I do as the unhook notification recommends'. It's impossible to know which, but either way, the options are:

    • Apply map pressure, interrupt gens (you aren't back at hook, so aren't tunneling)
    • Killer goes back to hook with the goal of getting someone out quickly (tunneling option)
    • The killer has no concept of macro gameplay, and is only going to hook to chase the unhooker.

    I'm not sure why survivor should assume the killer is a bot triggered by unhook notifications, since that's the only option that puts the killer back at hook with the intention of playing sub optimally.

    The killer going immediately back to hook on an unhook is going to look like an intention to tunnel no matter what.

    Not really, if I didn't find a chase when unhooking happens, I know about location of 2 survivors probably healing there. It's just better for me to go there and enter chase immediately then keep looking around the map.

    And if unhooked survivor is bodyblocking, then it doesn't really seem like killer had an intention to tunnel.

    Maybe the killer wants to go for the unhooker, but the survivors can't know that.

    What the hell? Killer tries to run behind healthy survivor, easiest way how to find out is to let injured survivor go for any loop. But injured survivor instead bodyblocks the killer, what a nice way to "find out" (get) killer to tunnel.

    since that's the only option that puts the killer back at hook with the intention of playing sub optimally.

    Not really, if there are not survivors around gens I want to defend, then just going into any chase asap is best I can do, which is returning to hook.

    Talk about vague scenario calling it no macro :D

    And if killer would actually want to tunnel, then it should be health survivor trying to bodyblock the killer. Not other way around....

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753568#Comment_3753568

    Except you go through the passage right after the Survivor and the chase is back on with no distance lost.

    Outside of some of the killer powers, it really is not that big of a deal now, especially since loops are not nearly as close to the passages now as they were before.

    Except you go through the passage right after the Survivor and the chase is back on with no distance lost.

    But if you have any bloodlust, you lose it instantly. Which can definetly be an issue, if there is any strong loop nearby.

    I really don't want this at any map, because it makes balancing the map very difficult and it's going to be bad for everyone in the end.


    Even on current version of that map, when you go into portal in that star room, you can almost always against M1 killers reach the portal to go back into Tower. They are really close after the change.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753515#Comment_3753515

    Thanks!

    Truthfully, I was bored on holiday, needing my DBD fix xD

    However I do like a lot of things about Skull Merchant. I think the thing with her is that similar to Trickster, your first impression of her is that she is not that intimidating. In the case of killers like them, it's the lore that actually sells them.

    Ji-Woon Hak raises an eye-brow when you see him, but it's his lore that sells him, cause he really is a nasty piece of work...

    I think Skull Merchant being mostly normal looking plays into her favour, the same way someone like Ted Bundy excelled by looking normal... the problem is just like Ted Bundy, you need the story with it to see the monster... and sadly I don't think Skull Merchants current rendition quite sells it...

    and sadly I don't think Skull Merchants current rendition quite sells it...

    I hate that default skin so much, it's just so boring…

    But her other skins are really good, I enjoy playing Dead By Fashion with her.

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753519#Comment_3753519

    But i'm not talking about killers using their powers in relation to passages as to me, that's an entirely different issue in of itself. I'm talking about the killers chasing after the Survivor by themselves, which in my experience, you lose no distance as killer when Survivors tries uses them in chase.

    Basically only issue in that regard is you instantly lose the chase, which can definetly be annoying.

    Then it can get power specific.

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753541#Comment_3753541

    Im fine with that luckily that's been rare for me. That does activate my tunnel mode as killer.

    Yeah, I always make sure that survivor to die for this, when I know DS is gone...

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753505#Comment_3753505

    There are different form of tunneling than just hardcore tunneling. If you camp hook get trade hook them instantly and go after unhooked it's tunneling you chased no-one else and the intention was always to go after unhooked.

    It just worth to hook the traded if you have pain res and grim embrace. What you suggest would just nerf soloQ even further swf would coordinate saves to keep ds activated and normally they do that anyway.

    I am fine with 80 seconds if you add flashlight saves and pallet save to conspicuous actions.

    Kinda annoying to have untouchable survivor to linger around with OTR/DS.

  • Depends if they fix using a guard while there is another guard on patrol / hunt...

    If they fix it, then I am going to consider that a nerf overall.

  • @Aven_Fallen said:

    No. But you should not act as if this is the norm. There is more than enough valid tunneling, because tunneling is the easiest and most efficient way to win for the Killer.

    It's also not really a rare thing to happen.

    I can see survivor bodyblocking for injured survivor, but when they bodyblock for healthy survivor, they are going to die for it...

  • If game shouldn't be balanced with SWF in mind, then I don't understand why perks are balanced around Nurse.

  • @jezebelthenun said:

    https://forums.bhvr.com/dead-by-daylight/discussion/419298/one-hit-downs-are-not-fair

    Do you mean any exposed status isn't fair, or just power related one-hits? Like do you think Devour is unfair?

    Not judging, just looking for clarification.

    I have definitely ruined some days with my Devour Hope + Make your choice build....

    Survivors were usually not happy about it.

    There is no slowdown with it, so unless survivors go for unhooks as soon I leave, it's not that effective.

    Wouldn't call it unfair personally, any of those. There is always some limitation/requirement.

  • @ChaosWam said:

    I like the idea of remote hooking being a perk, but unlike the anniversary it should have a windup timer before you can use it to allow survivors to get the pallet/flashlight save. Like, a second before you can activate it?

    Second is kinda too much, point of the perk would be to hook asap and leave for next chase.

    I could understand like 0.2 sec to make sure latency won't be an issue and it won't be noticable when using it.

    Most killers can't really use it that well. It's very strong on killers like Blight, where I can reliably get fast downs and enter next chase asap so survivors have hard to recover.

    For normal killers unless there is another survivor next to you, value is not that high in my opinion.

  • @Marc_123 said:

    The remote hooking is really strong.

    I think too strong. Maybe as a Hex. As perk it has to be balanced in some way.

    Good way how to kill it. Hexes are just trash on most maps overall except very few.

    You want to compare this with Devour Hope, that's completely different power level.

    Remote hooking basically saves you are 5-7 seconds per hook. It's not really insane unless you wanted to go Sabo build against it.

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752949#Comment_3752949

    Pretty sure passages can't be cheesed by Survivors during chases any more after the latest change the mechanic got.

    https://us.v-cdn.net/6030815/uploads/9VV3WPEMMVZV/image.png

    Yes, they can and mainly you have killers like Knight, or Twins that get screwed by portals a lot.

  • @Emeal said:

    I would be perfectly happy to accept this change for DS.
    I think anti-tunneling perks that work as off-the hook should be 80 sec by default.

    I also think bHVR should make another anti-tunneling perk that works off- the-hook and should be a free universal perk.
    Perhaps something that blinds the Killer and slows them, if they hit a Survivor during the off-the-hook endurance timer.

    Kinda unlucky for both sides Stranger Things perks are not generic perks anymore.

    Would be nice to have Babysitter and Surge as generic perks.

  • I can't tell if you really like Skully, or you were really bored...

    Otherwise good job. Always surprised there are people to care about Lore so much in this game.

  • @KateMain86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753280#Comment_3753280

    Because this shouldn't be a problem to begin with. Forced teaming with a bot to lure out the last survivor isn't a counter. The last survivor has no option other than to give up in this situation so it rewards the killer for playing in an unnatural way.

    How is it exactly different to patrolling gens against two hiding survivors?

    You get into same situation, survivor has to go work on gen, or game is not going to end.

    You have an option, to wait longer than killer is willing to do it.

  • @KateMain86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753024#Comment_3753024

    If the killer actively decides to not progress the match by avoiding the bot and also keeping the bot from doing gens then the survivor isn't doing anything wrong in responding to that in this way. If the killer really doesn't want to have a hatch race and is willing to go that far not to do it, then they shouldn't complain when survivors do this. Why do killers get a pass on this but survivors are expected to basically give the match to the killer?

    Then why do you complain?

    Killer accepted your hiding game and found a way how to counter it.

    If you don't want to hide, then you can show yourself to the killer and get a chase yourself, or just finish the gen.

    If you want the hatch so much, you better have more patience than the killer.

  • @MikeyMyers666 said:

    Why is tombstone piece an issue all of a sudden? It still takes a long time to get to T3, you only have a short period of time to use it, and then it drains significantly after you use it. It's also very difficult to get back to T3 before all the gens are done. I haven't had much luck with it. It doesn't need a nerf.

    Tombstone piece was always an issue, but it's not overall weak killer so it gets away with it...

    It definitely doesn't take long with stalking addon.

    I am fine with Judith's, but piece is definitely broken.

  • @cruelb said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750941#Comment_3750941

    I did mean that.. but yeah, get rid of that :) … I can't see any other reason why people DC?!

    Well, that's literally only thing she is good at...

    So if you remove that, you would need to buff something else and that is going to become new reason for DC.

    Most of Skully's hate is just generated from her past.

  • @nValentine said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750057#Comment_3750057

    slugging leads to being bled out a lot of times (a lot of killers start to slug and when they manage to slug everyone, 2 survivors most likely end up being bled out ) my point was from the start on how to stop the boring bled out play while keeping the slugging as a valuable strategy. giving basekit unbreakable take takes almost half the time on being bled out won't make " slugging " a bad strategy. but will help against bled out.

    you brought the idea of which survivors have the option to give up, or being bled out faster. will it may sound cool on paper but on reality this creates an issue with people giving up faster. or certain killer's rely heavily on winning with bleeding people out since it's gonna be faster & saves you time from picking up and hooking. slap on Dead lock, sloppy, Eruption, Overcharge, play hit & run and ggs.

    i don't see a world with a 70 seconds unbreakable being a huge issue. it'll almost be like the anti camp mechanic, you can still to this day camp the hook with no issue but it stopped killers who can insta down like billy or bubba from sitting exactly at the hook.

    i don't see a world with a 70 seconds unbreakable being a huge issue.

    If someone gets downed and get slugged, I don't need leave gen. Either killer returns or they pick themselves.

    It's also very easy to get killer to deny killer hooks, mainly after Sabo buff. Basekit unbreakable is just going to make it even better and more difficult for killer.

    slugging leads to being bled out a lot of times

    No it doesn't. It happens only when survivor crawled away and killer can't find them. It's kinda survivor's choice at that point.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750039#Comment_3750039

    Or screw over the rest of your team if they don't come for you the second you go down. You don't like the Killer anyway and would prefer to go next. You know players exist like this. You are giving them another easy way out.

    How many seconds would you suggest?

    60 is reasonable. You can skip most of bleed out and it's more than enough for killer or survivors to pick you up.

    Unlike with basekit unbreakable, survivors have a reason to not let you slugged.

    I would rework knockout with this feature tho.

    Not sure if it would be an issue, but it might be good idea to change holding shift (unless you have perk to pick yourself) to not prevent other survivors from picking you up.

  • @nValentine said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750040#Comment_3750040

    slugging is literally almost every match bro. idk how your games are i mean you obviously solely play killer. it's very common especially on high tier killers like billy or blight or nurse, billy for the most part slug at 5 gens.

    slugging is literally almost every match bro

    Slugging is not an issue, that definitely has place in the game.

    Only thing we should talk about is bleed out.

    being Bled out is the worst part about the game, many people been doing it a lot lately especially that there's so many killers now that can snowball.

    Your post starts with bleed out. So we are going to talk about that.

    Not trying to hide about slugging in general. That is and should be normal aspect of the game. It's great way to get pressure on any killer.

  • That's basically whenever we get cheater in lobby...

  • @nValentine said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750000#Comment_3750000

    you speak as if every lobby is a full 4 swfs. half the players play solo or duo. a bubba with tinkerer or any killer in in door map will lead into either catching multiple survivors off guards or everyone be scared to not fully attempt to finish the gen

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749998#Comment_3749998

    (When I see slugged survivor, I can just work on gen and either killer picks them up, or they get to basekit unbreakable. There is no reason for me to even try leave gen unless they are dead on hook.)

    having a survivor down for 70second is more than enough slowdown for the killer. you either have to pick them up or slowdown gens for 70seconds. if teammates chose not to pick the slugged one up, you as a killer any way made up your mind by slugging this one and go stop others from doing gens. it's not like currently all teammates stop their gen progress and go pick the one slugged up. if you chose to slug you slowed the game and playing a 3v1 for 70seconds.

    again, giving the people option to give up is a bad idea even after 2 mins. if one wants to give up they will hold whatever button that make up not being able to pick up and they will give up once the timer runs out.

    making survivors bleed faster is gonna make every killer play like OnePumpWillie's Onryo. No hook, slug and pressure them on gen progress. BORING

    we need to make the game solely about HOOKS. HOOKS and chases is what's fun about dbd. giving incentives for both sides to only play in that direction is the healthier way. Not slugging

    you speak as if every lobby is a full 4 swfs

    You speak as if you get bleed out every game... If you want to use minority as reason for feature, I can use minority as reason why not do it.

  • Then make a requirement you need to be on ground for X seconds before you can use it.

    And it is supposed to be alternative to DC, no? It's with purpose to make you not wait for full bleed out...

  • @nValentine said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749985#Comment_3749985

    yeah a bubba with tinkerer in lerys holding a 3 gen seems a misplay from the survivors.

    well duh if the 4 survivors are downed, its finsher mori

    Yes, it is.

    Survivors know Bubba has Tinkerer at that point and they know it got activated.
    They can hear charging of chainsaw it's not instant... On lerys is lot of lockers you can hide in to dodge chainsaw.

    They also let him 3-gen. Bubba is not a 3-gen killer…

    Nice try, but even there it is missplay by survivors. There is several missplays if all survivors get downed like this.

  • @nValentine said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749976#Comment_3749976

    letting the survivors die faster will lead into boring gameplay. killers will start to rely on bleeding people up more than hooking hence " old onryo "

    giving people option to give up when they are bled out is the worst idea because we already having a problem with people giving up.

    killers who can snowball (the one you mentioned) won't be effected by this, if you slug to put pressure on survivors, a 70 seconds for them to be able to pick themselves up won't effect you in any way. why would anyone want to have a survivor slugged for 70 seconds?

    letting the survivors die faster will lead into boring gameplay

    Waiting for 4 minutes bleed out is fun gameplay?

    killers will start to rely on bleeding people up more than hooking hence " old onryo "

    It's up to survivors to use it. You can create some limitations, so survivors can't just go for it from start.

    giving people option to give up when they are bled out is the worst idea because we already having a problem with people giving up.

    Again, make the limitation. Don't let survivors use from first second when getting down. But something like when you are slugged a minute in a row? Should be enough for killer to pick them up, or for other survivor to pick them up…

    If you worry about other players, or interrupt challenges for killer, you can simply replace them with bot instead.

    killers who can snowball (the one you mentioned) won't be effected by this, if you slug to put pressure on survivors, a 70 seconds for them to be able to pick themselves up won't effect you in any way. why would anyone want to have a survivor slugged for 70 seconds?

    Because they are situation when it is not possible to pick the survivor up? After sabo attempt, or I know for sure survivor has Power struggle ready…

    Those playstyle are already very annoying to deal with for most killers and they should definetly not get basekit unbreakable on top of it.

    Basekit unbreakable means no other survivor even needs to try go for save, so it's simply less effective overall. I don't think that is difficult concept to understand.

    When I see slugged survivor, I can just work on gen and either killer picks them up, or they get to basekit unbreakable. There is no reason for me to even try leave gen unless they are dead on hook.

    You are trying to fix minority with feature that is going to affect way more games than survivors actually get bleed out…

  • @nValentine said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749809#Comment_3749809

    that's a good idea but its kinda remind me of the unfair situation old Hatch and keys used to give, imagine a killer tunneling one survivor out. 4 gens left and the last remaining survivors are putting up a real good performance and they managed to go all the way to 1 gen left with zero hook, and suddenly the killer (blight/Oni/Bubba/Billy) get heavily lucky and catch them off guard and down all 3 of them and boom. they win the game there. seems unfair tbh i don't see what's the problem with giving unbreakable basekit but making it take such a long time to be able to pick yourself up.

    get heavily lucky and catch them off guard

    That's not luck, but missplay from survivors at that point. How is that unfair?

    Oni has terrible early game, but he is good at snowballing end game. That's how it works…

    Funny to talk about unfair while wanted to give survivors just another second chance basekit. What exactly is fair about that? All survivors are on ground without a way to pick themselves up. They lost, that's it.

  • Oni, Plague, Myers, Twins?

    Sabo squad, pallet saving, Background player?

    No matter what there are situation where killer needs to slug. There is no need to give survivors such a buff in current state of the game in my opinion.

    So just let survivors die faster, that fix bleed out issue without affecting general gameplay in any way. Boom

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749751#Comment_3749751

    Yeah, that's fair. My top 5 to play as are Ghosty/Clown/Legion/Trapper/Myers (and to a lesser extent Pig/Dredge/Singu), and generally don't have an issue with Distortion. If I run auras, I tend to run Lethal with them, so I already start the match knowing how many people have Dist and can plan accordingly.

    A generic change could be (on the Survivor side) aura-hides don't work when you have the least hooks. That way if being tunneled they still work, but if the Killer is trying to spread pressure they still get the info.

    If I run auras, I tend to run Lethal with them, so I already start the match knowing how many people have Dist and can plan accordingly.

    Yeah, the moment when I don't see anyone at start of the game with Lethal is pretty depressing…

    A generic change could be (on the Survivor side) aura-hides don't work when you have the least hooks.

    That's definetly an interesting idea.

  • @mizark3 said:

    I don't think most perks should get this, but I would say BBQ might be a decent exception to the rule. BBQ is typically seen as a healthy perk, that encourages hooks, and gives somewhere to go other than proxy camping. Killer Instinct also means that you can't see the character model to cheese tunnel someone out, so you still have to roll the dice when choosing who to go after. It would probably need an extra 2 seconds to account for not only Lethal, but also KI being harder to catch the start and end of.

    Kinda an issue is the perk is mostly good on already very strong killers, who don't need to get buff.

    Value of BBQ for M1 killers is not that high compare to Billy, or Blight.

  • @Chaogod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749715#Comment_3749715

    It would be far easier for them to balance that than a bunch of perks and addons.

    You think they are going to balance those new perks and add-ons?

    Also new item?

    And basekit speed where they need to take into account SWF vs SoloQ and Nurse vs Trapper.

    There is no way they would manage such a change, that patch would be massive and completely throw current balance out of the window.

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