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Warcrafter4

Warcrafter4

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  • @alaenyia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1344828#Comment_1344828

    I 100% think people should be free to DC whenever they want for whatever reason.

    It used to be that way but survivors abused it so much the penalty had to be added in.

    It had reached the point that there was at least one leaver nearly ever single game before its implementation was announced.

  • @Barlor said:

    https://forum.deadbydaylight.com/en/discussion/comment/1344686#Comment_1344686

    Also quick maths as stated on DBD wiki:

    Solo gen - 80sec (without TB)

    Being hooked - 60 sec each phase (120 sec total)

    So at best we're having 3 people capable of doing gens. Let's consider best case scenario, which is all 3 standing at gens at the moment of 4th guy being hooked. You're getting full 3 gens, and 40sec left. Again, best case,during those 40sec you all meet at 4th gen, take into consideration time needed to get to that gen. At very best you're having 4gens done by the moment camped one dies. But let's be real, it's rarely gonna best case. More probably some survs will check whether it's possible to save that guy, spend time on looking for gens and such.

    it would be a 4th gen and half of the 5th or 4.5 gens ideally(Not counting great skill check bonus progression or time taken to run between gens or the time to realize its a face camp)

    So if the person who got camped looped for .5+ of a gen time(Not hard for anyone who isn't boosted in high greens/low purples or above) then all other survivors should theoretically complete all gens before he gets fully sacrificed.

  • @dimar18 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1344457#Comment_1344457

    If you're cursed by a hex :D

    And you dont have to cleanse it, which makes the killer stronger or even overpowered if using Devour Hope :D

    But yeah, let's ignore this so it fits your narrative.

    You know devour hope doesn't trigger the unbreakable effect until the exposed part is active right?

    Until the curse pyramid icon appears it doesn't count towards soul guard.

    Edit: Another example is thrill of the hunt wouldn't count until you start to cleanse a totem as well.

  • @Barlor said:

    https://forum.deadbydaylight.com/en/discussion/comment/1344404#Comment_1344404

    For starters imo least Devs could do would be increasing values of BP loss for camping. And simply do it like it was suggested with some other methods already, if killer is within X meteres radius of hooked person and no other survivor is in it or so killer is actually losing legit amount of BPs per Y sec of camping from summarised BPs after match, and not like 100BPs(yea, I'm overexaggerating, I don't know the exact numbers but they're ridiculously low) in only one category. Maybe if camping guy finishes game with 0BPs he'll consider well, not doing it.

    Of course there will be people who don't give a damn about BPs, but as I said, that's a start.

    That wouldn't solve any issues and is purely spiteful.

    BP loss won't deter people anyways sense they give up most sacrifice points to face camp(Remember 3 hooking survivors gives around 1/3 - 1/2 the total sacrifice BP).

    Secondly survivors who swarm the hook will force the BP loss despite the killer doing nothing wrong(Even to the game's emblems if the killer is chasing survivors around the hook the camping penalty is more or less non existent).

  • No but that's also the point of why some survivors don't take it personally if they aren't given the hatch/exit gate.

    Your expose to be the bad guy not the nice guy as killer but I won't say no to the kindness if given(Or think ill of you if not given).

  • @Tricks said:

    https://forum.deadbydaylight.com/en/discussion/comment/1342580#Comment_1342580

    That fizzle sound after the Survivor was taken off the gen does that mean regression is happening or is not? Not quite sure what I'm supposed to be looking for to see if a blocked gen is regressing or not.

    I forget where the quote is the peanits has confirmed that all regression is prevented while a generator is blocked.

  • Any perk/effect that blocks generators also blocks regression as it pauses all effects that are on the generator.

    Think perks that block generators as putting them into stasis for the duration of the effect.

  • and the second half is how to counter it including counting to 5 after picking up survivor to dribble them to counter DS.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1342305#Comment_1342305

    Again, show me proof people did

    "You know wiggle progress is capped so you can literally count out loud to about 5(the skill check would appear at 4.8 seconds aka 30% of the 16 second wiggle timer) to dribble them to deny the DS"

    Answer. My. Question.

    WHO did this?

    https://www.youtube.com/watch?v=PR1qg715QoU

    this is legit the 2nd video from the top if you search how to counter DS.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1342295#Comment_1342295

    Yes, I used it and I was a killer as well.

    I'm telling you, and asking who, WHO DID "You know wiggle progress is capped so you can literally count out loud to about 5(the skill check would appear at 4.8 seconds aka 30% of the 16 second wiggle timer) to dribble them to deny the DS" THIS?!

    Dribbling was a valid, yet dangerous strat to deny the OBSESSION'S DS, but you can't assume everyone had it or you'd be giving the non-obsession survivor a free escape because you'd be adding 40% to their 30% wiggle bar already!

    Thanks for admitting you didn't play back then as there WAS NO PENALTY FOR DRIBBLING BACK THEN!

    The dribble penalty was added BECAUSE of people using dribbling to counter DS every single game.

  • Did you even play at the time of old DS?

    Yes people did literally count to 5 to dribble DS back then as the dribble would force the failure of the DS skill check.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1342240#Comment_1342240

    Dribbling, lol

    How many times did that work? An easy body block would have countered your "dribbling."

    How can you dribble a survivor that wasn't the Obsession and reached 30% wiggle and hit his DS?

    Where, pray, is this counter to this?

    You know wiggle progress is capped so you can literally count out loud to about 5(the skill check would appear at 4.8 seconds aka 30% of the 16 second wiggle timer) to dribble them to deny the DS.

  • @Seanzu said:

    and the perk was also made weaker by having a requirement to activate, so the longer stunned stayed. Isn't the hardest thing to figure out in all honesty.

    *If your the obsession*

    If your not the obsession then it was a buff(required reaching 30% wiggle and being dribbled denied it entirely now it only requires being unhooked) so given that there's only 1 obsession in the game having it being buffed for the other 3/4th survivors out weighs the obsession part nerf.

  • @LALYTHIA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1342120#Comment_1342120

    Do survivors get full escape points for the Killer disconnecting?

    Survivors get the full 5k BP and whatever unbreakable emblem how many hook states they would have would allow(Iri if not hooked, Gold if hooked once and silver if on death hook).

    In addition to above if the survivors brought an item in or found one they keep it.

    Meanwhile killers only get 625 BP per survivor and little to no emblem points unless 3+ survivor's leave.

    Redoing the killer's part of this system is long overdue.

  • @Crusher85 said:

    This is same of hacking currect?

    Using a 3rd party program to get an advantage the player shouldn't have counts as cheating(Temp ban) at best and hacking(Perma ban) at worse.

  • @Jakojo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1340061#Comment_1340061

    Same, I want luck to give you more skill checks, better items from chests etc rather than unhook chances.

    I'd think it would change skill checks to have a better chance at easier(Much slower and starts closer to the zone) with a chance bigger(Up to X2 size at the best) great success zone as well.

    "Beginner's luck" like idea where Ace has no idea how to repair gens but he is so lucky he succeeds at repairing them anyways.

  • You learn to juke and try to break line of sight.

    Its almost like playing against Zoe(She can shoot a skill shot that she can manually redirect once mid flight) in league but infinitely less annoying.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1339490#Comment_1339490

    No you're not getting it.

    YOU CAN PLAY AROUND DS.

    That's all there is too it. You have plenty of ways to avoid DS, and if you happen to find yourself chasing someone that has an active DS don't pick them up like a bot. Unless you intentionally plan to burn it because you are in a strong position.

    Your whole argument is null and void because you can play around DS. It does not need a change. YOU DO. More specifically your tactics need to change. I have no problem playing around DS at rank 1 against 4 man SWF. I don't fall for obvious baits, I slug, and I burn DS if they are stupid and are willing to let me burn it early in the game. Still consistently 4k.

    You make it sound like it is impossible to beat. IT IS NOT. It's only impossible if you refuse to change your tactics.

    Ok I am clearly talking over your head so there is no real point in continuing this conversation if you can't understand what I am getting at.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1339448#Comment_1339448

    I'm saying why complain about DS when you kill everyone? WORST EXAMPLE OF OVERPOWERED PERK EVER.

    "What he thinks is a minute" and a minute are not the same thing.

    He burns 1 DS then fails to play around the second, AND STILL GETS ALL FOUR KILLS. In what world does that prove the perk is broken?

    https://forum.deadbydaylight.com/en/discussion/comment/1339445#Comment_1339445

    Yet you can avoid it entirely by not picking up the guy. You can't exactly ignore NOED by not doing totems, that would only work if the killer isn't chasing you at end game and you just leave which isn't always an option.

    Ok you are really not getting the point:

    If the killer could truly disable DS like survivors can with NOED they could be able to tunnel people off the hook sense DS couldn't activate to let them get the stun.

    Even to the description of DS it always activates until its stun effect goes off.

    After being unhooked or unhooking yourself, Decisive Strike will become active and usable for 40/50/60 seconds.

    While Decisive Strike is active, when grabbed by the Killer, succeed a Skill Check

    to automatically escape the Killer's grasp and stun them for 5 seconds.

    • Succeeding or failing the Skill Check will disable Decisive Strike.
    • Successfully stunning the Killer will result in you becoming the Obsession.


    There is no way to permanently disable DS before it can ever activate(It even says its stun can only go off while active) unlike NOED which makes the comparison between the two a false equivalence fallacy.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1339430#Comment_1339430

    If you eat DS how is it still active? Dude has no protection now and you can freely tunnel them with no further punishment. Please read the entire comment before replying.

    Note how I said BEFORE IT EVER ACTIVATES.

    In your example if you eat DS is activates and it has its effect go off unlike NOED which can be disabled before it can ever do either making them nonequivalent.

    Also please proof read my comments before replying yourself.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1339397#Comment_1339397

    Slug them. Like is it really that hard to do?

    "But they might have Unbreakable" SO THE ######### WHAT. Let them burn it, you have 23 seconds to chase another survivor. That's 2 not doing anything. If someone comes to help that guy up then that's 3/4 survivors not doing anything.

    IT IS NOT HARD TO PLAY AROUND.

    Also if you eat the DS early then it's permanently removed from the game and you can freely tunnel that player to death with no penalty. If you find yourself is a really good position, just eat the DS immediately. Don't try to wait it out and decide 10 seconds later. Just eat it.

    I've had games a full SWF meta with DS/UB and I still 4k without getting hit by DS because I don't just pick them up like a bot. If I get hit by DS it's on purpose to make them waste it. If you have 4/5 gens then it's a great time to make them waste it, so long as you have some pressure on the other 3 (they are injured/scrambled/slugged/etc.).

    https://forum.deadbydaylight.com/en/discussion/comment/1339401#Comment_1339401

    11:00 OH GEE WOULD YOU LOOK AT THAT. FOUR DEAD SURVIVORS. God forbid he get's DS'd after picking up survivors that were just on a hook. Almost like their perks are doing what they say on the ######### card or something.

    It doesn't punish the killer for "doing good" it punishes them for not changing tactics and picking up a survivor that was just hooked. Like bro, are you for real with this video?!?

    DS is still active in your example and thus doesn't pass its equivalence check to NOED.

    I just want to prove that NOED and DS can't be compared due to NOED being able to be blocked before it can ever ACTIVATE not have its effect go off(Exposed for NOED is its effect and the stun from DS is its effect).

    For them to be comparable then you would be able to permanently Disable DS BEFORE you'd ever need to slug anyone sense you only slug off the hook because DS is activated.

    PS. I don't get DSed that often and I even try to play non obsession games as if there was a DS chance so please stop trying to accuse me of tunneling.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1339258#Comment_1339258

    It doesn't reward survivors for playing poorly, it punishes killers for not changing tactics. OMFG

    Would you say NOED rewards killers for playing poorly? NO! It punishes survivors that don't do totems.

    If you get hit by NOED or DS it's your own fault.

    Ok if your using that example then please tell me this:

    How does the killer permanently remove DS from the game without letting it ever activate?

    NOED has that but DS doesn't making it a false equivalence.

  • @immortalls96 said:

    So hear me out on this..I once designed an entire end game scenario around moris and keys..it was quite a design undertaking ..ph has part of that design for moris I suggested..moris granted under specific conditions..got me thinking , what if we did this with everyone ? Then the mori offering can be changed as needed..now I think like ph, survivors need to be under specific conditions for this

    Say spirit, in order to access her death hook mori , or as I'm calling it..the DOOMED state, she would need to land say 6 out of phase hits to gain access to this, or perhaps trapper, to prevent 4 trap escapes..that way the killer gets rewarded for using their powers effectively , rather than it just being given, that way it's like a small reward for good killer play and not something you can get by tunneling hooks or something..it could very well solve the mori issue and spice up the game all at once

    Great idea for basekit(If conditions are met you can mori death hook survivors) but would make mories useless in general and even more so on reactive killers like trapper sense most trappers tend to have everyone dead long before they reach the 4th trap escape prevention.

    Trust me in good games its an average of 3 sense 3 trap escape preventions is 3 free hook states taken away from survivors at which point if your going through that much effort or beyond for a mori you'd be better off just using Devour Hope.

  • @Demogordon_Ramsay said:

    what the ######### is wrong with you

    While I completely agree with you BUT:

    I do need to bring up that legion's model animation can glitch out during Feral frenzy making legion not look like they are in frenzy( by having the knife low Or vice versa where legion has his frenzy animation while not in frenzy by having their knife over their head).

  • 6 in a row this week as killer out of the 8 killer games I played(toxic SWF tend to suck the fun out of the game even if you win).

  • @Dzeikor said:

    I find it so useless and annoying,they know you can just delete their comment like it never existed lol,I guess for some people is a way to vent their frustration or whatever,I always find it kinda dumb to just go to some strangers profile and leave a random comment,especially when its a salty and insulting one,makes it so much more awkward to read lol.

    Its more or less a way they can be toxic without potentially getting banned in game for what they say.

  • @WRussoW

    That doesn't stop them from DCing to give their friends the hatch.

  • This would just encourage SWF to DC when being carried to death hook to boost up their friend's gen speed.

    Just as an fyi DBD mobile has bots take over for DC so implementing them to PC/console should be the better alternative.

  • For killers that beat me the most is Ghost Face.

    Its not because he can hit me with expose(90% of the time I am the one constantly exposing him) but its because my teammates brains seem to fall out every single time he is in a game. There are so many games where I see ghost face pull my teammates off gens 2+ times every single game or get instantly exposed.

    For survivors while playing as a survivor mine is either meg or Claudette.

    Claudette tend to get my entire team killed by farming everyone while running the killer to the person I am trying to save...Every single time. Every single game.

    For Megs almost always start the game afk.

    While playing as killer I don't really have a survivor I dread seeing.

  • @not_Queef I wouldn't say for every killer or else perks Dead Hard would be completely useless but they should be part of some just to add more variety to the game play sense survivors can't be greedy with exhaustion perks vs exhaustion addons.

  • Most people just give up vs legion or do not know how to play against them.


    How to play against legion:

    1. If you see someone go into deep wounds RUN unless you know your are far enough away from legion to not be revealed.
    2. If legion is chasing you run to a side of the map you think your team won't be on (Like running legion to a completed generator in a corner).
    3. You just rendered most of legion's power worthless and now he is stunned so you can make even more distance or if he's not chasing you can return to work on a gen.
  • Being honest most T.TV's are potatoes in my experience so I generally speaking ignore them sense more often then not they die within the first 2 mins of a game if I am on the survivor team or the killer(Not tunneling them but they tend to do bad hook trades...A lot).

  • Exhaustion addons should be limited to specific killers not only for game balance but also play diversity for both survivors and killers.

    On the survivor side survivors can't be greedy against an exhaustion add-on clown/huntress which would force out early exhaustion perks(But rip Dead Hard).

    It would also force more choices with perks like balanced landing sense where you chase the killer to changes sense you'd have to consider the fact you might lose balanced landing vs that killer before you reach a drop.

    For the killer side it would mean that killer would have to play around specific perks less with them like dead hard or balanced landing but would still need to watch out and play around those perks if they are playing killers without exhaustion addons.

    TLDR: The game is more diverse for everyone if they exist but are limited to only a select few killers.

  • @Elk said:

    I had 4 games in a row where 1 survivor works with the killer.

    I am not overly surprised given how some people on the forums try to argue that survivors aren't a team.

    Thus they do things to help themselves escape thus "Winning" is all that matters regardless of what happens to their team(like purposely sand bagging a teammate to try to get the killer off of themselves).

    To these players going out of their way to screw their team to save themselves is how they argue the game should be played by survivors.

  • Hook Sabotage as a mechanic can't be allowed to be good sense It can fundamentally break the game given that it can deny the killer the ability to hook and thus to do their objective to kill(People remember permanent sabotage and how much it broke the game).

    This means Hook Sabotage as a mechanic that can't truly go anywhere simply because if its good then it break the game but if its bad then its completely useless.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1333531#Comment_1333531

    This does not explain why it should be the case that the Killer can see the Survivor Profiles or Names.

    Simple: There is no advantage in the killer knowing who the survivor is sense any survivor can have anything so counters(Both strategy/perks) aren't realistically a factor.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1333521#Comment_1333521

    There is no reason gameplay wise to see the Profiles or profiles. Otherwise, you can explain me how this would be an advantage. It is not compareable to seeing the Items, because this makes perfect sense.

    There is technically sense if killer player's profile(Or name like Otz) shows that they main one specific killer it would let the survivors pick counters to their main killer giving them an advantage.

  • Its simply because the 1 in a 1 v 4 is allowed more info then the 4 are allowed.

    Also due to the way survivor perks/items can hard counter specific killers having survivors(I know you don't care but others who also hold this opinion do think survivors should be able to see which killer they are facing) know which killer is being played would greatly hurt most killers.

    TLDR: Its an advantage the killer is allowed for gameplay balance reasons.

  • @drimmalor said:

    There should be one Carl skin that you can swap to as any character in the game. I want to run away as Carl, but also speed along with a chainsaw as Carl too.

    If that does happen I wish it would be called : "Carl the Enigma" as you will never know who or what is he is until you play.

  • @Nos37 said:

    I was waiting for the Killer to move away from the hook so I could use Deliverance, but no. Another Survivor, who the Killer saw, ran to the hook and unhooked me without Borrowed Time even though the Killer was clearly coming too.

    Buff Deliverance. If Deliverance is active, and if the Killer is within 16m (8m?) of the hook when you are unhooked, gain the Hardened status effect for 15 seconds (plus 60 second Broken status). If you are hit within 15 seconds, you are put into the Deep Wound state and the Survivor who unhooked you is also hit. (Hits with basic attacks only count when hitting you; not for the other Survivor.)

    This will keep on happening as people use DS to try to justify their bad plays as they expect everyone to use it and thus tend to end up killing their entire team.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/1332192#Comment_1332192

    Idk, a little bit of common sense is al it needs to realise that a statement that was made 2 years ago might not completly be relevent now

    Just to reiterate, someone took the time to completly calculate the ratio of free/paid cosmetics to compare to, once a again, a statement made 2 years ago only to find out that *gasp* after all that time the numbers aren't 100% accurate with that statement anymore to then proceed to make a post over how they and i quote "hardcore lied to us"

    This feels like it could be space coconut's newest video with how far reaching it goes to bash the devs for no real reason

    I am not overly agreeing with them lying(I just think some killers just need new shard items even if they are just recolors of cell only ones) but leaving people in the dark for years after making a statement like that is one of the best way of getting yourself accused.

  • @BeHasU said:

    There's a downside to this deep wounds change, it will make Deathslinger so OP after this. Imagine, you get an m2 hit, apply deep wounds and the survivor is oblivious for the rest of the chase versus a mid-range killer.

    This is entirely fair and changing each instance of deep wounds to be specific to what applied it aka Legion/Death slinger/BT have seperate Deep wound statuses is a long overdue change.

  • @shwag said:

    I brought a broken key into a match today. Rank 1 killer moried the entire team and hand Franklin's I luled so hard.

    To be the fly on that wall when they saw the crappy green key with no add ons.

    Feels bad man feels bad.

    To be fair: Green keys have the same model as dull/skeleton keys unlike other low rarity versions brown toolboxes are actively darker and more damage looking then higher rarity ones.

    I think everyone can agree that broken keys shouldn't look like the other keys as they don't function like the other keys.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/1332149#Comment_1332149

    You are actually serious aren't you?

    See this is why the devs never want to tell us anything anymore. Every statement they make gets dissected and if it doesn't turn up to be 100% accurate people just throw the lying card

    I'm sorry but if you concider this lying, then you're going to meet a lot of "liars" in your life

    This also cuts both ways as people are going to hold the devs to what they have said in the past because they refuse to let us know what's actually going on currently.

    So if we only have outdated information on the situation and the devs refuse to update the player base its on them for situations like this.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1331390#Comment_1331390

    We should also fix his broken and bad add-ons. That would be referencing Frank's Mix Tape, Stab Wound Study and all the Killer Instinct Range add-ons.

    Remove power drain on basic attack and lessen the darkening of the screen. Maybe have FF drain 50% of the power gauge if you miss once, then cancel if you miss again. It can be really hard to hit, especially on console.

    I've noticed recently that I get sucked back towards pallets and some vaults whenever I vault over them, not sure if that is intended or a bug.

    That's just some stuff of the top of my head, I made a full rework thread a while back, but I believe the Devs said Legion will not be getting a rework so :(

    The vault thing is a bug which has been reported and acknowledged by the devs as part of the bug can also get you PERMANENTLY TRAPPED IN WALLS on specific vaults like the green half circle room vault on the nurse's map.

  • Well I don't mind some of the fancier cosmetics being cells only its reaching the point on several killers were anything good looking requires cells.

  • @BigTimeGamer said:

    i play video games to have fun

    doing a last second switch is rare and usually fun

    playing vs. a killer who brings noed, ebony, kills off hook? not fun

    Hay that killer set up is about as fun for you as what your trying to do to the killer.

  • @tixerp said:

    https://forum.deadbydaylight.com/en/discussion/comment/1326805#Comment_1326805

    And that's exactly why I hate this perk. You admit it yourself, that not using this perk, is essentially handicapping a killer.

    Not overly true sense if survivors do do totems then your handicapped by having only 3 perks for the whole game.

    Even without the above running NOED means your playing through most of the game with only 3 perks even if survivor's don't cleanse it so its more of a trade off then a handicap: Weaker early/mid game for a powerful but counter-able late game.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1331481#Comment_1331481

    You are literally just asking for the game to hand wins to the killer because they happen to be outnumbered.

    Survivors are NOT a team. Again, if you lose it doesn't mean I lose. I have a higher chance to lose, but my fate is not tied to yours. If we were talking Deathgarden, where the runners have to have X amount escape to win then yes, they are a team. But that's not the case at all.

    "Game is absolutely impossible to make fair for the killer at that point"

    Did you read my comment? The game has become more and more fair for killers over the years. When we get this early game warm up mechanic I'm fairly positive that will be the point when the game becomes almost entirely balanced.

    SWF isn't the problem, the problem is that the gens can just be done too quickly robbing the killer of the time needed to kill survivors. Artificially shortening chases by handing wins to killer is not the fix we need. The fix will come with changing the gens. Remove gens from the equation and just pit 4 survivors against the killer and the killer actually has a lot of power. It's the reason overly altruistic SWF teams often lose, because the killer can slug them all and effectively win the game. There is very little they can do about it.

    If gens couldn't be done so fast, SWF would inherently be a lot less powerful.

    https://forum.deadbydaylight.com/en/discussion/comment/1331483#Comment_1331483

    But it's not explicitly 4v1. That's what I keep saying.

    If you give the killer wins in a chase by design you are just making the game basically a PvE experience. What is the point of playing survivor if you are destined to get caught every chase?

    ...You know the point of bloodlust was to stop infinite loops as survivors being caught IS PART OF THE GAMEPLAY.

    Looping is meant to waste the killer's time not make you untouchable.

    Look up old game play of when nearly all pallets could be mind gamed. Unless the survivor messes up its a 5 gen chase and a 0k.

    Also no matter how much you might deny it its a team game for survivors or else survivors would be allowed to turn on each other/sandbag without penalty which is not the case.

    Ps. There are video series of survivors in 4 man SWF with the old pallets of them getting over 100 4 man escapes in a row!

  • @thesuicidefox said:

    HOT TAKE

    Unsafe pallets are lame as killer. It doesn't feel rewarding to catch a survivor at these pallets because you are all but guaranteed the hit. Nearly every pallet on Hawkins is unsafe and there is nothing a survivor can do to avoid getting hit. The only chance they have is to stun you with the pallet, but even then you will still probably be able to just swing through the pallet and get a hit 50% of the time.

    As survivor it's just dumb there is nothing you can do at these pallets. There is no mind game. You drop the pallet, you get hit. You don't drop the pallet, you get hit. It's dumb.

    Look, I get that we don't want super strong pallets but AT LEAST have a mind game on these unsafe pallets. The fact both players can see each other removes all mind game potential. This is a problem with many SAFE pallets as well. Blood Lodge pallets are super safe AND there is no mind game.

    How about instead of either unsafe pallets, or no mind game pallets, we have semi-safe pallets that have a mind game. Then it's fair to both sides. Survivor has a valid option to evade the killer, and killer has a valid way to outplay the survivor even when the pallet is dropped.

    This whole shift in design philosophy to "add more pallets but make them unsafe with no mind game" is worrisome. It's bad design. I'd rather less pallets that are safe AND have mind game potential because then it feels rewarding to either catch the survivor or evade the killer. You don't just get a free hit or a free infinite loop when the pallet is dropped.

    A good example of a semi-safe mind game pallet is the pallet at 4 wall jungle gyms. These are probably some of the most fair pallets in the game. The loop is strong if they run around the long side, but if the killer forces them to loop the other direction then it's not nearly as strong and there is a mind game available, one which either side can win (either killer wins and gets a hit, or survivor wins and can get another loop). We need more pallets like this, and less like Hawkins/Blood Lodge.

    Part of the reason why there are so many unsafe pallets is that without having some pallets favoring the killer it tends to be a 5 gen loop vs any good survivor when the killer isn't playing a meta killer who can bypass/Make the pallets unsafe like freddy/Spirit.

    The game isn't a 1 on 1 its a 4 on 1 so the killer SHOULD have an advantage on MOST pallets or else non meta killers would auto lose every game which is what happened in the past.

    Mind you I am not against strong pallets like cow tree or killer shack(Unless they are back to back but that's a different issue entirely) just trying to balance ALL pallets for 1 v 1 in a 4 v 1 game is a fool's errand.

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