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WesCravenFan

WesCravenFan

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  • @LuthirFontaine said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321750#Comment_3321750

    Yeah probably but knowing in the lobby would be a lot better haha

    Maybe a little? I guess it depends. I'm sure people wouldn't bring a medkit if they saw a Plague. I guess it would depend on what sorts of perks/items get nullified by a particular killer.

  • @LuthirFontaine said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321420#Comment_3321420

    Can we see the killer too so I know how much effort to put in?

    Won't you know that within the first minute of the game?

  • You are responsible for your own internet.

  • @Tobi1478 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321680#Comment_3321680

    This game would burn if they added Voice Coms, and in most cases it isn't even viable since the game operates in a lot of different regions. Not all European speak the same language so they're already not getting benefits from voice coms.

    Not to mention the toxicity this game already has, nearly every player would opt out of voice coms just because they don't want to be yelled at during the match by toxic people.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321678#Comment_3321678

    But knowing they're SWF doesn't help you at all, this doesn't help you prevent body blocking, hook sabo, actually team play in general. All this does is give you a reason to dodge the lobby because you don't want to deal with the bully squad.

    Why do you feel that SWFs should be allowed to have such a huge advantage over killers and other survivors AND be allowed to hide this from people?

  • Because knowing that we are facing a far more heavily communicative squad SLIGHTLY eases the pain of the fact that those players are going to have such a huge advantage over those who are not in a SWF.


    SWFs escape 15% higher than than other Survivors, and that's not because they believe in the heart of the cards.

  • @Tobi1478 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321420#Comment_3321420

    But this is a punishment already. If the killer knows who is grouped up they can just tunnel them out for an easy game.

    We already tunnel people out, how does this change that in any way?

  • By the title, I thought this was either going to be about bully squads or cheaters/hackers.


    Turns out it is about being upset you can't juice killers anymore.


    My sympathy dropped sharply to 0.

  • I just want that long "stun" removed after you use your power correctly removed. It is absolute trash you get punished for playing correctly, it is hugely punishing, and it makes the Twins no fun to play as.

  • Survivors:


    Added: Guardian (reduce the pain of being ditched by your savior a little bit)

    Removed: Dead Hard (obvious reasons)


    Killers:


    Added: Spies From The Shadows (option to disable)

    Removed: Starstruck (Too much on certain killers)

  • I never believed those people that were like "You guys are sleeping on how amazing Sprint Burst is!"


    I knew they were full of it then, and they are full of it now. I've run into maybe 3 Sprint Bursters in the last month, with only one doing the 99 trick.

  • @Pulsar said:

    I'd like to see a system implemented where Killers you haven't gone against in a while are weighted heavier than others.

    If you've played against 5 Legion's in a night, weight them to the bottom of the list. If you haven't seen a Billy in a long time, try to push them in.

    Trapper queue times become instant forever!

  • The only thing that needs to be done about SWFs is they should show who is grouped with who in the lobby.


    That's it.


    No one should be mechanically punished for playing with their friends.

  • I went to correct your math, but I got the same results.


  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321342#Comment_3321342

    1. Let's...not do semantics and say we did. Because that's generally an indication that a discussion has run it's course. Yes, BHVR aren't perfect, but as a whole, it's a better game than it was this time last year. And at that time, it was a better game than the year before. Yes, everyone has an opinion. But some opinions are wrong.
    2. Correction - that shouldn't be possible. Might be one of those ultra-rare bugs, like the one that teleports the survivor to you if they're unhooked at the exact moment a pallet goes down.
    3. Because: A. Survivor scoring works differently, B. DS is 3 seconds, can be used once a match under specific circumstances only and Eruption is 10x as long and can go off multiple times a match - and I'm not even a big Eruption user. C. No, that's a lazy generazation of survivor players, D. there is a difference between that and basically not being able to play a match at all, E. who says that?

    That's a silly analogy. This is not a turn based game, and turn based games do not work especially as PvP games unless they have a strict time limit on moves - for precisely that reason.

    1.) My point is that arguing for or against a perfect design is flawed because perfect is an opinion.


    3.) So what is the issue, precisely? Because if the argument is "I don't get to play", this game has a LOT of mechanics, both perks and base kit, that take away your ability to play for a variety of reasons and lengths of time.

  • Things that bother me as a Survivor:


    • Blight
    • Useless teammates

    That's it.

  • @SkeletalElite said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320572#Comment_3320572

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320634#Comment_3320634

    Blood Echo and Fearmonger aren't just nerfs or deletion of exhaustion perk with extra steps. This is similar. It doesn't completely counter regression perks either.

    Fearmonger is negated by letting go of the shift button and counting to 5.

  • @Audiophile said:

    https://forums.bhvr.com/dead-by-daylight/discussion/361470/since-when-was-playing-the-games-you-queued-up-for-a-controversial-ask

    Awwwww. Gwandpaw is angwy.

    Think about this Gwamps: YOU KNOW what makes players quit. I’ll spell it out anyway: OP builds, cheap killer play, bad teammates. This is probably 80% of the reason for quits. I’ll say the other 20% is being petulant because they got found early or didn’t like the map or didnt want to face their 5th Wesker in a row… So about that 80%, and getting back to the fact that YOU KNOW this is why players quit… if killers want to minimize quits:

    • Stop loading into games with OPAF builds (Nurse, Blight, your “magic build” on other killers where you run your map and the best perks and addons that make you damn near invincible)
    • Stop running lethal pursuer with an extreme mobility killer that downs someone in seconds and then steamrolls with BBQ or whatever
    • Stop camping and tunnelling and ruining peoples games because you want to be as oppressive as possible vs a team that is likely a bunch of mismatched solos already at a disadvantage.

    Solo survivors are sick of being reamed sideways because killer players are getting spoon fed wins. How easy is it to find survivors now? Every killer has access to like 100 aura perks and addons. How many killers have extreme mobility? How many have “magic builds” where they’re pretty much guaranteed a win? Killers have 100 ways to 1 hit now and slow down gens and find survivors, often simultaneously with one perk doing multiple things. Meanwhile any concept of survivor stealth is GONE. It’s all just about running and trying to get gens done fast which is damn near impossible with OP extreme mobility killers running aura perks and gen slow downs vs a ragtag team of mismatched survivors.

    Solo survivors play as one post above described: they join hoping for a fun game. But when faced with OP BS and/or horrible teammates they often leave and move on to try and find a fairer match. So take some responsibility and play fair. BHVR isn’t going to do anything to help the situation so try looking at how YOU contribute and change THAT and see what happens.

    Oh, bologna. When I play Killer and I see people DC out of games the #1 reason they DC has nothing to do with my perks, the teammates, or any of that crap.


    The #1 reason, overwhelmingly, by a huge margin, is because I found them first.


    It's that simple.

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320799#Comment_3320799

    1. Sure? I never said that every aspect of this game is perfect. But that should be the design goal, and where it isn't like that it should be.
    2. That's literally impossible (you cannot spawn on top of someone). Again, I'm not talking about people making obviously silly complaints on the forums. And that's a textbook slippery slope fallacy.
    3. Okay...we are now talking about two completely different things.


    1.) The design goal of perfection is also vague. What is perfect? Whose idea of perfect? To me making Coldwind maps take place at 3:00 in the afternoon was moving away from perfect. Getting rid of Fog was moving away from perfect. But BHVR considers these steps forward. This whole forum is filled with opinions that would make the game better IN THEIR OPINION. If it were up to me Dead Hard would just be straight up removed from the game entirely and so would Blight. Meanwhile some people legit think Blight is "the best designed killer in the game!".


    2.) I assure you it is totally possible. Adam spawned within 2 meters of my Bubba in a corner of Yamoaka Estate and I downed him within the first 8 seconds of the game. I apologized in end game chat.


    3.) Why are they different? Both are mechanics designed to temporarily take away the other side's ability to play. What is the main difference between Eruption and Decisive Strike except the number of seconds that ability to play is taken away? The problem is Survivor mentality that they should have full control over their characters, at all, times, no matter what. On the ground? I should be able to get up! On the killer's shoulder? Wiggling needs to be stronger! Did you get hooked? Well, that killer needs to go face a wall and let you get unhooked right away because camping "takes away my ability to play!"


    Sometimes games have a penalty box. HockeyExample.png .


    It makes me wonder how these people that froth at the mouth over being inconvenienced for two minutes would ever handle playing a two player video game where you have to take turns between player 1 and player 2.

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320721#Comment_3320721

    1. ...Sort of? It's more 'okay, I'm doing this, meaning she'll likely do this or this. If she does that one thing, then I'll do x and if she does that other thing I can try y or z, meaning she'll try a, b or c. The test comes in execution and choosing the right play - and yes, this is where it starts becoming almost fractal.
    2. Yeah, enough with the whataboutisms already? You're not talking to 'survivors'. You're talking to me. There are thousands of folks on these forums - meaning that you can probably find an example of someone saying any silly thing you can name. It doesn't mean that they are correct, or even need to be taken seriously.
    3. Is it? And no, pallet stuns are not the same as camping/bleeding someone out or taking them hostage.


    1.) There's likely, and then there is "If I do X, Y fails". As an example for some stupid reason Nemesis tentacle doesn't go to the flor, despite leaving a blue glowing lash mark on it. If you try to get a Survivor over a low tile with it, and they crouch, you automatically fail. Period. There's nothing you can do about it. If the Survivor knows how to duck your power becomes useless.


    2.) My point stands that the statement is vague. It could mean anything from the Killer spawning directly on top of someone and getting insta-sawed by Bubba (Something that actually happened in a game I wasin), and then there is just throwing a tantrum because Lightborn took away their precious flashlight bullying. "Barely gets to play the game" goes on the wall next to "unfun for the Survivors", "fair to both sides", "free kill", and "takes no skill".


    3.) They are the same mechanic to different degrees. The majority of actions taken by both sides revolve around TIME as a currency. Instadowns are powerful because they reduce the chases from 2 to 1, and that saves you TIME. Medkits restore a health state, giving you another chase, which buys you TIME.


    Pallet stuns take away the killer's ability to play for 3 seconds, to get you more TIME. Camping and bleeding take someone out of pushing their objective to buy you TIME.


    The difference lies in the matter of degree.

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320468#Comment_3320468

    Depends on the situation, camping doesn't always result in game throwing. Hell if you get a hook grab, you got an insane reward for doing nothing.

    Want to camp to force survivors into doing something risky, get a trade or get people off gens fine.

    Don't rely on a dumb mini game of rock paper scissors with the ping

    If you try to facecamp the first person you see, and you get a 4K, the other team screwed up so royally the issue is no longer on the camper at that point.

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320643#Comment_3320643

    'Objectively' is a hard thing to measure in anything, beyond a certain point. But a literally uncounterable strategy 'feels' crappy to face. Very odd hill to die on by the way.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320469#Comment_3320469

    1. That's not how it works. Counterplay doesn't need to be perfectly effective 100% of the time - because that counterplay will also have counterplay. And welcome to the 'turtles all the way down' joys of APvP balancing. And no, uncounterable strategies don't make games exciting. They make games boring. My best example - there was this strategy in Starcraft 2, the 5 Rax Reaper. Virtually unbeatable if you did it right. So...every Terran player did that build, and if you were a Zerg against a Terran, you had to always build in the expectation that they'd 5RR, and hope they misplayed. It made the entire match up very boring and static.
    2. Losing to something uncounterable barely lets you even play the game. And I completely disagree - I have fun in a fair match, win or lose. A game you always win isn't fun either.
    3. I'm not comparing time here. I'm saying that both are strategies that prevent someone from basically playing the game, and thus neither are good.


    1.) In this game once you start facing Survivors with sufficient knowledge of this much fellated "counterplay" there are certain killer strategies and perks that literally get reduced to zero value.


    Counterplay SHOULD be "Okay, if he does THIS then I have a CHANCE to maybe get out of this." An example of this would be a 50/50 mindgame.


    Counterplay should NOT be "Oh? He's doing that. Fine, I just do X and it will never work".


    Your Terran example is an example of something overpowered, not uncounterable. There's a difference between the two. It's not okay to have something overpowered to the point of having a 100% win rate (I'm looking at you Evil Dead Puppeteer Power Possess Basic Unit Rush) and something that doesn't have a direct counter but doesn't necessarily win you the game.


    2.) "Barely gets to the play the game" is a vague phrase this forum likes to throw around. I've seen games where Survivors played for NINE minutes, and then Myers got off an instakill and they said they "barely got to the play the game".


    3.) Shutting down the other side's ability to function is a video game staple. And DBD has a lot of it. It doesn't become more fair to stun a killer 6 times for a total of 18 seconds of lost game than it is to stun a survivor for 18 seconds once. Crowd control is often NECESSARY.

  • Anything that closes the gap between solo queue and SWF is good because it means that data narrows and BHVR can balance better.

  • @Blinckx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/361322/can-we-get-rid-of-dead-hard-yet

    The problem is not Dead Hard, once used once if you're a good killer you'll remember who has DH and you'll wait

    Problem is DH plus Off the Record plus BT plus Adrenaline any other "extra health status" a survivor could have, that's the real issue. If you're limited to carry only one of those perks then i will be fine but, when you find a survivor who's a tank and can't die in any possibile way until you have hitted him over and over and over then we have a problem

    The fact that Dead Hard MAKES you wait is garbage.

  • @Grandpa_Crack_Pipe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320204#Comment_3320204

    Generally, in a multiplayer game, it's considered by contemporary historians to be "pretty cool" when you can do something about something to a reasonable degree and vice versa. Back and forth. Multiplayer things.

    And generally in a multiplayer game there is an equal number of players on either side to be able to measure that objectively.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320544#Comment_3320544

    Incentives for playing out a match normally.

    Some ideas.

    Remove de-pipping except on DC's or suicides.

    Increase Survivor BP gain across the board.

    Uncap categories for Survivor.

    Give extra points for being camped.

    Give extra points for being tunneled.

    Re-balance the game so that a 4v1 isn't a horribly Survivor-sided experience and so that a 3v1 isn't a horribly Killer-sided experience.

    My main issue with the whole "uncap categories" idea is it encourages the "Sorry, brah. I don't do gens. I just harass the killers" mentality.


    Survivors should get paid for dynamic gameplay across all categories, not just trying to get 20K Boldness points by refusing to do the main objective.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320567#Comment_3320567

    Or, someone can just accept that Incapacitated is a really bad status effect and should not exist like this on a Perk like Eruption.

    One hit of Eruption is basically half a Gen added. Considering how often it can activate, it is quite easy to see that it is completely overtuned.

    What makes it bad? Just because you can't take actions? Why is it okay for there to be tons of ways to stun killers but with Survivors, of which there are four of, you have now committed a sin?

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320511#Comment_3320511

    Great idea! The counter to avoid getting hit by incapacitated and forced to do nothing for 25 seconds is...to do nothing for possibly an even longer time.

    Yeah. That's the game. Not all answers to things need to be perfect ironclad "counters" that work 100% of the time.

  • About as satisfying an answer as "Just wait it out", huh?

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320486#Comment_3320486

    Again, you have several options with Dead Hard

    Please tell me the options with Eruption, other than "play in a SWF"

    Let go of a gen when you see an injured person in chase.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320474#Comment_3320474

    Yeah, 25 seconds of being able to do LITERALLY nothing. Imagine if as killer Dead Hard stunned you for like 10 seconds with literally no warning and nothing you could do about it.

    At least with Dead Hard you can bait it out, possibly let go of the Survivor afterwards which will make them have to mend which wastes time, and once you get hit by it you know its not going to happen again if you decide to keep going for them.

    With Eruption you have 0 indication (unless its a killer like Oni, and even then its only when he's in Blood Fury) that its coming. I'd be fine with it even blocking the gen for 25 seconds but no, it gives Incapacitated which lets you do literally nothing other than run. They also shadow buffed it recently, so that while you're working on it and Eruption goes off it will now actually regress the gen further.

    So you're not dealing with just a 10% regression and 25 seconds of wasted time, but also an additional 6.25% because of the added regression (this doesn't even take into account if the killer has Call of Brine, and in that cases its an additional 12.50%). In total thats 41.25% (or 47.50%) of a generator that could of been completed, but the killer simply kicked the gen and got a single down. And they can do this all over since the perk has a measly 30 second cooldown

    But yeah, Eruption and Dead Hard. TOTALLY similar

    They are. You said "all you can do is run".


    What do you think a Killer is doing chasing Mr. Dead Hard? Making a pot roast?


    Yeah. He's running.

  • @LuthirFontaine said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320471#Comment_3320471

    I think the difference is survivors can't just stop a killer, yeah you can eat pallet after pallet but at least you can still play the game. Slugged means I can't do anything why can't I just leave

    I think there is a separate argument to be had between whether or not Survivors should be allowed to suicide on floor and if Killers should be allowed to slug for the 4K.


    I do think there is literally nothing wrong with slugging. That implies the Killer is REQUIRED to pick you up.


    But I also think if you want a "LOSE THE WILL TO LIVE" button that should be permitted as well, as long as it counted as a full kill/sacrifice and it cannot be used to screw Killers out of points/challenges/adepts.

  • You're not wrong. People act like 25 seconds is too long to delay a Survivor but are perfectly okay with Dead Hard buying 25 seconds to delay a Killer.

  • @jajay119 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319265#Comment_3319265

    And here we get to the real truth of the matter. It's all part of the big equation. Yes, DH was over used when it was nerfed, but would anyone care if 84% of people were running Slippery meat? Probably not. Why? Because its such a useless perk it would have very little impact.

    Like I said to someone else, if high usage was a the only factor in warranting a nerf, slugging for the 4k would automatically qualify. However the real reason DH was nerfed was because, in your own words, "it was causing too much of an imbalance" I.e. it was affecting your enjoyment of the game and making it feel unfair. Enough killers said this often enough for BHVR to pay attention. Same with the hatch, which caused massive imbalance allowing multiple survivors to escape easily. Same with the use of some perks being disproportionately unfair in the EGC.

    Slugging for the 4k is the exact same thing for survivors right now. Its overused and its creating an imbalance that is negatively impacting their games, whatever rebuttle you want to, and surely will, come back with about how 'its different' it really isnt. BHVR obviously don't disagree with that because, like the abovementioned items, they're actively looking into how to change it.

    Just because something is in the game doesn't mean it doesn't warrant review if it is causing imbalance.


    There would be a REASON that 84% of people were running Slippery Meat. You cannot just create that example and not expound on it.


    And no, you cannot compare a perk to slugging. Apples and automobiles.


    Slugging isn't "overused" because there isn't a limit we decided that is being exceeded. Survivors do all 5 gens, no questions this. Killers want to kill all 4 Survivors and people lose their minds. Hell, you are going to literally HAVE to do this to get future Adepts.

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320204#Comment_3320204

    1. I...disagree. A strategy without counterplay is boring.
    2. It's not much fun for that Felix.
    3. If you got blocked into the room...well, you should have stayed out of it? Yes, I'm being facetious...but not by a lot. You are going to go down eventually, unless you're completely mismatched.

    1.) A strategy WITH counterplay is even more boring. Because then once the other side masters that counter, it's a useless strategy I would rather have an uncounterable strategy to keep a game exciting than one with counterplay to just null anything the opponent is trying to do.


    2.) Losing isn't fun. It's not supposed to be.


    3.) Being blocked into that room is literally holding the game hostage. Camping someone, or even slugging, has a MAXIMUM timer of 4 minutes, which is realistically going to be half of that.

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320124#Comment_3320124

    If you are in favor of that, then give survivors back off the record and DS in end game so they have free escapes then.

    The game needs interaction, camping is a strategy and should make survivors adjust their gameplay to deal with it.

    Camping should not be a "free" kill. You get a kill by hooking a survivor 3 times, that is your free kill, if you want to camp that survivor, you need a plan, a build/killer and be ready if your plan goes badly.

    Why should a killer camp, the gens are closed, force survivors to heal and rescue to stop gens, in the end game since you have no other objective.

    Camping should be a strategy to force the other side, the hook grab is luck based and has no skill.

    If camping is a free kill, then you just incentive survivors to just bring gen rush builds and let the other survivor dead on hook

    False Equivalency. Camping to get one kill still results in a certain amount of game throwing. Those perks you mentioned do not require any sacrifice whatsoever.

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320124#Comment_3320124

    Why?

    That's exactly what we need less of in this game. Tactics with zero counterplay that also completely remove one player's ability to pip, get BP or even really participate in the match.

    It's one step removed from bodyblocking someone into the poop room on Gideon, frankly.

    1.) I don't care about "counterplay", or this community's obsession with it. Not everything deserves or needs it.


    2.) It's game throwing. If a killer decides he's willing to let you do all the gens because Felix ticked him off, he should be able to do that.


    3.) Blocking a room is not letting someone play the game. If you are hooked, you GOT the play the game and this is the consequence of getting outplayed.

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319940#Comment_3319940

    Yes it is, unless you have perks or a killer power to help you.

    If you could protect the hooks that well even against two survivors, camping would be even more insane. It would be a free kill and remove interaction from the game.

    The job of the killer is to kill the survivors and for that they need pressure and do it in the most effective and efficient way possible.

    Removing hook grabs just makes the situations more consistent and fair for both sides.

    If its one survivor, the killer gets a trade easy

    If its two survivors, unless they ######### up you get 3 survivors injured and 3 people that are not on gens

    No random chance because the ping was high and the survivor got grabbed even tho he did let go of the unhook or just having both stare at each other.

    Again, if killer want to have more tools for this situations, there are perks to help them. STBL makes unhooking impossible with only 1 survivor, Deadlock delays gen rushing so they have to save their teammate in time, Forced penance makes protection hits dangerous as now the survivors become vulnerable, NOED, NWO, Terminus all make saves in end game much more risky and help the killer when they already lost all pressure, Starstruck delays the rescue for survivors with the exposed status effect.

    Killers have tools in their powers and perks to help them in unhooks, they don't need a hook grab that doesn't add any amount of skill or interesting gameplay. I prefer that being removed and the devs finally added some kinda reward for killers for unique hooks, that is engaging gameplay.

    Also survivors don't have perks to save them for hook grabs, you are at the mercy of ping, patience or a teammate to help you.

    In conclusion: Remove hook grabs, reward multiple hooks

    I don't want killers to get nerfed, i want the gameplay to be enjoyable for both. Hook grabs are not enjoyable for either side. I just feel like i cheated when i grab someone trying to unhook, its just not fair

    Camping SHOULD be a "free" kill.

  • Demo has one of the most telegraphed moves in the entire game, is easily dodgeable, and doesn't even insta-down.


    You think a high MMR survivor is gonna struggle against that?

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319940#Comment_3319940

    I really don't mind it. It gives me a lot of options and some breathing room - there are many ways this can go wrong for the survivors, and generally it'll mean two people injured and one more chased and downed.

    Well, I mind a lot. I hate the idea that healthy = invincible 99% of the time unless you have an instadown. "I can do anything I want because I have another health state" is a bad game environment in my opinion.

  • @LuthirFontaine said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319531#Comment_3319531

    Take your l and walk away? Man you are stuck in wins and loses. Go touch some grass man it isn't healthy being in the mind frame about everything.

    Back on subject maybe a suicide button would be a nice compromise for all parties.

    Unhealthy mindframe is losing your #$%$ over being on the ground for two minutes because you were slugged. Check your Discord messages. Go to the bathroom. Get a drink. It's not that big a deal. Heck, you could use those two minutes to touch some grass!

  • I mean, it's pretty standard in most games that once you die you are out of the game. A small percentage of video games allow unlimited respawning, forever.

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319458#Comment_3319458

    What do you mean by hook bomb?

    Also no, hook grabs are just unfun, turns the game into a staring contest and invite lag rages (if either side has bad connection).

    Also in end game it wouldn't change much, smart survivors will just either bodyblock the unhooker or take a hit and let other survivor unhook.

    That change would only nerf camping in early and mid game, since the killer can't randomly get 2 hooks for the price of one, that way he only gets a trade every time. Unless survivors do the end game strat.

    Its fair and consistent for both sides.

    Also, there are end game perks like NOED, NWO and Terminus if killers want to secure kills in end game. If you only brought gen defense perks, the gens got done, you can't be mad that you don't have the tools now that all your perks are useless, it was your choice.

    I mean all you need is for two people to come at the hook at the same time and most killers can do nothing about it. One unhooks, takes a hit, second one bodyblocks, all three run. GG.


    That is not "fair for both sides".

  • @stvnhthr said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318337#Comment_3318337

    I only play solo ques. My cats are the only ones I talk to while playing. Killers get to see items at beginning of game and prepare, why not let the majority of players who are not talking to anyone (few games are 4 swf teams) know the killer's perks.

    So you know to look for specific Hexes? You think you should know there is Haunted Ground?

  • @LuthirFontaine said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319347#Comment_3319347

    I wasn't moving the goal posts I'm trying to demonstrate that it's not healthy to leave a player with no impact on the game with nothing to do for 4 minutes and that no other game does this. Even evil dead, which isn't doing the hottest.

    You have no idea what you are talking about. In Evil Dead I was once left for 17 minutes straight as a dead soul while the Pablo circled the map. Nothing to do but spectate.


    Your "no other game" claim is objectively false. Just take your L now and walk away.

  • There is no tunnel problem.


    I see a problem and I tunnel it.

  • Is your beef with Pale Rose or Grim Pantry? Because those maps play very differently

  • Remove hook grabs and it is now literally impossible to secure and end game kill against a hook bomb unless you are Bubba.


    That is a hard no from me.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319274#Comment_3319274

    It's honestly far more exhilarating duping a killer either before or during chase, and they're left baffled at where you vanished to, than it is running around the same stack of boxes 50 times until you're forced to drop the pallet.

    As killer, if a survivor is looking to loop me somewhere with a pallet still up. I'll just give them a knowing look and walk away. You're not wasting my time.

    I agree with all of this. And that is my general strat when I get chased. I mean, you WILL get found eventually. And losing the killer is very satisfying.


    And yeah, I agree about Mr. Pallet. Waste of time.

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