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Wolf74

Wolf74

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Wolf74
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  • @Master said:

    @MinusTheBillie said:
    PS4 player here. So many discussions on the new killer, but can't find any feedback on the bloodlust nerf in the PTB... And can't try it myself. Anything to share from someone who is playing on the PTB??? Very curious.  Bloodlust changes

    • Bloodlust 2 speed bonus reduced from +0.6m/s to +0.4 m/s
    • Bloodlust 3 speed bonus reduced from +1.2m/s to +0.6 m/s*

    Well the pallets that were only unsafe with old bloodlust 3 are completely safe now. I dont know whos decision that was, but now we gotta live with the new bloodlust.

    And honestly, it bothers me more that SC,DS,hatch reworks are being infinitely delayed.

    Do you remember them talking about the SC nerf with one heal only?
    They talked about it for ages and it never came.

  • They "reworked" him anyway, but forgot about the effective trapsize.

  • And btw, the next abomination of this trash is coming your way!^^
    The Wraith gets an add on rework with one add on that is "The Beast", so that he keeps his terrorradius while cloaked, but he gets a bloodpoint boost... yay… not.

  • @Superyoshiegg said:

    @Wolf74 said:

    @Milo said:

    @Wolf74 said:
    Can we please rework or just get rid of these add ons?
    I do not want to waste bloodpoints on useless items that I will for sure never use.
    Killer are not powerful enough to cripple themselves with this.
    No add on have such a huge drawback to use in the first place.

    This is a challenge add-on. Same goes for No-Mither for survivors. Only you get bonus BP if you use them

    It's sad to speak about any "challenge perk/add on" in the first place.
    But to be honest, I think that survivor have a perk for it only shows that survivor is to easy.
    But do you really wanna tell me that Trapper is to easy, so he could use Padded Jaws?

    If a survivor has reached tier 3 on NM, the crap is gone from his bloodweb, but Billy and Trapper have this junk spawning in their bloodwebs forever.

    Injuring the survivors is hardly the point of the traps. Their main purpose is to immobilise the survivor, let the killer know exactly where they are, and allow them to pick them up straight out of the trap.

    Yea, your right… ofc…
    It is not about injuring… leaving a bloodtrail and make them moan and groan and force them to waste time to heal… maybe even need to find a teammate or make them visible for NC... Nono...
    /sarcasm

  • The add on changes sound horrible.

    Especially Windstorm... getting slower uncloacked is such huuuuge drawback, I don'T think anything can make up for that.

    The Beast is the new useless add on that goes in line with the garbage that is Speed Limiter and Padded Jaws.

  • Did they remove all the long loops?
    I don't think so...

  • @Milo said:

    @Wolf74 said:
    Can we please rework or just get rid of these add ons?
    I do not want to waste bloodpoints on useless items that I will for sure never use.
    Killer are not powerful enough to cripple themselves with this.
    No add on have such a huge drawback to use in the first place.

    This is a challenge add-on. Same goes for No-Mither for survivors. Only you get bonus BP if you use them

    It's sad to speak about any "challenge perk/add on" in the first place.
    But to be honest, I think that survivor have a perk for it only shows that survivor is to easy.
    But do you really wanna tell me that Trapper is to easy, so he could use Padded Jaws?

    If a survivor has reached tier 3 on NM, the crap is gone from his bloodweb, but Billy and Trapper have this junk spawning in their bloodwebs forever.

  • Yay, give killer more reasons to camp!^^
    Camping will be THE hard counter to it.
    Good job.

  • Last info I heard on stream is that they will downright nerf bloodlust.
    Just making it slower but remain the timer.
    The old idea that at least the timer gets shortened seem to be of the table.

  • @Shadoureon said:

    @shootaman777 said:
    Survivors actually DO have the tools to counter BBQ. They have perks that counter it (Lightweight, Sprint Burst). They have mechanics that counter it (staying inside the 40/46/52 meter detection range, moving unpredictably after the aura reading ends to evade the killer if they were outside the detection range).

    Lightweight and Sprint Burst are not counters to BBQ, they do not prevent you from beeing seen. The problem with BBQ is the aura reading but that goes for every single perk that applies aura reading wether its for the killer or survivor. Aura reading in my opinion goes against the purpose of this game. You should never be given truesight of your opponent in this game.

    Which is completely WRONG.
    This is a horrorgame about supernatural killer.
    Have you ever checked the sourcematerial? Like watched some slasher movies?
    Seen how often the killer appear just in time at the right spot?
    They are guided by some plotdevices, like what you call "truesight". Like guided by the entity.
    This is not kindergarten simulator for playing hide and seek.

  • @NuriFox said:
    Oh noes!!! Hatch so OP!!! It cucked a 4 kill so killer LOST THE ENTIRE MATCH OVER A SINGLE SURVIVOR ESCAPING!!!! Cry harder why don't you? So 1 person managed to get out the hatch, you still killed 3 other survivors meaning you did better than the ideal match the game is supposed to be balanced around of 2 kills. Why are y'all so bent on the idea of 4 kill or bust? (rhetorical question)

    Have you bothered reading anything beside the opening post?

    Why do survivor have a safety net get away from a 4 kill, but killer do not have a safety mechanic to get at least one kill in case 3 already escaped?

    And why does the hatch open if other survivor already escaped?

  • @Judgement said:

    @Wolf74 said:
    Tell me again… why should the killer be punished for you making a luckbased escape?

    Why should the Killer be rewarded more bloodpoints for you making a luck-based escape?
    Survivors are being punished for managing something that only has a four percent chance of success, something that exists to allow them to escape as a last resort.
    Self-escapes are extremely rare, you won't see them happen in every single game, so why should the Survivor be punished for making it off, and the Killer be rewarded?
    I've already said that this is on the same page as Survivors being farmed on the hook - knocked back down, picked up, and put straight back on the hook before they are capable of doing anything.
    A Survivor in front of me, who I just put on a hook, manages to get off on their own. I easily hit them back to the ground, netting another 500 points for Brutality, then another 200 for a hook, then 200 more for them going into Struggle Phase. That's 900 blood points for the Killer, immediately.
    (i might have calculated the above wrong, but you get my point)
    Or I could kill them with an Ivory or Ebony Mori offering, giving me 1000 points for a kill. That still gives me 500 for hitting them to the ground to begin with.
    So on both occasions, the Killer will be given another 1500 bloodpoints because a Survivor had a stroke of "LUCK" to get off the hook on their own.
    That isn't counting the points the Killer gets afterwards for the Survivor dying on hook.
    The Survivor gets 1500 points for a successful hook escape, and that's it. The Killer is still rewarded more than the Survivor for getting the sacrifice in the end.

    And it's a 4% chance for it to happen.
    Sound a little like an RNG reward?

    Why should a Survivor have the ability to get off the hook on their own if they are going to be immediately killed afterwards? It isn't fair for the Survivors, which is why every time they manage it, I let them find the hatch or go for the exit gates, because it isn't fair that they are stuck in an animation or can be put down and straight back on instantly for getting off.
    This is not a "surrrrvivuh mayne" crying - I play both sides, Killer more, so don't let it make your argument biased against Survivors.
    I'm asking for it to be fair, that an extremely rare occurrence is able to be acted upon vs a camping Killer.

    Hold your horses buddy… self unhook should not be used while the killer is still near in the first place.
    And to be honest I see kobes happen way to often to still believe the chance is only 4%.
    Just because it is rare should not make it anything op.
    And why? Because killer don't have any luck based extras either.
    Why isn't there a 4% chance to knock someone down instantly?
    Why is there no 4% chance to go to the next hook stage immediately upon hooking?
    Why is it only survivor that have luck working in their favor?
    And still survivor ask for more and more extra chances and safety nets in case the extra chance fails.

  • Tell me again… why should the killer be punished for you making a luckbased escape?

  • @jakeb_1993 said:
    The wraith isn't weak.... And Myers is overpowered. Leather face has his one-shot chainsaw.

    You are joking right? 

    YOU are joking now, right?^^
    Myers is OP? :D

  • @shootaman777 said:

    So, just had a thought. Since Self-Care heals at 50% speed, it takes 2x time to heal? 20 seconds as opposed to 10?

    So, Self-Care'ing a single survivor takes the same time that it would take for 2 survivors to heal each other in one spot, to heal a single survivor? And that's why it's balanced, because of the healing speed reduction?

    Well, if that's the case, then wouldn't 2 survivors Self-Care'ing simultaneously also take 20 seconds for them both to be healed?
    Meaning that the supposed downside of Self-Care, the slower healing speed, is not actually a downside (since the Self-Care and regular healing times are the exact same)?
    Because on top of not being bound to a fellow survivor/having to search for a fellow survivor/both survivors stuck in the same location during the heals, at least one of the two Self-Care users is completely safe from the killer during this healing, since it is physically impossible for the killer to be in multiple places at the same time.

    And now, if we consider that 3 or 4 survivors are injured, the same holds true as above (in terms of inconveniences and lack thereof of the context of SC vs not having SC), and the normal 40 seconds of healing time for each survivor to heal the other, gets reduced to 20 seconds if they all simultaneously heal with Self-Care, twice as fast.

    Pretty good analysis, because it debunks the popular survivor myth "the use of self care benefits the killer".

    My main concern about SC is that it is a) self sufficient and b) unlimited.
    Why is Unbreakable or Adrenaline only worth 1 or 2 healthstates when SC is unlimited?
    Simple solution: give it charges.
    Right now people do not bother ever searching teammates for healing, but if they would need to save up their charges, they most likely would. prefer being healed by someone else to save SC for emergencies or when most other teammates are already killed.
    1 charge per tier that got used up when you finish healing yourself.
    Maybe we could separate this from healing with a Medkit, so that Medkits can be use to save a charge, but than there must be a progression penalty for stopping to use SC (ofc no 100% reset).
    That way, player would not be so overconfident to tank a hit.

  • @thekiller490490 said:
    How about they just PUT IN THE ALREADY DONE hatch closing mechanic and have it complete a gen or something.

    I don't think that that is the real solution.
    As a solo survivor player that is always stuck in low ranks (just because I am a killer main and I never play survivor enough to truely rank up), I use the hatch A LOT., since most low rank teammates die and play cocky anyway.
    I play stealthy and try not to get caught in the first place.

    As a killer I take a 3k any day, but why is there the option for a cocky survivor to troll me,because his buddies already left the map and he is looking for the greedy extra 2k points for taking the hatch??

  • @jakeb_1993 said:
    Okay, I do not know how many times I have to say this... I am not talking reinstating the old fast vaulting by default. I am suggesting having it so you can hold the vault button to easily transition into a medium speed vault. That way there is no idiocy where the game sometimes let's you transition and then the next time decides to make you hit the wall then do it.
    Wolf74 said:

    Everything works as intended.

    You are just being an idiot now for the point listed above. You are deliberately being a troll

    Now we get down to insult… ok...

    You don't like truth, huh?
    You want a big buff to vaulting, that would be as bad as old, maybe even more braindead as the old one, because you want it easier to time, without the need of ANY skill and thinking in advance, but call me a troll?
    Smart move. That will totally raise up your credibility.

  • @jakeb_1993 said:
    Wolf74 said:

    @jakeb_1993 said:

    Wolf74 said:

    @jakeb_1993 said:
    
    I dont really think there is an issue here. The killer can grab people going into the Hatch. 
    
    If you really wanna try something, then try having the Hatch cast exposed within a 6 metre radius when the door is opened. But as I said before, I don't see it as an issue really
    
    
    
    The issue is that the killer can only wait for the grab, because if he swings for an injury, the survivor can escape during the cooldownanimation.
    
    That creates a dumb stand off that favors the survivor.
    
    And why do survivor have a safe net in case 3 people die?
    
    I don't see a safe net for killer, that give an immediate one shot plus mori after 3 already escaped?
    
    
    
    The point of the Hatch is to e sure that there is always a valid way for a survivor to escape. You are just being salty cause you think you deserve 4K in every match.
    

    The Hatch isn't a safety net it's a alterative option. Just like killers have the option to kill survivors if they want to with the right offerings/perks. 

    Can you read?

    Like serious… please show me where I said something about 4Ks? especially every match.

    I talked about killer don't have a gamemechanic to give them the chance for a mercykilling in case 3 already escaped.

    You logic is… flawed… maybe even downright stupid... because you try to compare a gamemechanic that is for free with killers ability to have offerings or perks to mori survivor, but they PAID for it, by spending the slot or the offering.

    Hatchmechanic is always there and the survivor do not have to invest anything into getting it.

    Sorry, but your post is biased beyond believe.

    You want to tell me that I am a salty and entitled killer main but show off that you have either no clue about the game or are promoting unbalance in favor of survivor just on purpose.

    But the Hatch isn't free???

    You have to have at least 2 gens online for it to appear in the first place. So survivors have to work for it to some degree. It's not some freebie. And killers don't need any more buffs. For survivors it's all about escaping anyway you can. 

    Are you kidding me?
    Of course it is "free". Survivor do not have to use a perk or an offering to get the hatch. But you compared it to a killers MORI or Devour Hope.
    The killer needs to spent a perk slot in advance AND has to work for it in the match, or he needs to use a rare offering and still has to hook the victim.
    So you are comparing apples and oranges.
    And if you think that killer do not need any buffs, you should start playing the real game and not play like Dev.

  • Everything works as intended.

  • @jakeb_1993 said:
    Wolf74 said:

    What you describe is the OLD vaulting system, that was nerfed for balance reasons.

    Because not every regular survivor is a parcour runner.

    Okay, you seem to have missed my point here. I am saying add it so that vaults transition easier so we don't get penalised because the system doesn't register we want to vault until we are right ontop of the window and coming to a standstill. 

    And you seem to miss my point: That's how it was earlier and it was changed for a reason, survivor vaulted way to fast and way to easy.
    And I hope it will never com back, because it is stupid that every survivor runs and jumps like Jackie Chan.

  • @jakeb_1993 said:
    Wolf74 said:

    @jakeb_1993 said:

    I dont really think there is an issue here. The killer can grab people going into the Hatch. 

    If you really wanna try something, then try having the Hatch cast exposed within a 6 metre radius when the door is opened. But as I said before, I don't see it as an issue really

    The issue is that the killer can only wait for the grab, because if he swings for an injury, the survivor can escape during the cooldownanimation.

    That creates a dumb stand off that favors the survivor.

    And why do survivor have a safe net in case 3 people die?

    I don't see a safe net for killer, that give an immediate one shot plus mori after 3 already escaped?

    The point of the Hatch is to e sure that there is always a valid way for a survivor to escape. You are just being salty cause you think you deserve 4K in every match.

    The Hatch isn't a safety net it's a alterative option. Just like killers have the option to kill survivors if they want to with the right offerings/perks. 

    Can you read?
    Like serious… please show me where I said something about 4Ks? especially every match.
    I talked about killer don't have a gamemechanic to give them the chance for a mercykilling in case 3 already escaped.

    You logic is… flawed… maybe even downright stupid... because you try to compare a gamemechanic that is for free with killers ability to have offerings or perks to mori survivor, but they PAID for it, by spending the slot or the offering.
    Hatchmechanic is always there and the survivor do not have to invest anything into getting it.

    Sorry, but your post is biased beyond believe.
    You want to tell me that I am a salty and entitled killer main but show off that you have either no clue about the game or are promoting unbalance in favor of survivor just on purpose.

  • What you describe is the OLD vaulting system, that was nerfed for balance reasons.
    Because not every regular survivor is a parcour runner.

  • @jakeb_1993 said:
    I dont really think there is an issue here. The killer can grab people going into the Hatch. 

    If you really wanna try something, then try having the Hatch cast exposed within a 6 metre radius when the door is opened. But as I said before, I don't see it as an issue really

    The issue is that the killer can only wait for the grab, because if he swings for an injury, the survivor can escape during the cooldownanimation.
    That creates a dumb stand off that favors the survivor.
    And why do survivor have a safe net in case 3 people die?
    I don't see a safe net for killer, that give an immediate one shot plus mori after 3 already escaped?

  • Monstrous Shrine:
    Negates the effect of ALL survivor perks within the basement.

  • My only issue with the hatch is, that it should not open if anybody already escaped!

  • @Master said:

    @Tsulan said:
    So Mathieu asked us to provide feedback regarding the stream:

    • please consider showing high rank gameplay. Highest killer was Horvath with rank 14 and survivors played around rank 18-20 with Janick failing every gen skill check there was (achievement unlocked). The game experience is completely different on high ranks!
    • that being said, i really enjoyed watching the devs play and hope you repeat this on a more regular base (but please on higher ranks)
    • pretty pretty please, do a proper killer/survivor/perk/map reveal before the PTB. Don´t keep us in the dark until the PTB. This has been in mistake in the past (the pig) and you are repeating it. So please, do a proper reveal instead of just releasing the PTB.

    Imagine if they showed high rank gameplay, ofc they can hack themselves to rank 1, but we see what happened at the asian event with cote, obviously they dont want to be bullied

    Also the fps were so bad.... no words

    First off, Tsulan is right, the Devs played horribly and if that is their gameexperience, I totally get why they are balancing the game around rank 20 noobs.

    And the FPS had been so bad, I could only watch it half way through, because I got a headache from it.

    But I would had enjoyed to watch Pat more.^^

  • Survivor complained, so they get their safe zone pallets back again… as usual.

  • @jiyeonlee said:

    but not a single nerf to nurse?

    You seem to have a very selective perspectiv.
    The Nurse got nerfed A LOT over the pass of time.

  • @Incarnate said:

    @Wolf74 said:
    Why should they NOT collide?
    It's only realistic that they can't just run through each other.
    Just to make it easier for survivor, cause they don't have to use their brain?

    The problem is that it creates a problem where survivors can trap other survivors. It's even seen where the survivors have been working with the killer where the survivors trap in a fellow survivor, to then lead the killer to the trapped survivor. Which they basically do to troll/bully the other trapped survivor player. Though with that said, removing collision between survivors would cause various problem. And it's as easy to fix as it might seem, as implemented other features that would help the "sandbagged" survivor could just as easily be abused.

    That's a problem about the player themselves, not the gamemechanics.
    Complain about the person doing this, but do not try to fix it by changing the mehcanics, what would lead to a lot of other issues.
    You try to fix an issue that is created by survivorplayer by creating a serious issue for killer.

  • Why should they NOT collide?
    It's only realistic that they can't just run through each other.
    Just to make it easier for survivor, cause they don't have to use their brain?

  • All the questions to buff NM only show how overconfident survivor are.

  • Looping is frowned upon, because it is basically an exploit.
    Abusing the different geometries of survivor and killer collisionboxes and the effect that killer slow down while they "strafe" (moving any other way than just pressing W) and get slowed down while they are in contact with an object.
    That way survivor in 3rd person view, with the smaller collisionbox, can run around obstacles faster, almost negating the speed advantage of killer.
    And by the time the killer catches up, they use pallets or windows to get away.
    Pallets are still powerful AND plenty, which make the problem worse.

    Looping is also a factor in the gen rush issue, because it wastes a lot of the killers time doing his objective -chasing and killing- and gives all remaining survivors the time to do their objectives, which are done way to fast anyway.
    A decent looper can waste the killers time for 3 gens to be done. So the survivor have done 3/6 of their objective by the time the killer has done 1/6 or 1/12 of his objective (depending on how you determine a "win" for the killer; 2 kills = win or 4 = win?).

  • Balance is always 1 step forward and 2 steps back.
    Every year we have ONE patch that favors killer.
    Every other patch is clearly survivorsided.New killer player don't notice that and old ones get tired.

  • Rank 18 actually… he got to rank 17 after that match. :P

  • @UsagiDoll said:
    As a killer main myself,

    https://imgflip.com/i/2fd4tz

  • The hatch is pretty unfair in general.
    Because it works only for one side.
    Survivor do bad and get rekt; 3 kills already, but the last survivor gets a chance to escape anyway, denying the 4k for the killer.
    But if the killer is doing bad, I don't see a gamemechanic cosing the gates after 3 survivor escaped, granting the killer at least a single kill... just because.
    It would be the exact same logic, but it does not apply that way.
    Even worse, the hatch even opens if already other survivor escaped, giving the last survivor an extra exit, despite 1 to 3 other already left the map, plus extra bloodpoints.

  • Oh now we ramp it up and go to attack based on other posts.^^
    How about I "complain" about "gamemechanics and gamedesign", not about my personal disability to press a button on time.

  • lol
    You make a topic in a public forum and demand me to leave because I do not agree with you?^^
    And call out being attacked after you attacked me first?
    Pretty good job so far.^^

  • I don't understand why you have to insult me and calling me a smartass for pointing out the obvious.
    Let's rephrase it, you play "not perfect", by pressing the button to early, and want the game to fix that.
    You refuse to improve and learn the proper timing to get the maximum effect out of your perks. You just want to be lazy and get the maximum effect for free.

  • @michaelrandom27 said:
    Why is this community so toxic? All I did was give statistics and tell you what the results indicate. Have some dignity and learn to take criticism.

    First off, 38 is not a significant sample size.
    And playing rank 18 is another issue, since everybody knows that killer are more powerful at low ranks, but hilariously weak at high ranks.
    But that's where the problems come from: survivor start playing at low rank and get killed A LOT. Than they start to rank up and die less and less, but in their mind, they remember the killer to be extremely strong. Their conclusion is, they got better and that way deserve the escapes. Which is kinda true, if the game would be about skill. But the gamemechanics are so blatantly in favor of the survivor, that it doesn't take a lot to benefit from it. If both sides are on the same skilllevel, the survivor will always win, with the killer getting ONE kill max.

  • How about "do not hold sprint key during the unhooking animation"? Problem solved.

  • This would turn Noed completely useless.

  • And Moris are less "free kills" than a one-hit-down? Sorry, but... weird.

    I think Noed is pretty balanced right now. It is situational, decently powerful, but with a build in counter.
    It's far from OP and totally in control of the survivor IF it ever triggers.
    So nothing to complain about.

  • @BLUE_APE said:
    DBD became balanced and looping and camping were not allowed/viable anymore?

    What if you all started playing the game the way it was meant to be played, and called out the devs then?
    My thought is Dev's are allowing camping because they are allowing Looping.
    So why give the DEVs a good reason to stop looping.

    Camping = legal and originally intended tactical gameplay

    Looping = unintended abuse of different sized hitboxes, which Devs can't get rid of, because they do not dare touching their Spagetti code

    One is a popular horror theme; baiting out more victims with on ealready injured mate.
    The other is turning the game into a Benny Hill show.

  • @Master said:

    @BLUE_APE said:

    @Master said:

    Camping isnt an exploit, just fyi
    Oh, and playing killer is rage inducing for killers (not sure if you ever tried it though tbh)

    If the game was balanced, then there would be a lot less camping. Yes id prefer that and actually I prefered the old days of DBD without looping and almsot no camping

    I have played killer, I main survivor mostly, but I because I don't care about winning anymore (I never really wanted to go up in ranks either) It doesn't bother me all that much. Aaaaaaaaaaaand uh....another reason is I use doctor, and I useally get more joy out out of zapping people and putting them in madness tier 3. I'm not even kidding, I'll spend most of the match just chasing people and zapping them.
    But when that maxs out, sure I'll zap them and then maybe try to hook some one now and then.

    But I do understand why killer can be rage inducing.
    Why don't the devs make it fair for both sides?
    Looping? Why not they make it so blood lust will kick in tons faster in places that are well known for being loop spots?

    If you only run around like a clown and dont try to actually play the game, you only have a slight glimpse how frustrating playing as killer is.

    I dont know why devs dont do that. They could also fix the hitbox issue that would diminish looping by a lot.
    The problem is the survivor main comunity, they want easy wins, but in their heart they know that unbalance causes stuff like camping and toxicity.

    Yep, to many survivor claim they "play killer", but actually they are just enjoying to do the partyclown for their fellow survivor.

    Devs said on stream (ages ago) that they do not dare to touch the hitboxes (collisionboxes), because that would/could create to many other issues (Spagetti coding).

    And I think there are 2 kinds of survivor mains, those that do not play higher ranks and seriously believe that killer are op and those that play high ranks and KNOW that survivor are the ones in charge of the game and BOTH try to get killer nerfed anyway.

  • Is this a serious threat?

  • @RSB said:
    You know, when I see "I'm akiller main" at the start of the thread, I know that some salty survivor is roleplaying and trying to push his ideas against killers. I would put here "Hello, fellow killer mains" picture, if I had one on my phone...

    Can I help you out?

    https://imgflip.com/i/2fd4tz

  • @MrChills said:
    Camping can indeed be a decent strategy yet as a high ranking killer myself, I strongly feel that camping is only a good strategy when it comes to the gates are powered or open, when three generators are close together, survivors being way too overconfident, parties in the basement, basement builds, and finally when a generator is nearly done and you hook a survivor near it. You now have objective control over both the hook and generator yet my main concern is with the blatant camping aka griefing . I've had campers camp me for no reason and many others when 5 generators are up, and I find it highly annoying that there's really not many counters to camping beside genrushing " sucks for that guy". I think that is wrong that another player has to suffer just for someone's sadistic amusement!

    I don't get it, first you acknowledge in length that "camping" is a strategical decision that makes sense in a lot of sense in various tactical situations and than you come up with a crapload of weird "fixes" that are highly abuseable to "fight camping".
    Just you try to cover up any situation that YOU find unsuitable for "camping".
    But guess what? Camping or not is the decision of every player. You see your moments where you see camping as viable and others see theirs.
    You just try to rule out all situations that you would not camp.
    But you can't make sure that your ideas do only work in THAT situations. They will often work in situations where camping is a good strategy and ruin the killer players "fun".
    If "sadistic amusement" is a social issue for you, you might should consider staying away from HORROR games at all.

  • @BLUE_APE said:

    @Wolf74 said:

    @DepravedKiller said:

    @BLUE_APE said:
    (You can argue with me if you want, but I won't listen, and I know I'm right and your wrong)

    That line makes this a rant not a discussion.
    The button on forums is asking for new discussion threads however rant noted.

    You can edit all you like, but you don't want "balance", you just want free unhooks.

    And killers who camp want free kills, I don't need to win to have fun on DBD Camping is toxic and unfair.
    Are you denying that?

    Yes, I do deny that.
    Camping isn't a "free kill", because the survivor didn't spawn on the hook, the killer brought him there.
    And the killer pays for this kill by spending time near the hook.
    Time is the most precious resource for killer and camping cost time.
    This investment in spent time only pays off if the survivors feed the kille

    So "camping" aka securing a kill aka baiting other survivor is a legal tactical decision.

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