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Xernoton

Xernoton

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Xernoton
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  • I learned to accord for the input delay. Since it mostly stays the same I can still hit great skill checks quite consistently.

  • Spirit has quite a few very strong and oppressive addons other than the MDR and Cherry Blossom. This combination allows for pretty much no counterplay. And not only that. But because she is so fast with MDR she mostly doesn't need to use her power for a long time so it actually even helps with the cooldown (similar to the duration addons). These addons are just overtuned.

  • The main reason Wesker's kill rate is so high is because he is still relatively new. It happens everytime with a new killer. Everyone plays them, survivors die left and right, then they adjust and the weaknesses of this killer become obvious. Wesker is a good killer, no question, but with a bit more time we'll see his pick and kill rate decrease.

  • I don't think MMR should be visible to other players. We don't need even more bullying. Also I'm fine not knowing my MMR. Makes me focus more on each game individually instead of losing my mind over a number that somehow influences matchmaking.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230396#Comment_3230396

    Both things don't exist. At endgame there is no camp/tunnel as there are no other objectives. Same goes for survivor - the term makes no sense. If it made any sense then finishing a chase with down would also be considered tunneling - you normally don't leave survivors after injuring them or after getting their DH out or after 1-2 pallets are used (exceptions may apply - but that's same for both sides).

    https://forum.deadbydaylight.com/en/discussion/comment/3230509#Comment_3230509

    Camping and to lesser degree also tunneling is super easy and yet super rewarding and super boring. Asking DEVS (as opposed to killer players) to change this is only reasonable.

    It's as reasonable as killer-players asking DEVS to remove infinite loops and abusing 1 window/loop forever for exactly the same reasons. The only difference is that one side playes killers and got their wish granted (as we have seen the catering to their side on most patches for a few years now) and the other side did not - and we see by queue times/incentives/39% what is happening with the game thanks to that.

    https://forum.deadbydaylight.com/en/discussion/comment/3231070#Comment_3231070

    You already have like 6 very usable regression perks. If you use them and survivors try to finish their 1 designated gen, you must be very bad to actually loose the game with very few exceptions (like survivors keeping 2+ BNP's for that generator).

    https://forum.deadbydaylight.com/en/discussion/comment/3231709#Comment_3231709

    Again. This person thinks patch 6.1 was nerf to killers. Don't take him seriously. Same as his "tunnel gens" "idea".

    https://forum.deadbydaylight.com/en/discussion/comment/3233940#Comment_3233940

    no longer applicable after 6.1. Gens take too long compared to survivor hook stages. Especially in soloQ where survivors don't know they have to focus on gens (this was issue also prio to 6.1 for soloQ)

    https://forum.deadbydaylight.com/en/discussion/comment/3234808#Comment_3234808

    How would you unhook survivor with killer far away if killer camps? There is just no way (and as stated before it's not possible to genrush him for it thanks to 6.1 buffs). Reinsurrance counters it to some degree, but there are quite a few restrictions (hooking in the open against huntress/trickster, basement bubba, ...)

    We do not know the exact player numbers this game has right now. What we do know is the numbers on Steam. There is nothing that tells me "OMG the game is in a bad spot. The devs better do something quick." there. Yes, they have been decreasing but this is normal for DBD. You have huge spike in player number and then it decreases again.The reason you see the matchmaking incentives on survivor most of the time is because this game has a ratio of 1:4 when it comes to matchmaking. That means even if there are 20.000 survivors and 7.500 killers the matchmaking incentive would still be on the survivor side. I don't know which region you play on but I can tell you in the evenings killers get the incentive pretty consistently in western Europe.

    With that out of the way let's get into your suggested solution. You want something that makes it harder for killers to camp. That is already a thing. You have for example the option to either run Kinship or Reassurence. Reassurence is locked behind a pay wall, which sucks, but so are most good killer perks. These work perfectly fine against anything that is not a Basement Bubba. You can't brainlessly punish the killer for tunneling and camping. How would the game even know if the killer is camping or they just don't have any reason to leave the hook. In many situations survivors get unhooked instantly by their team mates swarming the hook. Why would the killer leave in that situation? What happens when the survivors find themselves in a 3 gen scenario and the killer hooks 1 person in the middle of it? Do we punish this killer for playing smart? The game cannot distinguish tunneling from the killer being unable to find anyone else, the survivor literally running in the killer's face or just having bad luck either. Even most players can't do that.



    Now, on to the other points:

    Tunneling gens does exist. Wether you like it or not. It's the same reasoning behind a killer tunneling a survivor. Why would you complete 1/3 of your objective and then just leave and do whatever? That is not something anyone would do, survivor or killer, if they are not trying to be especially nice. Survivors are allowed to commit to gens yet the killer somehow is not allowed to commit to a single survivor. Such an analogy exists for camping as well. It is exactly the same reasoning. You know it, I know, everyone else knows it.

    Most gen regression perks heavily depend on the survivors in their effectiveness. SoloQ suffers from Eruption while a SWF can deal with it pretty well. Overcharge is easy to counter. Hitting that skill check is not increadibly hard. Ruin is pretty much worthless now. Pain Res only when the killer hooks a survivor on a scourge hook. Prolonging the chase, going down in area you know has no scourge hook or sabotating a scourge hook are effective counters. Also keep in mind even 1000+ gen regression perks will not help once that gen is finished. That is something you see quite a lot recently. Survivors do gens increadibly fast. Prove Thyself is the main culprit and it doesn't have any special conditions other than doing a gen with multiple people. The killer has to do more than that to actually get value out of their perks (except Ruin).

    Since you bring up 6.1.0 quite a lot let me explain the issue to you. 6.1.0 was a massive improvement for killers. No argument there. But it did not fix the core issues killers had to deal with. Gens now take 10s longer each, right? So that equals 50 seconds in total. For a single survivor. Fortunately it is not a 1v1 but a 1v4. Meaning effectively gens take 12.5 seconds longer at best. With the meta shake up however Prove Thyself becamore more popular. This easily saves the team 30-60s without any special requirements. There is also Hyperfocus + Stakeout which can speed up matches to ridiculous paces.

    If the killer "camps" from far away, get this, they are not camping. No killer (other than Twins) has the ability to be far away and still right near the hook. That is not how it works. Ranged killers do have counterplay if you didn't know. Huntress hatchets sadly do not have an auto aim feature yet. Meaning you can dodge. Same for Trickster. There is also a thing with maps that might help. It's called "cover". They can't hit you through objects. Use that.



    I would be fine with some form of punishment for camping and tunneling, personally, as long as the game also rewards killers for playing nice. Right now though that is not the case. You literally throw matches by playing nice. Medkits have lead to killers committing to pretty much every chase and of course when you find an injured survivor you will go after them. Otherwise they will greet you later with a big smile on their face, medkit in hand, fully healed and ready to waste your time with each hit. Camping is (mostly) a reaction to survivors finishing gens so fast the killer can't afford to waste their time running over the map trying to find someone or a strategy the killer might use when they find themselves in favorable position the 3 gen scenario I mentioned earlier.

  • I had that happen to me once. Let's just say I got humbled. I got 2 Hooks and they ended my streak on Doctor. I still get nightmares from this.

  • Combine it with Open Handed and you can even see which locker they go in while the killer is chasing someone else.

  • Agreed. Nurse might not be fun to play against but she is part of the game. Rage quitting because of her means you don't want to play a public game. You want to play KYF where you can decide which killer it will be. It's not just Nurse though. You see people dcing no matter what. They always find a reason.

  • Mostly 3 medkits per game. Sometimes 4. Medkits are another reason you see killers tunneling and overcommitting. Not going after the unhooked survivor guarantees they will be healed the next time you find them. Hits are worth nothing. They cost the killer more time than it takes the survivor to heal. I understand that SoloQ more or less relies on medkits but it's still not a great feeling knowing you can't leave a survivor because then you just wasted your time.

    I would be fine with medkits if they didn't stack so well with CoH and other perks. This is where it gets ridiculous.

  • I used to main Doctor. I think in terms of strength he is ok. I would like to see his Mouldy Electrode and maybe a -10% delay on the shock basekit but other than that he is fine in the right hands. His anti-loop is often underestimated but a seasoned Doctor will be quite oppressive in chase.

    I like the idea of the illusory Doctors moving but the game can't even handle more than 2 zombies at once. I think this might just be too much.

  • @CoDismylife said:

    https://forum.deadbydaylight.com/en/discussion/comment/3234195#Comment_3234195

    Well if its that unbelievable you better tune in when I get some teams with enough balls to challenge me and live stream it. Watch the stream and get you reality flipped over.

    We already established that you are the best player in this game. Wanna see the maths again? I showed you before. We have the recent kill rates and you claim that a large portion of players have 99% win rate, that does not compute.

    This is getting old. It was funny in the beginning but seeing you make these ridiculous claims and even challenging people on the forum is tiresome.

  • I'm pretty sure BHVR can detect who actually uses third party software. So I'm not too worried. We'll see how exactly EAC will handle that in the future.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/351237/i-tunnel-in-more-then-80-of-my-matches

    "If u are playing survivor and don't want to get tunneld DON'T take a bt hit."

    This is why I wanted baseline DS instead of baseline BT.

    Same issue. Even before the nerf you could power through it if the survivor wasted their DS.

  • The only reason not to tunnel and camp is to play nice. The problem is playing nice doesn't win matches.

    I know, I'm a terrible person, but the survivors teabagging me at the gate and calling me a bad tunneler and camper regardless doesn't exactly motivate me to play nice either.

  • I hate to say it but you don't. I hope they'll reconsider this perk in the near future.

  • Billy has many issues other than overheat. Removing overheat does very little as you don't really overheat anyway. More problematic are hitboxes. It's painful. Next up is his reliance on addons. Not running engravings means that many curves will not work. Survivors have more than enough time to react. Last but not least his addons are either good or straight up horrible. I really tried but I can't get any value out of the Off-Brand Motor Oil, Big Buckle, Leafy Mash, Black Grease and Pighouse Gloves. All of these addons are not just weak but pretty much useless.

  • Picture this. Killer hooks survivor A. They leave the hook and chase survivor B while A gets unhooked. Instead of working on a gen A runs up to the killer. Killer ignores A and focuses on B. They don't tunnel. This means A might not get use their DS. But A can't have that. Instead they bodyblock for B. The killer now has to deal with a survivor that cannot be hooked (still 40s of DS left). They have to slug A. Can you guess what other perk A is running? It's Unbreakable! These 2 perks make A basically invincible for 60s. Besides these things A could also run up to the killer, start harassing them and jump in a locker when the they get closer. It puts the killer in a lose-lose situation if they decide they don't want to tunnel. The same thing happens with OTR right now.

    Defensive perks are used in aggressive ways and that is why they don't prevent tunneling in the slightest. They highly incentivise tunneling instead. Don't want to get punished by DS and OTR too hard? Tunnel.

  • Some VERY justifiable reasons people DC:

    Ohh no, the killer is afk! DC

    Ohh no, the killer isn't afk! DC

    Ohh no, I don't like the map! DC

    Ohh no, I don't like the killer! DC

    Ohh no, I don't like their perks! DC

    Ohh no, I don't like their addons! DC

    Ohh no, the killer found me first! DC

    Ohh no, the killer got an early down! DC

    Ohh no, the killer hit me! DC

    Ohh no, the killer outplayed me! DC

    Ohh no, the killer.... DC

    Ohh no, the survivors completed a gen! DC

    Ohh no, the survivor stunned me! DC

    Ohh no, the survivor 360ed me! DC

    And the list goes on. If anything BHVR should learn that removing the DC penalty is a bad idea. People will find a reason to DC no matter what changes you make to the game.

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/3232525#Comment_3232525

    If you're a survivor, medium vaults are a hindrance and a thorn in side, they get them downed when they don't want it.

    If you are in a chase, you want a fast vault 100% of the time.

    If you are not in a chase, you want a slow vault.

    Medium vaults are useless for survivors and it makes no sense to force me into one when I don't want to.

    Medium vaults are only helpful for the killer. They ruin loops when you're trying to go for the fast vault angle and you have to time the space bar button within a fraction of a second to hit "Running Vault" prompt, or else it goes back to Medium vault.... which gets you downed by killer. It's really annoying getting hit with a medium vault and watching your character on the other side of the window, what should be outside of m1 range.... but still being downed by killer.

    Survivors would also like to run faster than the killer. Do we add that as well? Also a survivor never wants to go down. That has nothing to do with medium vaults. As a survivor, you never want to get hit. Why would you? THAT doesn't make any sense.

    Of course medium vaults are a hinderence for survivors. They are supposed to help the killer out. You can even get grabbed while medium vaulting. Imagine how strong shack and other already strong loops become with this. Medium vaults add another layer of skill to looping and are an important part of the game. Removing them would end in total chaos.

    In addition let me explain: There is a difference between a wall and a window. I know it might be hard to grasp but you can only vault windows in the first place because they are in fact not walls. That also means a killer could stretch out their arm and try to hit you on the other side.

  • In terms of strength Freddy was in a bad spot. He was simply too weak to compete against any decent team.

    However his kit was quite unique and he felt completely different from other killers. He was definitely more fun to play as than he is now.

  • Haha, see that's why I developed insomnia!

  • I would love to see the actual kill rates. You know, without survivors killing themselves on first hook, giving up or actively killing their team. I can tell you the numbers would be a quite a bit lower.

    Hexy is wrong about this and that's obvious, looking at the kill rates.

  • No one. Which is why this little piece of wisdom is all the more important.

  • There is a real simple solution to the problem. If you don't want to play the game, don't play the game. You don't need to dc. You can just not play in the first place. There is no justification for dcing (unless you're held hostage).

  • Hag is great at defending things. You don't want to actively chase survivors but instead make it nearly impossible for them to finish their objective.

    That means:

    1) You make out a part of the map with 3-4 generators close to each other.

    2) Lock it down completely. There is a loop? Trap. There is a bottle neck? Trap. There is a gen? Trap. There is nothing at all? Trap.

    3) Defend your gens. Let the survivors do the running. They'll come to you eventually. You stay put and patrol your web.

    4) Don't leave your web. Do. Not. Leave. It. It doesn't matter if a survivor is injured and you can't down them. They'll heal and come back to you. Use that time to reset your traps.

    5) You do not chase. Hag is not a chaser, she is an assassin. You get a hit when a survivor steps in your trap and that's it. If you can force them into a trap good but otherwise you don't care about them.

    6) Always regress every little bit of progress they made on a gen. It's your gen and it better stays completely silent.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3232245#Comment_3232245

    I'm a Billy main and though I don't get see a large amount of DCs I still get them now and then if I get a chainsaw down early on in the match.

    I stopped running Lethal Pursuer for that reason. Now I can at least make it to the first curve without a dc. After that though...

  • Ok, sure. One question though. When am I allowed to play a normal game, then?

  • Killers you can add to the list:

    Billy, Sadako, Bubba, Freddy, Doctor, Wraith, Deathslinger, Trickster, Nemesis.

    Played all of them once (except Doctor I played twice) and got at least 1 dc on each. Maybe I should start a dc streak?

  • This is something I've been saying for months. A killer's best option should not be to tunnel or camp. We need incentives for playing in a different way and ways to make tunneling and camping less accessible.

  • @hatchetChugger said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230124#Comment_3230124

    "with no warning" has 2.5~ sec charge time + travel time. Huntress can hit from way further, and her hatchets are easier to hit. Pyramid Head can hot through walls + always a guaranteed hit when a surv goes to a window. There are plenty of times where PH and Huntress can end chases faster than Nurse. You did a lot of generalizing with your last sentence. People have been saying it for years, break Line of Sight. This also applies to the other killers mentioned, and no one has trouble breaking LOS against them, but suddenly with nurse its impossible.

    Huntress hatchets are way harder to hit. The travel time of Nurse is not even enough to react to it if you don't know she is coming for you. Huntress cannot hit you through walls, unlike Nurse. If your chase as Nurse takes longer than that of a Huntress or Pyramid Head against anything but a bot you are just bad. Nurse is not as hard as people like to believe. Get a handle on her charge time (shouldn't take more than 5 matches) and you're good to go. After that you need to learn how to account for survivor movements (maybe 20 games). That is all takes to master Nurse. Blight, Oni and Billy for example are way harder. Nurse is straight forward compared to them and even most M1 killers.

    I agree that breaking line of sight is your best option against Nurse. The problem is that a Nurse that has aura reading can basically guarantee a hit in most cases. The reason why breaking LOS is harder to do against her is because 20 meters of distance don't matter. How does a basic killer (M1 killer) close this distance in an instsnt? They can't but Nurse on the other hand.... She blinks right through and can still go for a hit using her 2nd blink. It's not that hard, seriously.

    I can play Nurse without addons and only 2 perks, BBQ and Shadowborn (yes, I am addicted to both of these), and still win most of my matches without resorting to tunneling and camping. I can't do that with Huntress or Pyramid Head. I can't even do that with my mains Billy and Doctor. The difference is that Nurse is strong enough to go through most teams with relative ease, even on maps where most other killers struggle. The Game, Garden of Joy, Eyrie of Crows, Badham, old Haddonfield, Cowshed etc. are easy manageable for a Nurse. A map with 1000 pallets and a literal infinite would still not be survivor-sided. It would be Nurse-sided because she can ignore all that. Everything in this game is Nurse-sided (as long as we are not talking comp).

    The DBD community disagrees on pretty much everything except no one doubts that Nurse is, by far, the strongest killer in the game. Even seasoned Nurse mains will admit that Nurse needs a nerf.

  • Zombies are absolute rng. 1/100 games they will turn entire matches around. 99/100 Nemesis doesn't benefit from them at all. It usually takes something between 15 and 45 seconds for them to get stuck. And when they get stuck they are STUCK. They will not get out of these positions on their own and they won't react to anything around them no matter the perks the Nemesis is using or how close a survivor might get. There is not a single map in the game that they work on properly. I used to play Nemesis almost exclusively after his release and I can tell you even their information part is broken. They will walk in a direction with outstretched hands, indicating they found a survivor while walking towards a part of the map where there is absolutely no one. There is also other bugs where they just stand in the middle of nowhere and don't move at all or they repeatedly switch directions increadibly fast making it look like they have a seizure. The best a Nemesis can hope for is that they won't bodyblock him. Simply put: Zombies are a broken mess.

    A zombie camping a gen means they walk but don't register the gen, so they just walk in a direction that is blocked and can't leave. That or they get completely stuck in which case you could simply come back and work on the gen. They won't mind.

    A little piece of advice against oppressive zombies. Don't EVER waste a pallet to kill them unless you have Any Means Necessery. As soon as you make a bit of distance and break line of sight they can't follow you anymore and usually get lost after 30 seconds max. If you see a zombie getting stuck or not noticing you, work on the nearest gen to them. The Nemesis often enough will not suspect this. If a zombie does bother you too much, see if you can blind them. As long as you are infected zombies should sense you easier (though I'm not quite sure that actually works).

  • Well, of course because she needs it. Haven't you realized how weak Nurse is? Me neither.

  • There are videos on it. Hopefully it'll get fixed soon.

  • On some level, I have to respect that you straight up asked. But no.

  • @Springey said:

    Mori cosmetics would give killers advantages if they happen to be shorter, or disadvantages when they are longer.

    With the finisher mori, they can add mori customization with no problem since it can be as long as they want them to be without the problem above.

    And talking about the mori changes, I think it would have been cool if they added mini-moris, that all have the same length, to all killers, which then are used for perks like Devour Hope instead of changing it to an instant hook sacrifice for example.

    Yeah and cosmetics give an advantage if they fit the general hue of a map. I don't think people would care about that too much.

  • Sadako. She is the real survivor. Always running from 4 adults bullying her.

  • True. Tunneling and camping aren't exactly nice and enticing but they are logical responses to certain circumstances. You can't really blame someone for doing the rational thing, can you?

  • For myself I consider every match a win as long as I had fun or I could learn something.

    In general 3ks-4ks are a win, 2ks a draw, and 0-1ks a loss for the killer.

    When playing survivor I apply the same rules.

  • Wesker: Mid to higher A tier. He has map mobility, a great anti-loop (though definitely not uncounterable), a side objective you actually have to take care of and he can save a bit of time by grabbing a survivor. In that case they also can't get flashlight saved, which is not a big deal but an honorable mention nonetheless.

    Dredge: Mid to lower B tier. He has map mobility which, can be delayed, but he lacks power in chase. His anti-loop exists but that's about it. Often you will find Dredge struggle to activate Nightfall and without it he is not that strong. Overall Dredge isn't bad but he simply cannot keep up with how fast paced many games are.

  • Let me get this straight. The killer first wins the normal match with 3 perks and then even finds the hatch before you and you STILL think NWO should not activate because your third chance at an escape gets significantly lowered by it? Why would a survivor that already lost TWICE still need a realistic chance to win?

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230521#Comment_3230521

    It’s not because it’s already available just not intergrated into the game and the devs accept it as part of the game.

    If anything right now Solo queue is underdeveloped, not in a “nerfed” state because it’s missing a feature that the devs themselves acknowledge as being key part of the game. They encourage survivors to work together in MANY situations yet feature no tools to coordinate with.

    -Voice chat

    -Ability to see perks in lobby.

    By definition a buff is anything that makes something stronger / more viable. We are talking about QoL yeah, but SoloQ would become significantly stronger with a way to communicate implemented thus making it a buff.

    As I said before, a voice chat is not a good idea. It would mostly be used for toxicity, there would be a language barrier and some people may not feel like talking to complete strangers. A set variety of options to say things like "Look out.", "Killer is on me.", "Going for unhook.", "Gen nearly done." would deal with the issue better, though the option to mute someone might still be necessary as some people would only use it for spamming.

    I agree though that survivors should see each other's perks before the start of a match.

  • There are a few ways to trigger auto DH when no sane person would ever DH normally. For example if you suspect someone has it, get in range and make it obvious that you will lunge in a different direction. Don't hit them, just whiff. If they still DH you have your answer. Also when they drop a pallet press M1 to hit the pallet. Because you technically should be in range for a lunge their auto DH will activate if they are running. The second one works for me pretty well because they seem to love spinning behind the pallet.

  • @almofan1001 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230533#Comment_3230533

    Doesn't stop the community from preaching the "muh 61 %" like it's some holy truth. I am getting so sick of it being referenced everywhere as the only argument. I wish BHVR never released those stats, it was a mistake.

    I mean, you have to base your arguments on something. An inflated statistic is still better than none at all (at least in this case). But yeah, some people choose to ignore (or maybe just don't realize idk) that there is more than one side to the argument.

  • @almofan1001 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230511#Comment_3230511

    Outdated + biased stats. Irrelevant.

    Outdated - been already many buffs for the survivor since that data was gathered.

    Biased - lots of survivors were killing themselves on hook/DCing/refusing to adapt during the first weeks of the new patch.

    61 % is a delusional statistic, especially now.

    I do agree that the kill rate is inflated but I reckon BHVR can tell apart matches with and without dcs so that should not add into it. However survivors killing themselves or simply giving up definitely impacts the stats.

    The kill rates without those would probably still be higher than before 6.1.0. Definitely not 61% but better than 53% at least.

  • I play both but I enjoy killer more. It makes me feel like I have more impact on the game.

  • @Johnny_XMan said:

    Killers don’t need any buffs because of SWF.

    Solo queue doesn’t need a “buff” it needs QoL changes. As in things that give them ability to coordinate like SWF. Period.

    Isn't that still a buff, though?

  • Another thread about how killers need to be punished for camping?!

    1) Camping is a SUPPORTED strategy by the devs.

    2) Why would a killer not camp when they can get the most value out of it?

    3) Camping and tunneling are the logical response of killers that can't keep up with the game's pace.

    4) Killers should not just be punished for camping but rewarded for leaving the area.

    5) Some killers are literally designed to camp.

    6) If killers become prohibited from camping then so should survivors, right? Meaning no one is allowed to do a gen as long as the they are in the terror radius.

    7) This is the most important. A killer camping you is not a personal insult. It's the killer trying everything they can to win.


    I get it. Camping sucks. I know. But simply punishing killers for doing the rational thing is just a bad idea. Instead camping needs to be understood as an issue and fixed accordingly.

  • The stealing part was probably added because some people complained about farming during the past events and wanted this event to be more competitive.

    But I agree. This shouldn't be a thing.

  • @csandman1977 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230319#Comment_3230319

    He could have done the gens. Didn't seem like the killer was too interested in stopping him from doing the objective. Thus he wasn't a hostage.

    Well, that killer came closer when op tried to do gens. I mean, sure op could have tried to force the kill but this would probably still fit the "Holding the game hostage" bill. At least a report for toxic behaviour would be warranted.

  • I don't agree. Most killers are well playable right now. However the SoloQ situation really is terrible. It would have been better if BHVR had focused on SoloQ first and then buffed killers. Doing it in the order they did means they'll have to buff killers again once they finished the SoloQ changes. So they actually made it harder for themselves.

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