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  • @TruEternity said:

    The previous version of Balanced Landing. It was awful, got buffed, was fun, then nerfed back to awful. I miss the stagger reduction.

    Of course it was fun, you could run killers forever on haddonfield.

  • @Nathan13 said:

    Old BT also had a lot of bad plays I don't see the difference with new BT.

    It just encourages it more against stealth killers.

  • @Friendly_Blendette said:

    https://forum.deadbydaylight.com/en/discussion/comment/2177527#Comment_2177527

    jYeah I should probably stop playing cross off considering it was the exact same guy each game.

    Still very unlikely, if he was camping you to death each game, you should have died 2 minutes afterwards. Meaning that you should have been in another queue by the time the bubba started chasing after everyone else, this is the kind of thing you want to have proof for.

  • Nah, it's easier to just berate the other side instead of being reasonable.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/248894/i-think-i-was-right-about-bt-also-matchmaking

    You are correct that, initially at least, it encourages unsafe saves. However, I think this is a self-correcting problem. Good Survivors will learn that you still need to attempt a safe rescue in the first place, and the Borrowed Time aspect is something there for when things go wrong, or when you have to try and make a save with a camping Killer (no way to attempt a safe rescue). When I heard about the change, I felt the same way you did, making the assumption that there will be a period of adjustment where everyone attempts to spam it and bombs the hook. Give it a week, and people will have learned the error of their ways (I think).

    While that may be true, newbies still did this before the BT buff, so I am pretty unsure on this theory. We might have to wait and see, but I don't think it will sort itself out.

  • @scenekiller said:

    I agree that it's a little chaotic, but with camping and tunneling increasing exponentially in the last month or two, the change was needed and should not come as any surprise.

    It wasn't really a surprise, I did expect this, but it should at least be addressed.

  • @feechima said:

    I'm sure you already know there is also a challenge on the current rift to save within the killer's terror radius with BT twice in one game. This is also encouraging bad plays for those who want to get it done. They'll hook trade just to accomplish it. I'm having trouble getting mine done because I try not to farm the other person.

    I actually did not know, I haven't gotten to that challenge yet.

  • @Starshadw said:

    There's a lot going on in this thread.

    I disagree - I believe that it is absolutely possible and necessary for the game to discourage (aka punish) toxic gameplay. Why? Because some people are simply not motivated by rewards, while others find their "fun" in ruining other's enjoyment. Offering incentives to not be toxic won't affect these folks' behaviors. Thus the reason I prefer employing both the carrot and the stick.

    The biggest problem is that previous attempts to discourage toxic gameplay didn't do so fairly across the board, thereby allowing one side to abuse the situation. I do agree that the game needs to do more to offer carrots (aka rewards) for fun/non-toxic gameplay.

    For example - to discourage face- and proxy-camping, Killers should get no bloodpoints when remaining within a certain distance from a hooked survivor. On the flip side, neither should survivors. Imposing a "after 5 seconds, if you're still within x meters of a hooked survivor, you get no bloodpoints" whether you're a Killer or survivor ensures 1) the Killer leaves the area and 2) survivors aren't attempting to abuse the Killer (and the hooked survivor) by getting into a chase in the immediate vicinity, or by using the hooked survivor as a shield to do things like repair a generator or cleanse a totem. 5 seconds gives enough time for someone to go in and get the unhook (and the points for doing so), and once the unhook is done, the restriction lifts. A simple message appearing on the screen to notify players "you are no longer earning bloodpoints" would make it clear so folks would know they needed to move away.

    On the reward side - I like the idea of giving the Killer a bonus for each distinct hook - another reason not to camp, as if one can get the full 12 hooks, one would get a hefty bloodpoint bonus at the end of the match, as opposed to camping and basically getting 4 or less hooks.

    To discourage selfishness on the part of survivors, the game could give all survivors whether they escape or not a bonus for anyone who does manage to escape - so even if a survivor dies, if two of their comrades escape, they also get the bonus at the end of the match. This would encourage folks to be more helpful to their teammates as opposed to hiding in lockers or hiding near the hatch.

    There are ways to discourage toxic gameplay in a fair and balanced way. The real question becomes why BHVR chooses not to do so.

    Insofar as BBQ and Chili is concerned, the primary issue, I think, is that it's the combination of both the aura information AND the overall bloodpoint boost that makes it too powerful, especially when compared to the similar survivor perk, We're Gonna Live Forever, which requires a certain amount of risk on the part of the survivor to obtain and activate (and which provides no aura information at all). It's also too powerful when compared to the other Killer perk, Distressing, which increases terror radius and provides the boost only to Devious bloodpoints.

    If you take away the opportunity for bloodpoints when camping, then you might punish killers who aren't intentionally camping. There are loads of times where the killer has to stay near the hook because survivors are swarming that person like flies. In the situations where a killer is forced to camp, they would be punished.

    BBQ is most certainly not too powerful either, it is well balanced, healthy, and an all around amazing perk for killers. I see no problem with this perk especially considering how much counterplay it has.

  • They aren't? Usually people are just salty when they say that because they were flashlight saving and clicking.

  • Why even play killer if you are upset by chasing survivors?

  • Currently it's "Beautiful mistakes" - Maroon 5

  • I doubt that you went against 4 insidious bubba's in a row considering how rare they are.

  • @Power_Guy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2177052#Comment_2177052

    It's funny; Survivors continue to say 'she has no counterplay' while people continue to list counterplay. Then they plug their ears, wait a day, and go 'she has no counterplay'. Then someone lists counterplay, and they plug their ears again.

    Survivors sit there and go 'New people are bringing down her kill rates, she's totally OP'. But if she was as OP as folks like to claim, newbies would be getting consistent kills with her.

    And if it takes skill to kill with her; that's not being OP; that's having a high skill ceiling, and is what EVERY Killer should strive for. Higher skill equaling higher reward is balance.

    I hope you aren't implying I am a survivor main.

    As for her "counter play":

    She gives no indication as to where she is when phasing nor does she give you information as to when she starts to phase. She can react to your footsteps, breathing, groans of pain, environmental cues, and vaulting noises. Survivors have nothing to react to in order to see where she is or when she is phasing, thus you cannot even begin to outplay or "counter" her while phasing.

    • Vaulting and then slow vaulting a window is just pure guessing of what she is doing, this is not counterplay either.
    • Walking back into your own trail of scratch marks into a different place will not work because she can hear your breathing and footsteps.
    • Dropping a pallet and then vaulting is just guessing again, except this time you lose a pallet on top of possibly being hit.
    • Iron will makes it harder for the average spirit, but anyone with a brain will realize that you cannot have gotten very far if you start walking. They can still also hear your footsteps or see grass moving.

    People say she doesn't have counterplay because she literally doesn't. Guessing is not outplaying, you are making a decision and hoping it was the right one.

    You cannot even begin to counter play a spirit because she gives you nothing to react to, and new spirit players are why people think she has counterplay.

    Also, how does Spirit take skill to play? All you need is a good headset which I have, and it is just an easy win.

  • Survivor is more fun for more people because you can play with friends and it is less stressful.

    Playing a good deal of killer even if you are good is just pure masochism.

  • literally no reason, the only thing that needed to be touched were his addons

  • I think she is OP with her better addons.

    She is too easy to play for the reward she gets, far more than freddy.

    She has no counterplay.

    She is very unfun to play against, on top of everything else. You are just guessing throughout a chase with her (if it is even a chase you just die so quick against one with a brain).

  • Why is plague in very hard? She is difficult but not very hard.

  • @Power_Guy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2176948#Comment_2176948

    The problem is 'unfun' is subjective and impossible to balance around.

    People claim 'tunneling' and 'camping' is 'unfun' and Survivors deserve punishments from giving up hooks to losing BP.

    And if you balance around a 'fun factor' for Killers, literally every Killer would have nerf bats, because SOMEONE would whine that the Killer getting even 1 kill is 'unfun', because they're the one who always dies.

    That is why a Killer, or tactic, being 'unfun' is NOT a metric for nerfs. It's not data; it's a subjective idea that changes for each and every player in the game.

    The difference with spirit is that she has no counterplay, so she literally needs a rework. In her current state, she is both very easy to do well with on top of being very unfun to play against. All the more reason to give her a rework.

  • @Grandpa_Crack_Pipe said:

    Unfortunately, this is the timeline we live in for the foreseeable future.

    Spirit being Spirit while people tell you how you're just not smart enough to understand the sick Spirit counterplay like they do.

    "omG JuSt WaLk BaCkWArds 4HeaD"

  • @ShinobuSK said:

    Because she is hot.

    But seriously, her add ons need a nerf of some sort.

    But I just don't want them touching her power in any way, because she will be nerfed to the ground and this game needs strong killers.

    I don't find her problematic as much as many other people do, simply because I don't see her that often. In red ranks I encounter spirit once in 30 games.

    However Huntress and even more so Nurse, make over 50% of all my games and I find them very strong in good hands.

    Still don't want any of them nerfed tbh

    I still think she needs a rework, I think she can still be strong as long as a rework is good and it doesn't completely nerf her into the ground. The game needs strong killers, but not very unfun killers to play against.

  • @QwQw said:

    Yup, that's definitely a hacker.

    I'm pretty sure that guy's been around for awhile now, using the same hacks. I'm very surprised he hasn't gotten banned yet.

    He's probably disguising his profile as someone else's, that's what the hacker I went up against several times was doing. This way, you can't even report them for cheating and they also make it seem like an innocent person is.

  • Sprint burst, jukes, iron will, iron will + lucky break, lithe, styptic, all of these can help end chases since the killer will just leave someone with any of these most of the itme.

    But why should survivors be able to end a chase when they want to? Seems incredibly unfair.

  • dude just take a break

  • @GrimReaperJr1232 said:

    None.

    Wraith is fine. Sure, he's weak since his chase game is pretty much non-existent but that's fine. Wraith is a simple bing bong stealthy killer and he does that.

    Maybe rework his Blink add-ons though...

    He is fine most of the time when against you average team of survivors, but he definitely needs work. No killer should be so easily countered like him.

  • @ChiTenshi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2175419#Comment_2175419

    Not really. The Wraith is still visible from a certain distance, and if he uncloaks outside that distance he puts himself at a disadvantage.

    Lets compare his stealth mechanic to other Killers that also use it as a main mechanic:

    • Spirit - No discernable direction or sound whilst Phase Walking. Can instantly leave Phase Walking.
    • Ghostface - Can crouch and lean around corners. Can attack from stealth. Can expose from stealth. Doesn't announce presense.
    • Pig - Can crouch. Has a dash. [Needs a buff.]
    • Wraith - Temporarily keeps his bonus movement speed. [Needs a buff.]
    • Wraith with Bone Clapper - Temporary keeps his bonus movement speed. Has no discernable direction or sound when uncloaking.

    The bone clapper still gives survivors a warning that he is uncloaking, it doesn't make his bell silent. It would also not fix Wraith and give him what he needs. Survivors can still play against bone clapper quite well sometimes, it would just not be the right choice to make. He needs something new to help him.

  • @ChiTenshi said:

    Make Bone Clapper a part of his base kit

    A small change, but it provides the following benefits:

    • Provides more opportunities to ambush a Survivor without his location being an immediate giveaway
    • Adds another layer onto his mind-games
    • Sticks to the core premise of making the Wraith a purely stealth-based Killer

    I don't think making bone clapper base kit is a good idea. That addon is incredibly strong and would be unnecessary as a base kit feature.

  • @zombitehdeath said:

    https://forum.deadbydaylight.com/en/discussion/246634/wraith-temporary-invisibility-secondary-abiliy

    this was my idea of a secondary power.

    The idea was to give wraith some usage outside of cloak and in chase.

    it could be use to mind game in short loops.

    I mean, it is an idea, but I we should focus on Wraith's stealth more. His post-cloak lunge is great at short loops and more unsafe pallets, but he is a killer fully set around stealth so it would make sense to buff that in a way. This idea also seems a bit weak honestly, and I feel it wouldn't make Wraith that much different.

  • @Bonquiqui414 said:

    I don’t think he needs anymore buffs. The game itself could be balanced better via maps, swfs, killer QOL changes but wraith himself is pretty good now.

    Even on more fair maps for both sides like coal tower, against any decent survivors he is pretty much a joke, and like I said he is still very easily countered, too easily.

    It will be a long time before we even hear news of maps being balanced since the devs haven't even finished the graphical reworks.

  • @Friendly_Blendette said:

    I doubt he will be getting any buffs anytime soon I have already seen some people call him the new freddy so.

    lol "the new freddy"

  • It seems pretty underwhelming imo, I think it should do it automatically if the portal has not been used yet. That would be more worthy of a very rare addon. It is pretty easy to remember to just hold m2 randomly throughout the game.

  • I don't think she really needs a buff, she is in a pretty good spot.

  • Not a single time have I heard anyone complain about using new object.

  • Not if the survivors bring keys.

  • @wxnickxw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2172396#Comment_2172396

    Well I've made a proposal about stopping hook timer when thr killer is around the hook unless he's chasing someone. I think this would stop camping becusse then it wouldn't be a viable strategy for Killers.

    There may be abuses the survivors could use if you can think of one let me know. So.e killers have said there were abuses in the past besides it stopping camping but they don't usually say what it is

    Well the most obvious one would be survivors looping around a hooked survivor. They would extend the timer and loop the killer while others work on gens. Even then, this is just a bad idea because it still doesn't fix the problem of killers camping. It is a very unhealthy addition and the devs have mentioned that they have tried things like these and they didn't work out that well.

    in Fix camping Comment by Yords
  • Camping doesn't happen enough and losing pips doesn't matter since rank means pretty much nothing.

    And just how do you fix camping exactly?

    in Fix camping Comment by Yords
  • @dbd4life said:

    camping 100% should be punished. i would extend the hook time if i could so camping would never work against half decent players, tunnel or slug i dont mind because u can counter it, yet camp is truly nasty because this game is not just swfs, its also for solo players who want to enjoy it but it ruined because of so many salty killers out there who cannot live without infinite 4k games. sometimes people should lose dont u think? u think u should always win if ur skill is on par with the survivors? dont u think dh that dont work 90% of the time is in ur favor? dont u think u get carried enough? i mainly play killer and im fed up with how easy killer is at this moment.

    No it should not. It is a weak strategy that mainly works against decent survivors.

    I was about to write a more proper response but stopped the second I read "im fed up with how easy killer is at this moment".

    Please show us your gameplay if you think killer is easy.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2171582#Comment_2171582

    1. "If you die to a hardcore camping killer, it is safe to say that it was probably your fault."

    4. Red killers know how to play killer. They arent noobs.

    5. Survivors dont always take hooks for the team, which hurts the "team". And killers are the ones that choose who to attack, like I said before. You cannot force killers to chase you. Some people fall for clicky clicky chase me. Others know to avoid them. Either way the killer makes a choice who to go after, the survivor isnt doing anything to pull agro: Like a tank pulling agro in an rpg.

    It's a band-aid to fix something you dont wanna fix. Hello....

    I'm advocating for its punishment not its physical removment from the game.

    1) Am I wrong? If you see a teammate on a hook and you try to save them against a camping killer and die, then is it not your fault?

    4) Most of the time at least.

    5) It is actually more beneficial for survivors to take hooks because then the killer does not kill survivors very fast and yes you can still take aggro or play more aggressive. It isn't always going to work because it depends on the killer, but it definitely works a lot of the time. You can force the killer to hit you by bodyblocking doorways if they are hellbent on another survivor.

    It's a band-aid fix to something you dont wanna fix. Hello....

    What exactly are you saying here?

    You can't punish people for playing a certain way. Why would you punish tactics that aren't even that good most of the time? It is unfun yes, but it also would limit killers more. The times where you would have to camp, slug, or tunnel would just be punished when it is the only viable option. It doesn't make sense.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2171673#Comment_2171673

    It's like Midwich.

    Uber long hallways make it difficult to play M1 Killers, but the pallets suck and there aren't many good loops.

    Nobody has a good time.

    I actually think that most of the rooms are actually quite safe, the pallets that spawn in them are usually pretty strong, especially when combined with those windows.

  • @th3 said:

    Not a fan of the swift hunt changes. With Wraiths current buff to his lunge that would just make his post invisibility lunge more oppressive/pushing the limit on being broken. Instead perhaps change the reappearance speed reduction by .3 .35 and .4 and perhaps seeing how that plays out.

    That would do the same thing though if you think about it.

    With my idea, you would have a longer lunge and be able to smack survivors after uncloaking right behind them, so the distance you lose while uncloaking isn't really that big of a deal.

    With your idea it would make the distance you lose when uncloaking less of a deal because you gain the distance you would have gotten in my suggestion with your idea... if that makes sense lol.

    I myself don't really see that being overpowered or too oppressive, especially since this is just Wraith we are talking about here. He is still countered the same as before he got his buffs and can be dealt with just fine.

    But now that I think of it, this could probably be on a better rarity addon so it is more fair.

  • I have updated the list again. I made changes to the "Blink" and "Windstorm" addons.

  • @Yords said:

    A continuation of fixing killer addons to make them much better. Any addons that I do not change will remain the same.

    I will be explaining each family of addons from the lowest to highest rarity in a nice organized fashion, and from uncommon to very rare. Hope you like it. And as always, feel free to critique or add your own suggestions.

    I might tweak these changes from time to time.

    The bone clapper (uncommon addon) - Upgrade this addon to very rare, it is definitely worth more than an uncommon addon.

    "Blink" addon changes

    ***The affect of these addons stack with each other

    Mud (uncommon):

    • Decreases the range at which survivors can see your shimmer while cloaked by 6 meters

    White (rare):

    • Decreases the range at which survivors can see your shimmer while cloaked by 6 meters
    • Instead of being stunned by a flashlight or firecracker, the Wraith will instead immediately come out of cloak

    So these addons are noticeable garbage. These effects will actually make it do something somewhat useful, mainly the shorter range to see the Wraith's shimmer.

    "Swift hunt" addon buffs

    ***These all can stack on each other

    Mud (uncommon):

    • Decreases the time required to uncloak by .35 seconds.

    White (rare):

    • Decreases the time required to uncloak by .35 seconds.
    • Increases the post-uncloak speed boost duration by .25 seconds.

    Blood (very rare):

    • Decreases the successful attack cooldown when hitting a survivor with a "surprise attack" by 40%.
    • Decreases the time required to uncloak by .35 seconds.

    The swift hunt addons are currently very underwhelming. You have to use two of these addons to get a decent reduction value in uncloaking. These little buffs will help with this and add more. It will also make sense with the text "swift".

    "Shadow dance" addon buffs

    White (rare):

    • Increases window vault, break actions, and locker opening speed by 40% when cloaked.
    • This effect persists for 5 seconds after uncloaking.

    Blood (very rare):

    • Increases window vault, break actions, and locker opening speed by 60% when cloaked.
    • This effect persists for 5 seconds after uncloaking.

    The problem with these addons is that they only work when cloaked. It is fun, but not effective. With this buff you should be able to get more value out of it, potentially in a chase. It is still going to be weak though and I am probably going to change this effect.

    "Windstorm" addon buffs

    ***These stack

    Mud (uncommon):

    • Increases your speed while cloaked by 7.5% (its new current speed, just saying the exact speed increase it has now, same for the other windstorm addons)
    • Delays the "whisp" sound when cloaking or uncloaking by 5 seconds.

    White (rare):

    • Increases your speed while cloaked by 10%
    • Decreases the range at which survivors hear you cloak or uncloak (whispy sound) by 16 meters.

    Blood (very rare):

    • Increases your speed while cloaked by 12.5%.
    • If survivors are within 40 meters when you cloak or uncloak, the fog surrounding them will thicken to the point where you cannot see past 32 meters for 10 seconds.

    I decided to buff the windstorm addons because after their slight nerf, it seems like they just aren't nearly as good. Which is sort of a good thing, but now you have to run two of them to notice any changes in speed.

    "Blind warrior" - Mud addon buff

    Mud (uncommon):

    • Surprise attacks afflict the blindness status effect on a survivor for 80 seconds. The timer starts to go down when you stop chasing them.

    This buff should help a little, and it might make it decent. If you are switching off-targets frequently then you should get some nice value from this addon.

    Ultra rare addon "All seeing" Spirit:
    • When cloaked, the Repair Progression of Generators can be determined by the intensity of their Auras.
    • Survivors working on this generator will have their auras revealed for 10 seconds if they get off the generator.

    So this addon is a good one, but it feels just a little underwhelming for an ultra rare. Sure, you can tell what gens are being worked on and how much progress they have, but unless you have pop or ruin you aren't going to get a whole lot of value out of it. Because of that, I decided to give it a slight buff to make it do just a little more.

    After testing it out, this other ultra-rare is pretty good after all. I revoke my change made to it.

    And with that, I come to a close with the addon pass for Wraith's addons. See you in the next one.

    I made a post on this and made up some ideas. Although some are questionable, I think it was still good for the most part.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/247851/camping-tunneling-and-slugging-should-never-be-punished

    1. Your victim blaming

    2. Your "proper" response to someone being face camped is that survivors should gen rush. Killer is doing his job by camping, but survivors arent allowed to gen rush as a response?

    3. Whats the point in having teammates? They pick themselves up and not help anyone and then your gonna complain they're gen rushing. Again.

    4. Most times killers are being scummy when they camp, tunnel, or slug. Is there a need to slug at 4 gens? I'm not even advocating for these to be removed. If anything increase the bp penalty which is basically non existent. And give that bp to the survivor who got face camped on hook. They are gonna get 0 points for the game, at least maybe now they could get distraction points keeping killer attention on them, staring at them while on hook.

    5. Taking agro!? This isnt an rpg, this isn't a tanking situation. Do you mean someone looping the killer to intentionally bringing them to the gen I'm working on to get me killed instead of them? I'm pretty sure chase points and protection hits already exist. You cant pull agro, because survivors have no choice but to be killed at the discretion of the killer. That's why people complain about tunneling, because for the most part instead of committing to a chase they run back the the unhook for easy kills. Now you have been hooked all game, no points for you. What's that you died? I guess that means they were a good killer.

    If theres no punishment or counters like BT then what kind of game do you wanna play? Murder and no one can do a thing about it? That doesnt sound fun for anyone who isnt killer.

    1) How am I victim blaming? I thought I was being very logical and reasonable.

    2) I'm confused here, are you saying that I implied "gen rushing" should not be a thing? I said that if a killer camps, everyone else should just work on generators and that it is also a dumb thing to nerf "gen rushing" because it is the survivor's only objective. Of course they can do generators while the killer is camping, I didn't say anything that hinted they couldn't, in fact that is the best thing to do against a camping killer.

    3) Not all of your teammates are bad, it may seem otherwise, but it is not bad all the time. And as I said, I am not complaining about "gen rushing".

    4) I actually don't think this is true, it is very hard to tell at times when a killer is doing something to deliberately annoy you. I honestly think it is because a lot of killers don't really know how to play killer that well just yet. And no there really isn't a reason to slug at 4 gens unless you really need to snowball pressure quickly (which is uncommon).

    5) It may not be a MMO or RPG game, but you can most certainly take aggro in this game. And no, I do not mean someone taking the killer to a generator that is being worked on (not like it is their intention, they can't tell whether or not you are there without perks), I mean taking hits, downs, or chases for other survivors. I mean making bold plays and splitting pressure on your team. If you don't do this then your team will be killed quicker. If you are being immersed all game, you aren't taking hooks for your team so people die faster.

    I said that BT shouldn't even exist because it is a band-aid fix for camping and tunneling. Look at how much strife DS caused as a band-aid fix for tunneling. I am not saying they need to be taken out of the game, I am saying they are bad design overall and that the game would have to be changed at its core to fix these problems.

  • A lot of people don't know how this game works, they would rather complain than learn.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2169816#Comment_2169816

    So was perma-sabo. Something being in the game is no excuse, since that's why we have a feedback forum. Game design always goes through many iterations because no design is immaculate.

    But out of those three, Camping is the best example: It's simply not fun for anyone involved. The person getting camped is not having fun. The people holding M1 on gen are not having fun. The killer simply staring at their victim or bobbing up and down that hook is not having fun.

    The entire purpose of the game falls apart completely when camping. And it's holding other developments hostage as well, since you can't actually improve the issue with survivor objective speed due to any slowdown on that front being a direct and unmitigable buff to camping. It's only a 1K? Well, now the gens take so long that the killer can sit out both hookstates and then find and down a second victim before gen 5 pops and the gates are open.

    Imagine what non-Kindred solo queue would be like. Yuck.

    Slugging and tunnelling are considerably less egregious, but camping is the literal worst thing DBD has to offer and there's no real argument for wanting to keep it. In particular, the idea of slowing the hookstate progression while the killer is nearby and not in a chase seems a perfectly tailored solution that helps reduce its viability without hindering normal gameplay.

    And once camping is done away with, genrushing can be addressed.

    The thing is, camping is such a core part of the game that you can't get rid of it without redesigning the game from the ground up. How exactly would camping be nerfed? It sucks when it happens, but for now at least there is nothing we can really do about it. The perma sabo on the other hand was an issue, but it had a very reasonable nerf. It's nerf was to just give hooks a set time to respawn, and then it was nerfed again to be faster and have a much shorter cooldown. This was very easy to do, camping is much different because it is really hard to fix.

    Gen rushing isn't the problem though, it is map design and weak killers. A weaker killer will struggle to catch survivors, and strong maps make this even worse on them. You spend too much time chasing one survivor on just one part of the map while everyone works on generators. The only real way to fix this would be to make the maps more balanced and

  • @Hektic3000 said:

    https://forum.deadbydaylight.com/en/discussion/248173/two-ways-to-fix-seal-of-megatron

    Im sorry but what's wrong with what it does now? Its like BBQ that works for his cages so what's the problem with that?

    It is too weak for an ultra rare. Sure, the info you can get sometimes is great, but you aren't going to be using your cages all that often, only in specific circumstances. Then there is the problem of survivors being tormented, they will not always be tormented.

  • @SpilledCookiesxMilk said:

    Completely disagree. Using cheap mechanics should be punishable.

    Care to explain why? Camping, slugging, and tunneling are part of the game.

  • Funny how you want blight to be nerfed but main nurse and think she is fine.

    btw the j flick will be fixed sometime soon

    Blight is in a very good state and does not need any changes.

  • Ever since she got a free corrupt fountain at base, she became much stronger. It also made not cleansing no longer a good strategy to use against her.

    What you want to do is make it take as long as possible for her to just infect you. She has a weak early game because she has to spend time infecting survivors, slowing her down by maybe dropping a few pallets down early will stall her and make it really hard on her.

    When things are looking bleak and you really need to stealth to go for a save, or you are very vulnerable, then you may cleanse in the pool that is most inconvenient for her to go to (the one that will take the most time to get). So if you see her on the far side of the map, go ahead and cleanse in a pool of devotion that is the furthest one from her if possible.

  • I am going to assume you just installed.

    in Buff spirit Comment by Yords
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