Zeidoktor
Zeidoktor
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Speaking for myself, I've never had an issue with the i- frames aspect of the perk, mainly because that's its whole premise. My understanding of the issue has been people using it in ways not intended, the Dead Hard For Distance.
That in mind, assuming it's feasible to even do, what if you only got the distance if, and only if, got successfully dodged a hit with Dead Hard?
The game recognizes that, if you hadn't used Dead Hard this attack would have hit, and then gives you the lunge.
Would take out a few of the issues people have I think. Can't really say it rewards mistakes or is too easy to use when you have to get its usage in at the right moment. At the same time survivors can't use it at will to get that last little bit of distance to safety.
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The only late-game D/C that makes sense to me is doing it so their last teammate has a shot at the hatch.
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I'd be okay with the point-specific tokens of BBQ and WGLF being allowed as an exception, but otherwise yeah part of the point of the cages is you trade off whatever hook perk(s) you'd get for faster "hooking" and possibly sending the survivor away from rescue.
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@DangerScouse said:
Plus, surely "Accidental Tunneling" is an oxymoron.
Depends. If you've got multiple of the same survivor using the same or similar skins it's probably easy to mix up who's who if you're trying to keep track.
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@ShintyShinto said:
It doesn't matter if they're friendly from the start, throw the match when they're pwning or getting pwned by survivors, or give the last survivor hatch. For me it's no different than if a killer is AFK or being toxic.
I'm not here to farm bloodpoints (even though I'm a slave to the grind like everyone) I'm here to have fun. The fun comes from actually playing the game, not getting freebies. I don't want you to be nice to me, I want you to kill me.
Makes me salty when I do most of the gens only to die unhooking my last teammate, who was hiding in a closet for half the match, as I'm about the open the exit gate... and then the killer gives that teammate the hatch. Like OK, guess I'll just watch from afar in my superman suit.
Play the game as it's intended please. Killer kills. Survivors survive.
Compared to the sweatfests some games can be, the occasional farm or hatch giver is a nice change of pace.
I tend to pay for bloodpoints first and foremost, so I tend to vary based on more when I'm the killer. My general rule is play serious until, if possible, everyone's at 2 hooks and decide from there.
I'm perfectly happy to farm, or at least go easy, if someone brings Bloody Party Streamers or a Cake. Mostly because I find it annoying when I play a cake as Survivor only for the Killer to end the game as fast as possible or otherwise tunnel some poor sucker out before they can benefit. I don't expect the Killer to farm or anything, just let folks get a few extra points from normal play.
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Only if this makes Swiper the Dredge.
"Dredger no dredging! Dredger no dredging! Dredger no dredging!"
Dredger snaps a lot of fingers
"Oh, Man!"
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I've never really categorized it, but for me tunneling is making an active effort to chase and hook a single, specific Survivor, often at the exclusion of others, ever if they deliberately try to draw aggro from their teammate, must often occurring against a Survivor who has just been unhooked.
It's the thing I most hate running into as Survivor so I make an effort to avoid it as Killer. I've done it accidentally, like mistaking a Meg that was on death hook for my last BBQ stack, and I'm not above slugging off hook if someone is dumb enough to unhook in front of me, but I'll leave them after the hit, then target the unhooker and not interfere with a pickup (Either I force BT, force Unbreakable, or force someone to come for the pickup, barring Exponential or Soul Guard it's a win win for the most part)
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@Canas said:
https://forum.deadbydaylight.com/en/discussion/comment/2960471#Comment_2960471
I'm not sure how you're getting a 45% winrate out of these matches, there were so many 0Ks in there and only a handful of 2Ks.
This is my first 4K since a long time on her and it was all thanks to basement camping and using her corrupt purge like a bootleg Bubba chainsaw. At this point I pretty much have nothing to lose but my sanity so I might as well play as dirty as possible, I see no alternative for getting kills on her. Matchmaking simply doesn't play fair.
@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2960484#Comment_2960484
I think a lot of people don't realize how well this MMR actually works. You're last 6 games you posted puts you at a 45.83% win rate. It just take a bit to readjust to a new killer.
Like I said before, you were definitely getting curb-stomped at first, but after MMR started catching up, you started winning more than losing at the end. My guess is you'll get a bunch more easy games and you'll quickly get to a 50/50 kill/escape rate.
A minor thing, but if this is reference to @Munqaxus's post, they said 45% kill rate, not win rate.
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@skylerbound said:
I'm still confused on how perk out a survivor killer will work. Say I only have baseline killers/survivor. IF I max out there perks will they convert to p3? What's the baseline of survivor/killer perks one would need to get to that level prior to converting to the new system?
I don't think we have anything specific on that yet. Just that there's a catch up mechanic for people who didn't prestige where credit towards prestige will be given based on how many perks a character has and at what level.
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Though the question is whether that's retroactive on perks bought in the shrine prior. I'd assume yes unless we see otherwise.
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I think if you've unlocked a teachable it stays unlocked. It just won't get added to every single Killer's inventory like it would if you prestiged Bubba.
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Since we're talking Plague, I have a random question: How is Dying Light on her?
I know DL isn't regarded as a good perk generally, and may not be useful to OP if the issue is getting hooks in the first place, but a while back there was a post suggesting which killer best uses certain perks and it lists Dying Light for Plague.
That got me thinking about how Plague basically negates one of Dying Light's big weaknesses (the healing boost granted to the Obsession).
Has anyone tried it on Plague (I don't have it on her myself).
To offer more help to the OP: What are some other perks Plague can get unique use out of?
Would Blood Echo be a way to deal with Dead Hard, for instance?
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Looking at responses I may try a mix and match. My David isn't at 50 yet so I'll Prestige him now, while I perk out Leatherface. Can compare how it works out between them while being able to use Bubba for matches/dailies.
Thank you, everyone who responded.
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@Devil_hit11 said:
you should prestige the characters that you use corresponding teachable perks.
For example, If you use Iron will as a perk on all your survivors, you should P3 Jake to Unlock Iron will at Tier 3. If your Jake is not P3 by end update, you will not have Jake's perk on the other survivors.
The killer is the same. Suppose you use Hex:Ruin,BBQ,Pain Resonance, Pop goes weasel on Leatherface. You must P3 Clown, Hag and Artist to use Ruin, PR and Pop. If all your killer are p0, You will have zero teachable perks from other killers when update to bloodweb happens.
That's not necessarily true, given the catch up mechanic described where earned perks can go towards prestige.
My thinking is more "is it better to level to 50 3 times or just level at 50 for a long as it takes?"
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Re: Giving last survivor the Hatch
The simplest thing to do there would, to me, just be don't down them and let them find it. Or close hatch and give them gate.
Though I do wonder what happens when the survivor is downed separately from the Killer (nemesis zombie, honing stoned bear trap, failure to mend, etc)
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@Gibberish said:
https://news.deadbydaylight.com/en/news/Prestige_Progression
"Each prestige level 3 character on your account at the time of the update will receive a distinct reward, with specifics to be unveiled a little further down the line."
I strongly feel this should NOT be done.
But there should absolutley not be any kind of "distinct" or exclusive reward, like the old Legacy Prestige.
And I'm saying this as somebody who has the majority of the game's total roster at Prestige 3.
Time-limited stuff is dumb. Players should not be punished for simply not having enough playtime invested than others, which is exactly what this would do.
Give Bloodpoints, give Irishards, whatever, but dont give any kind of exclusive content.
I feel this is the opposite. Players are being rewarded for having more playtime invested than others. That seems like a good thing especially since any rework of Prestige, by its very nature, potentially puts all that work to waste. Players who put in that effort should get something for their trouble.
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@Ricardo170373 said:
DEVS, plz clarify the new prestige system, because a lot of people still have so many doubts about that, and we need more explanations, because this change everything, i have so many characters on level 40 and dont know if i will prestige all of them now. So many peopla should be in the same case.
What happen with new characters i will buy in the future if i have all survivor P3?
what happen with my characters p3 without perks when the new system released? i got all perks in all survivor?
Plz clarify the ney system, on live, on twitter, because, who want prestige for when this content release, they need starts to prestige now, but, so many people still dont know how this works and if it will be worth it wait or prestige now.
In time, Thanks for news yesterday, im excited, especially for RE2
Here's their article on the prestige changes if it'll help.
https://news.deadbydaylight.com/en/news/Prestige_Progression
Perhaps relevant to your questions:
>HOW IT WORKS
>This new system is tied to a character’s progression and will reduce the grind significantly. Moving forward, the first three prestige levels will earn the corresponding tier of that chosen character’s perks across every other Killer or Survivor. It’s also worth noting that you will no longer lose any perks, items, and add-ons when levelling up a character’s prestige level.
>For Example: If you raise The Trapper to prestige Level 1, all your Killers will receive the first tier of Unnerving Presence, Agitation, and Brutal Strength – they will also gain the ability to find tier 2 of those perks. in the Bloodweb, and subsequently tier 3. That process continues until you reach prestige level 3, when all The Trapper’s perk tiers will be maxed out for every Killer.
>After that, Characters will be able to surpass beyond prestige level 3 – we'll be sharing more details on that process closer to release. For now, note that each prestige level will modify your Character-specific Prestige Crest, which other players can see in the post-game tally screen. That way, you can proudly showcase your commitment to your favourite character. “This will effectively be your character level metric, as opposed to your Bloodweb level,” explains Matt S., Design Director. “The Bloodweb level will be the progression step toward the next prestige level.”
> IF YOU’VE REACHED PRESTIGE LEVEL 3
If you’ve already put in the time to reach prestige level 3, we’d like to ensure that accomplishment is celebrated. Each prestige level 3 character on your account at the time of the update will receive a distinct reward, with specifics to be unveiled a little further down the line.
>FOR THOSE WHO HAVEN’T PRESTIGED
>It’s not entirely uncommon for a player to have withheld from engaging with the prestige system altogether. Some may have already collected every tier of every perk for every character without ever having levelled their prestige. Rest assured that this new progression system will ensure that these players are compensated for their time investments.
>“When we roll this out, we’re planning on doing a prestige catch-up mechanic that will look at the perk tier you have on your characters,” explains Matt. “If you’ve been collecting perks on your character and levelling them up, you’ll gain a number of prestige levels based on how many perks and perk tiers you've acquired.”
>As for the general perks that aren’t connected to a specific character – Unrelenting or Resilience for example – they will remain unlockable through Bloodweb progression.
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@ReverseVelocity said:
https://forum.deadbydaylight.com/en/discussion/comment/2955956#Comment_2955956
That really should not be a thing.
I don't see why not. Pentimento requires broken Totems, Shattered Hope gives your broken Totems, but only if Survivors already do what is essentially cleansing/breaking a Totem to begin with. It's not like the original prerequisite isn't being met.
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Maybe turn Premonition into a reverse Spine Chill. Where SC lights up when the Killer looks at you, Premonition would light up when you look at the Killer.
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The issue I tend to notice is you lose more Condemned than you can possibly gain if you're just going from one TV to the next.
Maybe the instant mori is too much to make Condemned more dangerous. Maybe make it something like Executioner, where you can get some reward for a fully condemned Survivor (like they become Exposed to help with Onryō's weaker chase), get the mini-mori if they're on death hook a la Pyramid Head, and in exchange you can make Condemned something that builds up much more easily and becomes much more dangerous to leave alone.
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Never tried it myself but recently found this Spooknjukes video featuring Chest Defender Bubba
https://youtu.be/BEVSF7QZyZ8 -
Very least I would say make the point boosting effects of WGLF and BBQ basekit.
Yes it'll be a nerf to those particular perks, but it will make the grind easier all by itself.
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@Tatt3dWon said:
if they nerf dh get rid of bloodlust simple killers have an advantage of being faster why shouldn't you get a chance to get some distance in a chase.
You say that as if Dead Hard is the only means Survivors have to get a chance to get some distance in a chase.
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@ays12151 said:
I have a one problem with earning Bloodpoints on Bubba.
Bubba does not gain a additional Bloodpoints in Bruatlity for Chainsaw Hits
I'm Bubba Main, and average per match my Bloodpoints for Brutality are: 3500-4500
Cannibal should getting additional Bloodpoints in Brutality for Chainsaw Hits (+200/300)
For example Oni get a Brutality Bloodpoints for Demon Dash downs.
While it may not address the specific issue, Spookyloopz has a video all about using Bubba to farm points if that's your goal
https://youtu.be/sek_0hJyhjk -
The whole reason we have the DC penalty is because, even with it, people can and do D/C for the pettiest of reasons. Be it "getting a killer you don't like", "being a one-down wuss", or "gens get done too fast". The D/C penalty keeps that down to a degree.
Serious question: Are cheaters currently such a problem right now that allowing the above is the better alternative?
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@Chiky said:
I've played against pig twice.
The first time i'm like 90% sure the killer was hacking, as I saw her going from one side of the map to the other as if she could teleport...
The second time, idk if it was normal, but all 4 survivors started with the trap on. As I only play survivor to compelte challenges (since playing as survivor is boring af), I wasn't paying too much attention to the rest of the survivors, but when I was the last one standing (they got all downed and slugged in the first minute somehow) i decided to go take the trap off and it was really easy to do. First try.
I could think of several ways to improve her, but that requires the game going more for the "horror" side, which apparently is not the goal.
The starting with traps thing is one of Pig's Ultra Rare addons. Combined with the Ruleset No. 2 I've been hyping up, among other addons, it's the cause of the "AFK Pig" strategy, where Pig just sits in front of a single Jigsaw box and if it's your Jigsaw box you're screwed.
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"Haggle" and "Piggle" for Hag and Pig.
I also referred to Oni's kanabo as a "Billy Club" because of how his demon dash is similar to Chainsaw Sprinting.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2953966#Comment_2953966
Big perk changes are uncommon but they do happen.
But not to the extent of changing the perk at its most basic level, is my point.
@hailxsatanxeveryxday said:
https://forum.deadbydaylight.com/en/discussion/323556/ok-so-you-want-to-nerf-dh
Use Sprint Burst, then. It's not a free, infinite health state that is usable on every build in every situation.
If you would be just as happy with Sprint Burst taking its place, then, cool, change Dead Hard to something else entirely, and we'll call it good.
As an M1 killer main, how "fair" is it that survivors get to prolong the chase for an extra 20-60 seconds every single time I manage to catch up to them and that they get a free second chance every single time they screw up their timing? Maybe Dead Hard could be used to block damage from M2 attacks, but no effect on M1 attacks and no distance/speed gain.
You know what actually would be a fair DH nerf? Keep it the way it is, but give killers a generic perk that causes the Exhausted status effect for 60/75/90 seconds after being injured. We'd have to waste a perk slot, but there would be a hard counter to an overpowered and infinitely abusable perk, and people would only run it as much as they see four Dead Hards every other match. Lightborn for Dead Hard.
Your definition of "fair nerf" looks more like "hoping to completely negate the existence of the perk" (Overcome, too, come to that)
A perk like that would be better at just a few seconds, like Fearmonger. If they manage to get that down mid-chase and then use Dead Hard, you at least can't deny that you were outplayed.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2953835#Comment_2953835
Even if the invulnerability was the original purpose of the perk doesn't really matter though since we're talking about significantly changing it anyway.
True but we're not necessarily talking about changing it into a whole other perk, either. Unless I'm mistaken, that drastic a change is very rare. Rare enough I can't think of any examples offhand, anyway.
Even when NOED went from normal perk to Hex, it retained its nature as an endgame power-up.
Whatever is done to Dead Hard it's more likely than not still going to remain a perk that lets you evade a hit that would otherwise down you.
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@Kurri said:
Give Jeff more cosmetics. Our bearded brother needs some love
He's got a new outfit in the current Rift Pass. Comes with a nice hat.
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Personally I feel like the per-match cap is too low more than I feel the overall cap is.
How often do you as survivor, max one category like, for example, Boldness from running the Killer all game only to get barely anything in any other category due to lack of opportunity? Or gen jockey most of the game without encountering the Killer much at all? Can't get much more then 8,000 bloodlpoints in that scenario.
In that situation, I'd think it better to either increase the per-game cap or let the excess bleed into other categories.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2952391#Comment_2952391
Just take away the invulnerability. The distance is still useful obviously but losing the invulnerability during the lunge eliminates that whole “I’m close enough to hit but I need to wait a few seconds to bait out a Dead Hard“ thing that often happens. (And as a side benefit it eliminates those annoying hacks which auto-Dead Hard on a swing).
My issue with this idea is, to my understanding, the invincibility is the premise of the perk, not the distance.
Plus the distance seems to be the bigger issue. It makes the perk usable for situations in which it was not intended.
That's why I'm generally in the camp of reducing or removing the Dead Hard for distance aspect so it can't be used for things like making that last little bit of distance or going over armed bear traps.
Alternatively, allowing the distance if, and only if, you actually do dodge a hit with hit. Basically, assuming it's possible to do, if the game acknowledges that you would have been hit had you not used Dead Hard, then you get the distance.
Making the perk something that requires skill to use would seem the best way to remove its biggest issues.
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@MrClockwork86_TTV said:
I personally really like Pig. I do agree that the Roar before ambush kind of gives it all way, and traps taking longer to remove would be huge. I don't ever put a trap on a survivor for the purpose of popping their heads. Its all about keeping them OFF gens so you have more time to sneak around. Unfortunately, this doesn't do much if anything to prolong a Gen rush. So making those traps take longer to get off and take longer to pop a head would be nice.
Agreed. The traps are a stall before anything else.
That's one reason I like Ruleset no. 2. They can either stay on gens and go for the boxes once they see them or search without the auras. Gen rush if you want, but be ready to pay the price.
Combine with Hex: Plaything and the Face Mask addon, and you've possibly got a decent amount of stall for your first hook.
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I've been using a heal build
Autodidact, Empathic Connection, Empathy, Renewal
Perks 2 and 3 make finding people to heal easier, making it easier to get value from perks 1 and 4.
Worst case you get a Plague, but even then your get a constant Aftercare going.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2950016#Comment_2950016
Lethal Pursuer on killers with a slow start like Myers is severely underrated, it's a really nice perk to have in your arsenal for certain situations.
Also Oni, who can be left severely weakened if he doesn't get a hit as early at possible
My survivor build of choice has been Empathic Connection, Empathy, Renewal and Autodidact.
I've experimented with other 3rd and 4th perks (Desperate Measures, Botany Knowledge, etc) but this is what I've used most. The empathies make getting heals easier, which reliably builds up stacks and Renewal charges.
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@zaw1337 said:
https://forum.deadbydaylight.com/en/discussion/comment/2948796#Comment_2948796
So I have to be AFK to win a game with PIG.
No. No you do not. Hence my addition of "Not as an AFK Pig" at the end of my post.
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@RakNieborakYT said:
Since survivors have an ability to rummage with perk, how about you can rummage once per trial with pharmacy to get green medkit?
Could work and make it consistent with the new perk coming to get flashlights.
Alternatively, as-is they could synergize. Guarantee yourself a medkit and a flashlight from a single box.
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He does bounce off of them. You have to use your attack to break them.
He only breaks by default when using Compound Thirty-Three.
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@jamally093 said:
Is there something wrong with the other maps because three times in a row I got Dead Dog.
SpookyLoopz recently bet that if he got Eyrie of Crows the third time in a row he'd main his least favorite survivor for the rest of the month
SpookyLoopz is now a Nea main until the end of May.
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@Regulus47 said:
It's just bias. Killers remember when pigs head traps get taken off quickly but don't remember when they take 2+ minutes to remove, which is what happens with most traps. It's the reason why killers complain about nemesis's zombies despite the fact they regularly put out massive gen pressure and can win chases for him if nearby. Pig traps are incredibly oppressive slowdown tools and if you have one on and pig tunnels you it's a guaranteed death, so I really don't think she needs any large buffs. Maybe a quality of life buff to her ambush but that's about it.
I've never understood the logic of tunneling the one with the trap. They're the least dangerous survivor in the trial, since they're the one least likely to be doing gens until they get the trap off.
On that note, I wonder if it would be a buff to make Ruleset No 2 (Survivors can't see Jigsaw Box auras until the trap is active) Basekit.
Used it in a game last night and am reasonably sure it got me a head pop. (Not as an AFK Pig. Used it with Face Mask and Hex: Plaything)
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@Crimson_Lockhart said:
Add FSR 2.0 Support.
What is FSR 2.0 and why should we want support for it added?
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@Bennett_They1Them said:
For the duration of the trial, you can see the obsession's aura for 3 seconds every 40/35/30 seconds as long as they aren't in your terror radius.
The rest of the perk stays the same, but the TR reduction would get buffed to 8m per token.
How's that?
Isn't that essentially just Object of Obsession?
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I think the issue is how to address it without also screwing over the people who only look like they're doing that.
The D/C penalty accomplishes that for the most part. It can be unfair towards people who legitimately disconnect once in a while, but in this cases the loss of game time is negligible, and someone constantly disconnecting, legitimately or not, probably should be kept out of matches as much as possible, as both obviously have bigger problems, albeit for different reasons.
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I think that sort of abuse is exactly why they overhauled sabotaging hooks into its current form
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Random Question: Does Blindness affect a Playthinged Survivor's ability to see their Totem's aura?
It occurs to me Pig has an addon that inflicts Blindness on trpped Survivors, so now I'm thinking combine that with Ruleset no. 2 (Survivors can't see Jigsaw Boxes until trap is active) and that seems just evil
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I've seen a few videos say Pig.
It definitely creates a Jigsaw-esque "Make Your Choice" scenario for any Bear Trapped Survivors, as they have to prioritize the Hex or the Trap.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2945352#Comment_2945352
Maybe they don't understand that you can place it in a dead zone/structure/etc to make it so that traveling to even snuff it is akin to throwing.
Anyone that's arguing against its actual utility in game just doesn't understand the game or is ignorant/unaware of mid-high level gameplay.
To my understanding that's one of the issues of circle of Healing in particular. The other Boons largely benefit from the Killer being close by and, consequently, in a position to counter the Boon. CoH you can set it and forget it just about anyplace.
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Simplest ideas to my mind
If afflicted by Hemorrhage:
You do not lose healing progress when healing someone else.
After healing a survivor any healing you've gained will not regress for X seconds(can it 3-5 to give the other person time to start healing you)
Your healing progress can not fall below a certain point (call it 25%)
That keeps Solidarity from being completely shut down while also not completely negating Hemorrhage.
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I'm mixed on this one.
In principle, I like the idea of Exhaustion offering some value even against Survivors that don't utilize exhaustion perks.
However I tend to agree with the sentiment that this is a solution in search of a problem.
It might be better to take perks that inflict only exhaustion and add to them, like how Blindness was added to Fearmonger.
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@EntitySpawn said:
I'd rather thrill not be a hex, but they probably want hag to be a niche all hex character
Thrill of the Hunt isn't one of Hag's teachables, so that's not really a factor here.