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Zolfo16

Zolfo16

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Zolfo16
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  • It is impossible to save only if the basement is camped.

    Almost impossible yes, at very least you need to go there healthy and with borrow time ready and you are going to lose both these 2 things.

    But this is the way it is supposed to be.

    Always remember, BEFORE asking a nerf for the killer ask yourself if the killers, in the actual meta, can afford to lose that thing.

  • FIRST you avoid situation where 4 gens pop in 1-2 chases.

    THEN you can ask the killer to camp less and start punish them for doing so.

  • Man, if SEVERAL killers may, with their own mechanics, make the trade super difficult this probably simply is exactly what is intended to be.

    They want that "If a killer do not want you to steal his prey it is very difficult to do it".

    The main issue is that probably killers should rely on this strategy on in in end of the match, instead it is a very good strategy in many many scenarios.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2799386#Comment_2799386

    While this is true, Hooktrading is also not really ideal at all. You basically waste time while the Killer is pressuring at least two Survivors at this point.

    (And well, if I look at your list, at the very least Trickster and Plague are almost as good at camping as Bubba).

    Trickster may even be stronger than bobba if used at his 100%. With full load of knives, 99% on the main event and good precision both the surv can go down even with the usage of BT, double DH and a body block from a third surv.

    Huntress and Demo with the black heart are also very strong.

    Sure, bubba is easy and dangerous even with the basic kit and not that much skill, the issue is the camping situation not the killer.

  • This is a perk ability of Bubba. He is the best defender.

    Nerf bubba and then someone will comply about trickster because "he is the best defender, i cannot unhook againsti a skilled trickster because he 99% the main event..."

    There will be ALWAYS a best defender.

    The issue is that the game push you to camp A LOT!

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2798173#Comment_2798173

    If you don't camp or tunnel early game this change does not really affect you as a killer.

    If you camp or tunnel early game because that's the only way you can get kills then maybe you are just going against too good survivors and your real place would be in a bit lower MMR.

    The issue is you think every killer that camp is an ######### that want an easy win or to piss you off.

    There are games that can be recovered from the killer only camping.

    And these games and these situations are NEVER about the last hooks.

    If i managed to reach the second half of the 12 hooks it is not really a gam where i need to camp.

    The game where i am pushed to camp are the cursed ones where you have an awful RNG, wrong map, wrong SWF, 3 gens lost in 2 minutes, jungle jims connected and so on...

    You want to solve the face camp? First thing you must do is ask yourself "why do killer camp? Do they always camp because they are noobs or frustrated idiots? Or maybe there are some situation where the system force them to camp?"

  • @Munqaxus said:

    Don't double-nerf Boil Over. Add hooks to the problem stages like RCPD, Forsaken Boneyard and any other stages where a Killer isn't able to reach a hook. Don't also remove the 25% struggle timer from falling, effectively double-nerfing Boil Over.

    Boil Over is not a strong perk, it's a perk that is being abused on certain stages. If you add hooks to the problem stages, then Boil Over can not longer be abused.

    I don't think they are going to nerf it again.

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2798054#Comment_2798054

    As I said, it has to be tested how frequent that situation would be that the killer would facecamp for six minutes.

    Camp against coordinated teams is not useful, because they tell each other to rush gens.

    This change is here to discourage players like you to basement camp early on the game. If you can't otherwise handle good teams/players than you should just simply lose and get to a lower MMR.

    Camp with cohordinated teams can be useful, it depends from the level of their altruism and confidence.

    If they often take hits for each other and never let you hook without disturbing you can be 90% sure that if you bait they are going to come.

    The way you see and adress the situation is misleading (you. Is misleading you!).

    Players "like you" to "early camp"? What is a player "like me"?

    I never early camp, against a sweaty SWF team you must be very luck to even have the opportunity to "early camp"!

    Your change is not making difficult early camp! AT ALL! It is making difficult bait camp!

    If i lose 4 gens after the first chase because they rush the only strategy is bait camp!

    If they have 6 hooks of time this strategy will not be available.

    This means the genrushing will be a strategy without consequences!

  • Solo on hook for long time then will DC!

    Are you going to stay SIX MINUTES looking the face of the killer in a challenge of patience with no reward?

    Early camp is useful against SWF because SWF only have one weakness, their altruism!

    If you clearly see it is a SWF what are you going to do? Let them drive you crazy or grab one of them in the basement and bait the others?

    Until strong cohordinated teams will be such powerful you can't take away this strategy from killers.

  • This will start a psychological war.

    The killer will camp not because camping is cost effective but because IF the survivor decide he do not want to wait 6 whole stages on the hook before dying and start to committ suicide it is a free win for you.

    In a SWF killers will be stomped, not only it is the worst possible match but you neither can camp neither you can push a survivor into committing hook suicide.

    Against solo killer will stomp survs because a solo easily do not want to stay SIX MINUTES on the hook, not farming ANY POINT to allow complete strangers to win!

    Not only this is wrong but the strong will take advantage on the weaks thanks to this change!

  • Probably the base kit will be a minor version of BT, like 4 or 6 seconds BT and the normal BT will be "transformed" in something like "when you unhook extend the duration of the enduring status effect after being unhooked of 4-6-8 seconds, gives also a speed bonus of 10%".

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2792871#Comment_2792871

    It's clear they are countermeasure for fc, because that's the way BHVR does.

    just like everything else, they will fix gameplay problem with perks for some reason.

    No they are not.

    They happen to work this way in a specific situation while put together.

    But they DO NOT counter fc of a killer that can oneshot (like a killer that is using noed).

    It is more a counter for fc having Spine Chill and Iron will and use those to to not get spotted by the one shooting facecamper! It works much more.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2790889#Comment_2790889

    Deliverance, BT, DS.

    Look how easy it is, have you played survivor ever?

    Are you serious?

    So you use THREE perks to create a very peculiar combo that can give you 30 more seconds against the particular situation of a facecamper that camps you from the first hook but only after you managed to unhook someone he decided for some reasons not to camp?

    How many times this idea will come in clutch? You are lucky only because those perks are pretty good by themselves and can for sure be handy in many other different situations but you can't say that they are a countermeasure for fc.

  • @Reshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2790858#Comment_2790858

    Survivors don't even need to get rid of NOED if they have enough second chance perks. E, BT, DS, etc. can negate stuff like NOED long enough to run out the exit gate much more reliably than spending all game fishing for totems and hoping you didn't just waste all your time.

    No they cannot.

    BT? Who is saving you and giving you BT if the killer has NOED?

    DS? The same. You have no DS if you are still on the hook.

    NOED, if not found quickly and destroyed is one kill guaranteed even for the dumbest killer.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2790846#Comment_2790846

    Simply because it's not fair to act like team until they are about to lose, then when they start to lose suddenly they become "individual" and deserves winning even if they actually failed as a team.

    They ae ALWAYS individuals that cohoperate when cohoperation is the most effective strategy (when they are 4 or when they are 3 with 1 gen left or also 2 with 0 gens left), and they stop cohoperatin when the most effective strategy is being selfish!

    The point of betrayal may also be tricking the others into keep working while you hide. If they work they will be easily spotted while on gens.

    Man this is the 101 of being a surv.

    The game that you have in your mind it is NOT dbd.

    Dbd is not good vs evil, it is a killer vs survivors. The killer may not be even evil! Demo is definitely not evil, he is an animal and a predator! The survivor often may not be good persons!

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2790831#Comment_2790831

    Then add more things to let survivors fight each other during trial itself, it's more fun that way.

    Why they should fight? TO get easily spotted by the killer?

    Nah, if is fine the way it is rn.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2790808#Comment_2790808

    Well yes? I'm always on removing EGC, immediately evacuating all survivors on 5 gens done as anything after that is pretty much unhealthy and breeds toxicity when killers have no chance of winning.

    It also removes skewing of kill rate and devs can ACTUALLY see how broken this game is.

    Survivor shouldn't have a chance of winning when they are losing, killers shouldn't have a chance to get a kill when they are losing.

    I won't waste time on EGC when there is 4 person alive anyway, the chance of getting a kill is practically zero.

    I am not. Those things are part of the game. YOU do not enjoy them because you can't manage them or you do not find funny to manage them.

    Survivor should may able to act both as team and as individuals.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2790754#Comment_2790754

    Nothing works at all when RNG is in favor of them, because you can walk to them and they literally escapes before you reach them.

    "if you find the hatch" is exactly the problem, offering is not that bad of a choice though.

    The survivors can complain about the same things:

    "Killer shouldn't be able to kill me when 5 gens are completed, it is not fair, we did 5 gens and the killer catched me in the end because he was lucky finding me!"

    No! Your target is escape and escape mean doing gens AND opening gate!

    "But killerhad NWO! how can i escape if NWO reveal me AND block the exit? Basically i am dead!"

    No! There are strategies that can alow you to minimize NWO, that still maintain some effectiveness because otherwise it would be useless to equip.

    The same thing is, the target for the killer is to kill. And killing mean avoid people eescape throught gates AND hatch.

    There are strategies about closing the hatch.

    Slugging is one.

    Keeping the last surv injured another one.

    Knowing where he probably is another one.

    Knowing the position of the hatch another one (not only with blueprints but also understanding where statistically it is more likely to spawn).

    Well, if you ignore everything, then yes it is completely random!

    But for a skilled player it is not, you may have a lot of control over it.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2790651#Comment_2790651

    It is all about RNG and wasting killer's time.

    It's either one of waste 4 minutes to get a 4k or stop doing so and allow survivors to get escape for free.

    killer can't really counter "strategy" survivors use in hatch game, it's pretty much free escape in any situations.

    And if RNG allows it, even the slugged one can throw themselves onto hatch spawned next to em, I've seen this plenty of times.

    It's literally nothing but a pity escape, survivor is team and if they are losing they should lose.

    It is not. If you feel it this way and you do not want to conded the 4th kill run perks in order to avoid it. Like whispers. Like No way out.

    With NWO if you find the hatch basically there is 0% chance for them.

    You can use offering to know there hatch is going to spawn.

    There are a lot of things you and survs can do, but you do not want to do them, you want to keep YOUR perks and avoid this obstacle withou using any perk!

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2790100#Comment_2790100

    That's mathematically wrong.

    Only three gens get done by the time the first Survivor dies on hook in the best case scenario. 120 seconds for the full sacrifice and it takes 80 seconds per gen.

    I already counted with you this count is WRONG. But you still sell it as true. Are you lying to the others or also to yourself?

  • I agree. If the gens are EVEN MORE fast the only way a killer can win is to hook and camp baiting with the hooked survivors.

    Insidious and similar strategies will rise again from their graves.

    Otherwise slugging and not hooking.

    In a game where 1st chase may cost 3 gen it is not a surprise if the killer think he can't afford to committ any other chase.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2788912#Comment_2788912

    unlike survivors, killers can deal with lower gen count/endgame with perks.

    It's not I do not LIKE survivor hiding, I can keep others till they bleed out and just searching for whatever amount of time, it just feels like waste of time for everyone when they gonna likely to die anyway.

    And oh yes some survivors would enjoy the hatch game, because that's literally free escape for doing nothing.

    No it is not.

    It is about hiding, it is about betrayal, it is about taking risks, it is about using strategy.

    You can search for the hatch, yes but the kille will int it 60-65% of the time, you can also camp an exit and start doing it as soon as the killer closes the hatch, you can use your time to open the crates and search for a key, it is not simply "flipping a coin".

    And unlike killers, a single survivor can win even when the team is losing, the kiler cannot, or the killer is winning or he is losing.

  • @CrashMADDS13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2788940#Comment_2788940

    Take no mither out? Instead of poking holes in someone's idea at least try to be constructive ffs

    Be constructive? I pointed out a flaw. This is exactly part of being constructive.

    And NO, you do not "take no mither out" just to make a bad idea seem good. You must consider every implication.

  • Wel usually new killer overperform a lot because the counterplays aren't known.

    The FIRST FREDDY overperformed! If she is not overperforming while she is new.... well.... dark future for the artist.

  • Let's imagine the surv that get hooked and when he is unhooked he discover to have No Mither.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2788817#Comment_2788817

    Okay, not EGC, instead insta kill.

    If there is more than 4 generators and only 3 survivors left, they die.

    same goes for 3 gen/2 surv.

    But if 3 gens are done and there are no hooks or 4 gens are done with 2 or less hooks or 5 gens done with 4 or less hooks the killer dies?

    I do not a gree, some slow killers can recover from that situation and also some survivors can enjoy the hatch game.

    I do not think it is fair to change the whole game because YOU do not like something.

    You should equip perks in order to avoind the things you do not like.

    You do not like being genrushed? Slowdown.

    You do not like being in long chases? Chasing perks.

    You do not like survivor that keep hiding? Individuation perks.

    And so on...

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/2788804#Comment_2788804

    Without the hatch, if you kill a surv with 4 gens the other will spontaneously come to you in order to be butchered.

    Even with the hatch I do that all the time right now. If it's down to me and one other survivor and it seems like the game is going to drag on, I just give myself up to the killer so I can get out. Once the killer's got two kills and there are still four gens left, the game might as well just auto-sacrifice the remaining two survivors and save everyone the tedium of continuing the match.

    Sometimes it happens. But without the hatch it will always happen.

  • @JawsIsTheNextKiller said:

    I think if people consider any S-Tier killers the most balanced killers in the game, that highlights a serious balance problem.

    The game is balances around the blight more or less.

    Spirit and pyramid are more or less like the blight.

    The nurse is a killer that, if masterd, shift the game on killer's side.

    The other killers are in disadvantage against very skilled survs.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2788804#Comment_2788804

    Yeah, I don't see problem in that anyway.

    Let the EGC happen when it happens and kill them right away.

    Why? This will make the situation very complicate to manage.

    When the EGC should start? When a surv dies? Why? This will be a really intense boost for survivors. With 3 survivors still in game an EGC is basically often 2 men escape!

    Or maybe the EGC should start when the survs think there is no more hope? The survs then will try to trigger the EGC as soon as possible!

    Moreover remember the EGC was introduced in the gay way after the hatch.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2788728#Comment_2788728

    I mean survs still stops playing and start hiding in lockers to get hatch.

    Sure but this is not "stop playing".

    This is "playing a different strategy".

    The game now is a betrayal game where a survivor think completing the gens is worthles and start hiding in order to wait the other survs to die OR in a competition of stealth and patience with other survivors.

    Without the hatch, if you kill a surv with 4 gens the other will spontaneously come to you in order to be butchered.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2788196#Comment_2788196

    Without hatch, you have 100% chance to kill last survivor no matter what.

    "Hatch wars" itself is killer sided mechanics for sure, but if you think about hatch itself is nothing but a mercy for last survivor who lost, calling it as "killer sided mechanic" is strange.

    The hatch is necessary for the game itself, not for the killer o the survivors.

    Without the hatch every time the game start going wrong the survs will stop playing because they have no more hope.

    What will happen if you kill a surv with 4 gens still in game and no hatch?

    They are all dead. Therefore many surv will spontaneusly come to you in order to get killed quickly, or start doing gen ignoring you in order to force you to kille them quickly.

    Having the hatch and then a little possibility to win the game keep the survivor interested and involved.

  • @GoshJosh said:

    The hilarious thing is that they put the new hook at the top of the library (third floor). It is now the most campable hook in the game, mirroring the one they had to remove from Eyrie of Crows. I thought they were just going to make the bottom floor of the library hook permanent, but no. They had to go and make another easily campable hook. Whoever is in charge of hook placements is apparently not learning their lesson!

    I do not think Behaviour hired a guy in the specific position of "responsible for the hooks placement".

  • Items are really powerful in this game. It is not unfair to have ONE perk (that you need to pay for or be luck finding it in the shop) that counter items.

    The cube must be solved quickly, the serum requires 10 seconds to be used, the flash grenade it is your choice to have it or not in your build.

    Moreover you have to repair gens, vault windows, throw pallets, fight a killer, i think it is reasonable ask you to have 1 hand free!

  • @R1ch4rd_N1x0n said:

    Today's patch notes:

    "Fixed an issue that caused a lack of hooks in the library of the RPD map."

    You're welcome.

    thank god

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2787067#Comment_2787067

    Well facecamping is being looked at. Hopefully whatever the devs come up with will work out.

    For now addressing fc meant "creating perks that make going away from the hook appealing".

    Obv this is not working because a camper simply is not going to run those perks.

    If you are a camper or you simply want to camp you are not going to use No Way Out.

  • Huntress is the most used killer.

    She is free, she is about shooting therefore the base mechanics are simple (aim, shoot, reload, repeat), if mastered she is quite good.

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2787049#Comment_2787049

    I’m literally only saying bubba camping needs to be addressed... everything else about him is fine.

    I think camping in general should be addressed ad an issue. Making camping less time effective and gen rush more difficult every killer will stop camping.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2787037#Comment_2787037

    1) Okay

    2) He gets his 2K, we get a 2E. It's boring and unfun. It seems like you've just been playing against some poor competition.

    3) Because high MMR doesn't exist anymore and you see plenty of facecamping in tournaments.

    1) And do not forget

    2) If a camping bubba gets on average 2k he is not a good bubba and he is not facing good survivor either. A Medium bubba. That camps because he is lazy or frustrated of maybe bubba isn't is main.

    A noob camping bubba against noob survs on average goes for 3k. A competent bubba that decide to facecamp for god knows why vs competent survs on average is 1.5k. Sometimes 2, sometimes 1. If you want more you need to chase.

    Competent survs require 1 minute to understand it is "camping bubba situation" and to change their strategy accordingly.

    This is my PERSONAL EVALUATION, not a statistic.

    3) What do you mean "high mmr do not exist"? In tournament they camp a lot WITH OTHER KILLERS because camping with bubba is an overkill.

    If you are good you know how to camp with any killer.

    The point of the whole discussion now has become that every bubba is a camper and bubba is a problem that need to be addressed unrelated with camping itself.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2787022#Comment_2787022

    The more I hear, the more confused I am about the bot Bubba's you seem to find.

    1st : i am the bubba that knocks.

    2nd : if your issues are the camping bubbas maybe i am not the one that is playing with bots man.

    3rd: if camping bubba is so OP why high mmr and tournaments aren't filled with camping bubbas?

  • @Nathan13 said:

    I think Bubba’s facecamping does needs to be addressed, even with BT you still can’t escape the hook.

    Unless you are in a basement or in a completely empty place bubba can't down you if you have BT without tunneling.

    Facecamping bubbas are the low skilled bubbas that face low skilled survs.

    Are they a lot? Yes they are quite a lot but sayng that every bubba is a camper or that bubba can't be player other than facecamping is wrong.

  • You cannot have an analysis 100% precise but the more data you collect, the more they are diversified the better results you will have.

    Sure only one person can't do it because you will have all the possible filters on.

    • The MMR of the person
    • The country he is connecting from
    • The particular timing he can play
    • The build he likes to run
    • The bias about the opponent's behaviour

    It is a very false collection of data.


    BUT what is the point you are trying to prove? That all or at least 90% of LF are campers?


  • Then let him go. He is the last, he is on the ground, it is clear you won.

    If you do not have hooks and do not want to slug let him go.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2786823#Comment_2786823

    Hook stages are quicker than a generator specifically so people can't just completely ignore their teammate on a hook to do a generator from 0 by themselves.

    Neither you can with hook stages of the same length.

    Btw your reasong doesn't work, people do not save because it is more time efficient milk the surv on the hook and then force the killer in another chase.

    If you interrupt the gen and go for the save and the killer is proxycamping (not even face camping) you provide him a free chase and another surv must stop working on gen.

    Comparing the gen time with hook time is dumb. Both must be compared with chasing time FIRST. If the chasing time is not a valid option then yes you only have face vs rush.

    BUT we want to put the chasing time in the equation, right now it is only the time tax you have to pay before being able to camp.

    If Chasing is viable the killer is pushed into chasing and not camping and the survivors are pushed into saving and not rushing.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2786818#Comment_2786818

    Okay.

    So what you're telling me is you want proof but any proof I offer is invalid.

    Got it, no use in arguing bye

    No man. I do not want proofs. I have an opinion. You have an opinion. We can discuss but it is not mandatory we agree at the end.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2786816#Comment_2786816

    Camping sucks at time efficiency if survivors aren't stupid. It's just the less suckier one at comp-level of play. If you want to de-incentivize camping, give a more interactive reason for the killer to not camp. Flat increases to hook stage/generator repair timers is not it. Also, you're forgetting that hook stages are supposed to go past quicker than a generator does.

    I also agree with this. Camping do not work against pro survs if it is not done in the right way.

    BUT pro survs are less than 1%, therefore camping works!

    Why hook stages should be quicker than a gen? is there a reson?

    The actions of "chasing" from killer side and "saving" from survivor side should be supported and promoted.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2786788#Comment_2786788

    How many games will make a good sample size?

    I'm gonna test this.

    No man! You cannot test this not even with 1M of games.

    Because the games YOU play are a minor, very particular part of the games that are played.

    You have X MMR, you play in certain hours and not in others, you play from a certain country.... and so on!

    If you want to do statistics right you must collect data from other players!

    This is what BHVR is doing with MMR.

    If you, for example, are a streamer with 1k of viewers you can ask 20 of them you trust to collect and send data to you.

    Usually newspaprs do statistics with 1k-2k examples btw.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2786794#Comment_2786794

    That's purely because game balance sucks.

    Not because camping is strong, it's because chasing is unbelievably time-inefficient against any one of the good survivors.

    So if you REALLY want to balance things around... oh god, not even high MMR but tourney? okay... has to nerf survivors, not camp.

    @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2786794#Comment_2786794

    Killers camp in tournaments because that is the one of the only ways weaker killers will have a snowball's chance in hell of getting a kill. Camping is inefficient, but chasing survivors at that level of play as a non-S tier killer is even more inefficient. Better killers do it because at that level, getting even a single down is painful and securing hook stages works better for the point system that tournaments normally go off of. This is not even remotely comparable to normal DBD. Perks like Pop Goes the Weasel are garbage in competitive because you are going to get almost no hooks.

    OK GUYS! You are basically saying the same thing. IT IS! I AGREE!

    When i say camping is time efficient i mean it is MORE time efficient than chasing.

    THIS IS THE REASON WHY i proposed to extend the gens to 120 seconds. To make chasing more time efficient compared to the time required for repairing gens and extending the hook time will make camping less time efficient with both doing gens and chasing!

    If this is made and if this works then you can create some perks that allow survivors to do gens faster, then if a surv do not want to stay 2 minutes working on a gen he can use this perk and do not carry a meta perk shortening the chasing time again.

  • Look at the tournaments. If they manage to have a quick down they ALWAYS camp.

    And in tournaments winning is everything, there is no fun, no courtesy, no mercy.

    If they camp this mean that camping is time efficient.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2786777#Comment_2786777

    Yes make the already uninteractive and lengthy actions of repairing/camping out a full 2 hook states even longer. Brilliant idea.

    Well YES!

    Because you need to make the "chasing" action most cost efficient than the "camping" action.

    Otherwise the people are going to camp because it is often the most efficient strategy.

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