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anarchy753

anarchy753

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  • I'd say Self-Care, since it's probably the only perk in there that I don't see enough to be considered meta. TBH I don't remember the last time I saw it. CoH is the problematic self-care perk.

    I love the salt that's flowing around perks like Iron Will and Spine Chill. Like peoples' attitudes seem to be "It's acceptable that the meta perks I don't care about got heavily nerfed, but it's unacceptable that the meta perks I like got heavily nerfed!"

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/3020434#Comment_3020434

    Yeah, I disagree with large portions of that, especially the conclusion. There are justifications for removing the bonuses. No perk should be mandatory because it had a bonus. You will also start seeing profit from the new system much earlier than you conclude (You wrote hundreds, maybe even thousands of hours. So I am assuming you mean 600+ hours. You're going to see gains before then). And this is all still assuming that everyone was grinding with these perks being mandatory, and we know that's not true. Not everyone is using them.

    What you are talking about is optimally grinding to get one functional character, and at the end of the day you may be right on that one - but that doesn't change the total reduction, which you've already noted, and it doesn't change that it's functionally a better system with more upsides. If I P1 4 characters with meta perks, on either side, I can functionally play every survivor or killer after minimal investment. You just can't do that right now. Especially killers, who have perk divergences. With the new system maybe you P1 5-6 killers instead for a much healthier perk roster than you could ever get with the same investment currently.

    Edit: You commented on some of the killer nuances, but lets be honest you wrote a really large post and these are working hours, so I did my best to scour your thread for the arguments that directly contradict mine.

    One more Edit because I have no self control: In your worst case scenario, where a new player doesn't benefit from this system to the same extent an older player does, that only applies if the player IMMEDIATELY stops playing the game after reaching that breakpoint. Let's all hope that these players will continue to play, and the new system will encourage that.

    None of the calculations are done assuming the use of the BP bonus, it's just a flat number of webs increase particularly on the survivor side to reach a maxed out character asap.

    My conclusion is also not to keep BP bonuses on perks, I agree that being locked into perks for points is bad, but they should just be base kit. I'm also basing my judgements on how long it's taken me to progress through the current system, and I'm still miles from finished, and that's with a substantially higher amount of time on the killer side using BBQ whenever I've had it unlocked, that definitely will be slower with lower BP gains.

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/3020281#Comment_3020281

    I get that, but it's largely irrelevant.

    • Not everyone runs those perks every game
    • No-one is getting maximum value out of those perks every single game
    • The grind can and will be shorter for everyone. Those who can't envision it or do the math really should stick around until the update is live so they can see for themselves

    Edit: Here's another thought. THE IDEA THAT WE FELT COMPELLED TO RUN THOSE PERKS WAS ASSANINE. I'm glad their bonuses are removed, I want to feel like I have 4 perk slots.

    Here's the maths people 'can't do' that shows why this change is primarily a negative for new players joining the game:

    https://forum.deadbydaylight.com/en/discussion/330243/an-analysis-of-how-a-new-players-grind-is-impacted-by-the-grind-reduction-it-increased-a-lot#latest

  • I can at least see the logic in the change; once someone is dead, the game is in a dynamic where 1 on the hook, 1 in a chase, 1 going for a save means that nobody is progressing gens as long as you keep up the work as killer. Having Ruin in that situation can feel exceptionally strong, especially as there's also not a lot of wiggle room for survivors to hunt for a hex, the perk basically holds the survivor game in stasis while you play as killer.

    That said, I believe hexes already have enough innate counterability that they don't need a hand-holding mechanic like this. It is nothing except punishing a killer for doing well by removing one of their perks.

    I mean I don't really even use Ruin because I hate hexes, so I'm not that invested, I just feel like giving perks multiple ways of being completely deactivated is a bit much on top of already halving its effect.

  • @Peanits said:

    There's one huge point you're missing with the new system: Once you've prestiged for the first time, a character's teachables are instantly unlocked at tier 1 and tiers 2 & 3 can be found in the bloodweb.

    So in this hypothetical scenario where you're starting from scratch and only care about getting all perks on your Oni, you actually don't need to prestige all the others three times. You can prestige once with them and go right back to leveling up your Oni (even giving his Tier 3 perks to every other Killer in the process).

    So the numbers would actually look like this:

    27 * 50 = 1350 (levels to P1 all other Killers)

    (84 * 2) + 39 = 207 (perk tiers to be found on your Oni)

    40 of the bloodwebs will be between levels 40-50 and feature two perks.

    So all in all, you'd need: 1350 + 207 - 40 = 1517 levels, the majority of which are smaller levels and not full sized level 50 ones, to get all the perks on your Oni.

    And should you ever decide that Oni's not your cup of tea anymore and start working on your other Killers, you've only done an extra 57 Bloodwebs, so you haven't wasted a ton of time. The numbers very quickly start to turn in your favor after the first Killer.

    It's only a reduction in the grind when your goal is to specifically unlock and max every perk on every character. On the survivor side if you're aiming to have one character with maxed out perks, even the most efficient path is a significantly larger grind than before, and that's before considering the removal of BP perks.

    It's intentionally vague and somewhat misinforming to just say 'the grind has been reduced' when important phases of the grind have been massively increased. Hell, once you hit that one specific goal of all perks maxed, the theoretically endless grind after to maintain add ons and items has been slowed by half now that there's no BP perks.

  • I avoid them most of the time. I'm not interested in playing a game with someone who's going to be as irritating and in-my-face as possible because they think it will get them attention, and in my experience that's a vast majority of them.

  • Oh thank god, I almost formed an opinion without it being allowed because Otz said it.

  • I agree. I use Iron Will all the time, but it's because it completely removes an aspect of tracking in such a significant way that playing without it feels like you're playing wrong. It would be like Lightweight tier 3 removing your scratch marks altogether.

    Keep the change putting Iron Will at 75%, but all survivor injured noises and breathing should be normalised to the same volume. Survivors are intended to be purely cosmetic, there should not be gameplay advantages to using specific ones for their quiet noises arbitrarily, punishing players for liking louder characters.

  • @Carrow said:

    I'm genuinely shocked anyone was even running Ruin when it gets cleansed 20-30 seconds into the match to begin with. Unless you also ran undying in which case it would maybe last for 40-50 seconds.

    I think the Killer meta will change only slightly towards even more camping and tunneling since they are stronger now. Oh and folks might replace BBQ with NOED since it didn't get nerfed in the end, it's still an equip to win the game perk. Plus more Nurses. Yay.

    People run Ruin for the same reason they run other short-lived perks that do very little for them like Corrupt. Streamers told them they're good and they don't like thinking for themselves. If you get into a chase early, Corrupt does essentially nothing, all the 'nerf' does is make that more visible.

  • This is just a flat out bad way to compare them. They should be compared in regard to time, and you shouldn't use current Pop with next patch's gen times, as the changes are made together considering one another.

    Currently kicking a gen with pop will always gain you 20 seconds.

    Next patch kicking a gen with or without pop will always gain you at least 2.25 seconds from the base 2.5% regression, added onto the numbers you use above, meaning a "100% gen" would regress more than 20 seconds overall anyway.

    Yes, Pop has been nerfed overall, as has every other meta perk, but it's a lot smaller than you're making out, as the base changes offset it significantly.

  • BT is 100% dead, because if you use it instead of Off the Record you're just getting 1/5th of the exact same perk, and OTR works for you instead of hoping the other players are running it for you.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014545#Comment_3014545

    We're very aware of that (we actually mentioned exactly that in the dev update). However, we do not want people to always have one perk slot locked in just for bloodpoints. Your perk choices should be the perks you want to run, not the ones that make the grind manageable. There was very little reason to run other aura reading perks when this one gave both information and doubled your bloodpoints.

    We made sure to pair this with a huge grind reduction and new ways to earn bloodpoints to compensate, but this is ultimately a step that we need to take.

    The obvious solution would have been to make BBQ and WGLF's BP bonuses base kit. Both had triggers which encourage players to make the game generally better for everyone; going for different survivors rather than tunneling, and saving safely instead of farming.

    Removing the BP bonuses is obnoxious as hell and pretending that lessening the grind, which is only in regards to collecting perk tiers, and only affects players AFTER the huge initial grind of leveling every character to 50 anyway, is anywhere near good enough compensation is ludicrous.

    As the dev post said, you were very proud of lowering the grind by 75%. Then for a huge amount of players you doubled it again, just to make sure the changes felt worse anyway.

  • People currently use BT aggressively when they're unhooked to get between the killer and the person they're chasing, as they see it as a free health state to use to force the killer to waste time hitting them, or lose the chase as they can't get around them. The only risk in doing so is that after 12 seconds the killer can down them.

    New Off the Record will allow them to do the same thing, run a 'defensive' perk in order to make an obnoxious, aggressive play, except the excessively high duration of the endurance effect means the killer can't wait out the duration and just has to give them their free hit for being a pain in their ass.

  • @mouse0270 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3015668#Comment_3015668

    That is true, but it doesn't read like its 100% than 400%, you're still talking about 300% regression at kicking the gen with a ramp-up to 600% at 30 seconds. For the last 30 seconds of Call of Brine is 600% then 400% until some touches it.

    Throw on pop to bring a gen down from 99% to 80% instantly... I am not sure how good the perk combination is, I simply saying without someone doing the numbers from me, its still seems like a little much

    If a gen isn't touched for 60 seconds, then they're either working on other gens or in a bad enough position that it doesn't matter regardless.

    Nobody is currently stressing that a basically complete gen will be at 30% if they don't touch it in 60 seconds because the killer is running Pop and CoB, because they either just get back on the gen and CoB's regression is irrelevant, or that gen just isn't being worked on regardless.

  • It takes 30 second of not being touched to reach 400% regression speed, at which point it is only regressing as fast as a survivor repairs the generator anyway. Base repair speed is 1 charge/second, regression is 0.25 charges/second.

    So yeah, when you say "600% speed" it sounds huge, but it's 1.5 charges/second, which is still a full minute to regress a 99.99% gen before considering the 30 seconds it takes to reach that speed. Also CoB only lasts 60 seconds so you'd have a maximum of 30 seconds at 600% regression speed, and all of this is completely countered by a survivor just getting on the gen.

  • I will absolutely not run BBQ any more.

    It only triggers after a hook, and has a huge blind spot around you.

    Alternatively in the same slot I can now have:

    Darkness Revealed on Huntress and Trickster, who both interact with lockers regularly and can use DR to get information regularly when they need it.

    Discordance which will tell me the most important place to be in a much less predictable fashion than BBQ does, and cannot be avoided except by NOT doing a gen quickly.

    Floods of Rage which is less well timed, but basically unavoidable and will reveal people hiding nearby as well.

    There are simply better detection perks than BBQ, and all nerfing BBQ into the ground does is remove a perk that most new players get pushed towards anyway which helps guide them away from camping and tunneling.

  • It's ridiculous. You should never run BT any more, because 4 players with BT will do the exact same thing as 4 players with OTR but for 1/5th the duration.

    It would be like if they went "oh yeah, Pop is now nerfed to 20% current progress. By the way Overcharge now instantly removes 100% total progression, but it's a different perk so it's fine!"

  • They're completely irrelevant to realistic gameplay, nobody hits bloodlust tier 2 anyway because in the time you almost certainly HAVE to break a pallet to not lose out on time regardless, and then bloodlust is gone.

  • @Xord said:

    I read "Damn it I can't tunnel anymore and I hate this"

    You shouldn't be aiming at hitting survivors that have been unhooked.

    They also lose their status when doing pretty much anything. Similiarly to DS.

    What in the hell did you read then?

    The point is that this is a massive buff to the players who get unhooked and bodyblock you when you're actively trying NOT to go for them.

  • Off the Record is the new BT.

    You have to run it because nobody will run BT any more, because having 4 OTR is infinitely stronger than having 4 BTs now.

    If the whole team has it, everyone essentially has BT for 4 times the duration it has now. No more waiting out BT to hit the obnoxious player bodyblocking you after they've been unhooked, because they're protected for 80 SECONDS. It completely takes away the killer's agency in countering off-the-hook bodyblockers because now you're forced to hit them or they're a pain for a minute and a half.

  • It's the same as before, except now when the killer beats your whole team, then find the hatch and shuts it, you get a free escape anyway because you open the gates far faster than 90% of the cast can get between them.

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/329872/off-the-record-bodyblocking

    I can see it becoming the replacement for BT, and being paired with MoM, and a styptic agent medkit.

    It's definitely going to replace BT. Why bring something to protect someone else when you can have it to protect yourself instead?

    It's like the time they tried selfish care where self care slowed your healing speed for others, so if you were the one person NOT running it, you were punished for everyone else doing it. Now you have to run OTR because nobody will be protecting you with BT.

  • @Dwight_Fairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/3015279#Comment_3015279

    Getting to tier 2 has been made easier for him because they would usually scamper when you were looking their way at the beginning. Plus the mirror builds just became more viable too.

    It's a little bit easier, but they still get warned the second you start stalking them.

  • It's good that most stealth killers aren't detected while undetectable, but the perk still ######### Myers over as he needs line of sight to do his stealthy #########.

  • The Thana changes are dumb frankly. It doesn't make Thana any more appealing on the 90% of killers that don't run it now, it just makes it more oppressive on Legion and Plague that keep people injured.

  • OTR definitely looks severely overtuned. The massive duration means the toxic players are all going to run it so they can spend a fully minute and a half harassing and bodyblocking the killer until they tank their free extra hit.

  • @JeanCharpentier said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014947#Comment_3014947

    Yes they nerfed it to 1.8s at 6m/s.

    Killer stun has been reduced as well to 2.7 sec.

    After a successfull DH, survivors will draw a :

    6x1,8 + 0,9x4 = 14,4 m

    It is way more than the current DH... They clearly buffed it.

    You gain better results if you use the perk to skillfully avoid a hit. It can no longer be used in EVERY chase to get to a pallet you wouldn't and extend the chase when the killer has no input nor way of stopping you from doing that.

  • @Aven_Fallen said:

    New players will just have to prestige Characters to have their Perks on all Characters. Old players needed to grind all the Perks.

    Prestiging takes far less BPs compared to getting all Perks on a Character, so it is 100% less grindy for new players.

    That only really applies once you're at the point of collecting every maxed perk on characters. The huge initial catchup grind that new players need to go through hasn't been touched, and should have been looked at in the grind 'reduction.'

  • You're not crazy. Before you would level a character to 40 and then move onto a new character to get their teachables. With few characters leveled you'd still unlock all the teachables you have really quickly. Now you have to get your character to 50 and prestige to skip 3 levels per new survivor, but still need the 6 level to max those perks.

    Until you get a LOT of characters prestiged a new player is going to see absolutely no benefit to the grind reduction\, and in fact will feel the need to spend more on those 10 extra large bloodwebs per character.

    It's frankly just a terrible decision to remove the BP bonuses from the game instead of making them base kit outside of the perks.

  • @fogdonkey said:

    Also it is not 75 percent grind reduction, but only 50, because you don't get double bloodpoints from bbq or wglf.

    Basically with this update you need to get your character to level 150, which doesn't seem easy. I am definitely will not be able and willing to get all perks on all survivors even after the grind reduction update.

    And all of the grind reduction only comes after every character is already level 50. The reduction only helps people who are over the most important part of the grind and catching up.

  • I feel like the biggest difference between them is that if you're struggling, Blight can always fall back on being an M1 killer. It's truly laughable that he's 115.

    Nurse is very much sink or swim, there's no option to opt out of her power and still do somewhat well in most chases.

  • My thoughts were "well that's twice the price of all their other games that are basically the same thing, guess I'll wait for a sale."

  • I would make traps more adaptable to where they're placed. Like if they're between two close objects, you simply cannot go between those two objects without being trapped.

    None of this "it was 1 pixel too far to the left so the survivor can run past it, but the killer is trapped" bullshit.

  • I'm just hoping it actually changes the meta. DBD's meta has never really had a significant shake up. Sure, one perk might get nerfed, or one is added that's ludicrously broken, but we've never had so many meta perks on the chopping block all at once.

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/3012274#Comment_3012274

    That's the entire point of the changes.. To reduce the grind once you reach p3. And as someone who maxed out every killer before the announcement, and was working on survivors, I'm super glad with the changes. Every new killer meant having to unlock 9 levels of perks on every other killer again, there's 28 were, that's 252 perk levels just to get that last characters perks.. That's way more than the 150 webs to get the new character to p3 and unlock it all automatically on everyone else

    I'm happy with the changes too, but I still don't think they're going to just remove all the major bloodpoint bonuses just because the extra grind after the important grind is less.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3012266#Comment_3012266

    My mistake. The reward is still just a little badge to acknowledge your effort, so this is still really not that big of a deal.

    You don't have to prestige. You won't be missing out on anything all that extreme. I'm not saying there's much benefit to it being kept secret, but there's not really any cost, either, it's completely neutral.

    Yeah well, amazingly one person's opinion on an unknown reward doesn't change where the millions of other players give a ######### about it or not.

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/3012243#Comment_3012243

    Not really, with the new system they announced first characters can take a while same as now but once you prestige someone to P3 you cut the number of Bloodwebs by 9 for everyone else since theyll have those perks unlocked, there will be a point where a lvl 40 Killer will have every perk unlocked because the rest of the cast is at P3 (there are 13 general perks, each has 3 ranks, 13*3 = 39 levels to get all general perks). Plus you dont lose anything after prestiging so you keep your addons, offerings and items which means there wont be any reason to not prestige anymore.

    Sure they can make the BP increases base but after the update theyll be pointless.

    And again, that still comes with the hurdle that you need to put 150 levels into each character before you get the benefit of the new system. Even if you have perks unlocked from other killers, you still need to P3 each new killer to get their perks, whether you have every other perk on that killer or not. The only time the grind gets smaller is that once they're P3 you don't need an additional 200 levels of perk collecting, something which no new player has to deal with for a huge amount of time anyway. The initial insurmountable grind for new players is basically untouched as they generally won't prestige something before working on a new character for teachables.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3012251#Comment_3012251

    Considering that they've said similar rewards apply to players who've cleared a lot of bloodwebs but never prestiged, yes, it is acknowledging time consumption. That's the entire point of the reward, nothing else.

    They have specifically replied to people on here to say that having a lot of perks unlocked while being P0 will automatically bump you up to the level of prestige you would be at, but will not give you the reward, so no, that's not true.

  • @jesterkind said:

    For the record, players were not told there's an incentive to prestige as much as possible now. Players were told that people who have already prestiged will have a little token of appreciation, to acknowledge the effort that was put in while prestiging was still really time consuming. Those are two different, distinct things.

    It's worth mentioning, too, that the reward isn't a complete mystery. We know it's not a cosmetic, we know it's not a charm, we know it's not auric cells or presumably other currency; basically all it can be are UI elements, so you have some information to make a decision on if you're the type who wants to prestige before the change.

    Players were told that there's an incentive to prestige now, as they were told "there is a reward that you will forever miss out on if you don't prestige now." If they didn't want to invoke FOMO, they would have simply released the changes without saying there would be a unique reward.

    And it isn't so easily broken into acknowledging time consumption. As I said, I've had plenty of time to prestige killers, and have, but there was simply no reason to prestige survivors when one is the same as the next. And arguing that telling players what something isn't is not informing them of whether it's worth going for. I can tell you I don't own a cat or a bird but that isn't the same thing as saying I own a dog, so if you show up to see my dog and I have a snake, you're going to be disappointed.

  • @HectorBrando said:

    I believe Tinkerer is going to get some form of CD, the main problem I see with it now is it hits, you scare the Survivors, regress the gen with Ruin, they come back, hits again, repeat ad nauseam, it can trigger over and over and while for regular Killers this is nothing for the high mobility Killers like Blight or Nurse its a bit too much.

    Sole Survivor I dont think it will be related to people dying mainly because it would promote a wrong way of playing, this is "let your teammates die if you want to use this perk" and how strong the effects had to be to justify letting someone die? I believe it will reworked into some form of "you get this thing as long as you dont have anyone around in X meters", maybe some sort of reverese Prove Thyself?

    PGTW is not getting buffed, its already a meta perk and one of the best regression perks in the game.

    Distortion may get a way of increasing the tokens, the perk right now is decent but if the Killer has some sort of aura reading the tokens go down very fast, its only use is to bypass BBQ because the others just eat them too fast.

    Spine Chill may get some sort of CD, the main strength and why its so favored over Premonition or Alert its its activation condition is permanent and the perk has no CD, Premonition has 30 seconds, Alert depends on the Killer breaking stuff, Spine always works.

    Other than those your suggestions are pretty feasible.

    https://forum.deadbydaylight.com/en/discussion/comment/3011804#Comment_3011804

    Actually I believe both bonus wont be made base and they will just dissappear as grinding is going to become almost non existant once the prestige update hits so theyll give both perks another extra effect instead of the points.

    I don't think they'd remove the BP bonuses altogether. Until you get everything prestiged the grind is just as massive as before, and their big issue is new player retention, there's no reason to halve the points players can get just because people with thousands of hours don't need them as much.

  • @UnknownKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/3011804#Comment_3011804

    I think WGLF gonna get more interactions included not only save and protection.

    I think it's gonna be a brand new perk tbh. Its current effects are pretty bad alone if they make the BP bonus separate to the perk.

    It's more of a stretch but I would say:

    WGLF loses BP bonus, BP bonus base kit.

    WGLF reworked into a new perk.

    Buckle Up receives WGLF's healing speed for downed teammates.

  • The only real reason why pallets aren't that valuable any more is because the more of something there is the less valuable it is considered.

  • @darksouls3600 said:

    I'm afraid of the new prestige mechanic, I've leveled several killers to level 40 or 50, at least 75% or 80% of them just missing a few killers to level up at 50 or 40, but I didn't prestige any other than the pyramid head , which is prestige 1, because it was at the beginning, when I met DBD, after a while I saw that it wasn't worth it and I only upgraded my killers to lv 40, the ones I use most at 50, and so on , I leveled several killers to lv 40, I farmed with the ones I like, my pyramid has 6 pages of perks... and I have a slight feeling that I'm going to lose everything and I'm going to have to get all the perks again with all my killers.

    Please BHVR don't tell me I'm going to have to farm it all over again

    You aren't going to lose anything you have right now.

    Prestiging after the change won't lose anything you've unlocked, and you will still have everything after the game auto-prestiges based on how much you've unlocked for a given character.

    If you've only levelled each character to 50 and stopped, the grind essentially won't change for you, it will keep going as it did pre-patch, however for each character you do prestige the grind is lowered by never having to unlock their perks again.

  • The fact that both BBQ and WGLF were on the list makes me think that both BP bonuses will be baked into the base game. BBQ alone is a fine perk, and will get some use but not be meta without the BP bonus, and that'll be healthy for the game and open up the use of many other detection perks. I can't see them just essentially halving killer BP gains with no compensation.

    Since the center is usually "free space," I would say "BHVR completely misses the point of why a perk is popular/unpopular and nerfs/buffs it in a way which has literally no impact on how often it's used."

    I would also say that I think BT and Corrupt will both be made base kit with much shorter durations, and the perks will be changed to extend that effect rather than add it.

  • At the very least, it should not block gens AFTER the person has been unhooked.

  • Nope, back when Huntress and Clown had real exhaustion add ons, it was genuinely hilarious to see how much most players flail when their "win the chase" button doesn't work.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3006086#Comment_3006086

    I highly doubt that since every other boon is really bad even if circle of healing was nerfed.

    The point is every other boon is ######### because CoH is OP. They can't buff them to be half decent until they aren't all being stacked on an already broken perk.

  • I can't believe Circle of Healing isn't on there.

    Rework the damn perk and then boons can be good and interesting without CoH breaking ######### everything,

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3006031#Comment_3006031

    I still object, mate. I don't demand for survivors to "roll over and die just because I say so", nor do I feel entitled to this achievment being handed to me for free. But when you get the snowball rolling on 3 gens and kill two of them, the others literally have no reasonable way out of this. Going and hiding into lockers at that point is only done to spite the killer, not because they want to maximize their BP. People even gloat about this and one commenter here even said that its "probably one of the funniest things in dbd". Thats the attitude we are dealing with, here.

    And I wouldn't have minded or even considered making a post about this if it happend a couple of times, but its 16 times in a row. I realized by now that I was a bit naive with me estimate of a carefree environment during an event, but it still baffles me how often people willingly accept a hatch offering, yet no one seems to be able to stomach the loss of 5k BP at the advantage of another player from the enemy team, when everything is lost. 16 times is a big enough attempts that you would think that you could run into one of the "memeing SWF who are just in it for the fun" of legends, but I rarely got that much vitriol in the chat till I tried to tackle this.

    But yeah, I learned my lesson. Again, thanks everyone for commenting.

    I know it's an achievement, but playing into Tombstone is one of the worst experiences in the game. You get no chases, and bare minimum points, then the killer attacks for the first time and someone is just dead. It's not fun and generally people getting hit with that level of BS pretty quickly lose interest in doing something nice for the killer, especially since there's no guarantee they're trying for the achievement and not just using add ons that make the game unenjoyable. Saying "you must not use the only tool available to stop me instakilling you, because that's bad manners" isn't gonna fix the flawed design of both the add ons and the achievement, and if I can waste a minute of your time by being in a locker while you stare at it to give any remaining teammates the chance to repair a gen and potentially get out, that's literally my only option besides giving up and dying.

  • This isn't bringing the worst out of the community, it's showing the lax nature of the devs approach to the game.

    The survivors don't need to roll over and die just because you say so, and if getting in a locker extends their game then that's literally the only play they have. The devs have had literally years to let Tombstone mori on a locker grab and have chosen not to. Blame them, not the people doing their only job, surviving.

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