caipt
caipt
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It'd just hurt new players while veterans remain unaffected.
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@MaddieMage said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780721#Comment_3780721
Yeah definitely not a fan of this. I don’t even understand the point of adding a basket yellow mori. Did they say what the thought process was?
They did but I dont remember what it was lol. It was maybe something about slugging?
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Its the same on both sides. As survivor the only meta perk I actually enjoy is sprint burst (and resilience if that counts as meta), but my other two slots are either anti tunnel or something. On the killer end theres no fun meta perks, but you gotta bring em to have a chance. I'd LOVE to run vault speed myers or mint rag weave/franklins every match but if I did that I'd probably need to tunnel I'd wanted to win.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780699#Comment_3780699
Do we have any official word from BHVR on what the plan is? I know it is something they are still working on it, maybe I missed a firm statement, but we seem to be having a lot of conjecture when we aren't certain what the next try will look like.
In the anniversary livestream it was stated to be a basekit yellow mori.
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100 hours is, somehow, a very small amount of playtime for dbd. It takes a long time to get a grasp on proper chase gameplay and mindgames. And as others have said, the chase is always meant to end with the killer winning or leaving you, not with you outrunning them etc. As survivor you will always end up downed if the killer commits long enough, so you need to make the chase last so your team can do gens. As long as thats happening you basically win.
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Yeah I play soloQ survivor without this perk and I do just fine. Anyone with this perk locked into their builds 99% of the time has quite the skill issue when it comes to map awareness. the whole thing about not being able to know if your teammates dropped a pallet thing is true but has minimal effect on gameplay for any competent survivor. Windows is only a good pick for bad survivors. That said its not op or anything I just think its bad game design that teaches the player they can autopilot pathing and do fine.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780029#Comment_3780029
That dosnt make any sense, you just told me "Corrupt intervention is a much better pick for 90% of the roster."
And i disagree, i think that pickrate is exactly in indicator on how good people think perks are.
weaker in relation to the top tiers who get more value from lethal than they do corrupt, not in general. Any killer with low mobility would benefit more from grouping survivors early game rather than getting a potential early chase. Most killers dont have the have the mobility and/or chase potential to effectively capitalize on lethal like they can corrupt. Not to say it isnt still worth using on them.
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nah asking for her to have less hatchets than there are survivors is such an absolutely wild skill issue moment
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3779631#Comment_3779631
I'm okay with nerfing all the top 10 perks on both sides. But if you believe Corrupt is 90% better, why is it so important that Lethal doesn't get nerfed ?
You would use corrupt instead right?
Also, its kinda strange that if Corrupt is so much better, that it only have a 0,76% higher pick rate, dont you think?
im just saying pickrate isnt always an accurate indicator of strength or a need for changes, I dont want lethal nerfed because I personally like using it more than corrupt though they serve a similar purpose. lethals pickrate is likely inflated due to being extra strong on the most popular killers while corrupt is best on the weaker ones
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@ShanoaLegendaryPlz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3779581#Comment_3779581
Did all the ones upstairs you NEED one from downstairs to escape
that merchant is diabolical
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3779623#Comment_3779623
Check again, Self-care is not top 10 - and it was nerfed btw.
My mistake, sorry. I would like to note that iron will has the same pickrate despite a lack of synergy with exhaustion perks, the strongest survivor perk category. I doubt it needs even more nerfs.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3779528#Comment_3779528
Yet its the 5th most used killer perk.
last time I checked self care was top 10, does self care need nerfs?
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@DragonMasterDarren said:
I think adding a extra 5 would be a good idea, and running under the assumption that this would mean going in release order and with Licensed killers the next 5 would be Myers, Hag, Doc, Bubba, and Freddy
The main question is what buffs would 2v8 give to them, Hag is pretty obvious (Faster trap placement, Haste after placing a trap, basically just copy-pasting Trapper's buffs) but how would BHVR bump up Myers to be functional in 2v8?
Myers with like a 10 second sprint burst when he pops t3/downs a survivor with it would go crazy
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Its not meant to be hard to land at close-mid range, because if you let her see you you've already made too many mistakes. Getting hit by huntress is 99% a skill issue, whether it be your pathing or snipe mindgames or whatever. If you just find a rock she cant use her power at all plus shes slower, so if you get yourself hit after a full wind up, sound cue, and throw, its almost always on the fault of the survivor.
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@ShanoaLegendaryPlz said:
Everyone says "jus bring ur items to the corner" but i had a round where a skull merchant, on vecnas map, brought weave and franklins. Used it + her drones to make a damn gauntlet on the lower floor so that absolutely noone can go save someone from the downstairs hook or do a generator on the bottom floor without her seeing them through the walls from the steps all the way to the hook. I brought the 2 items i could find to a corner. It did not help one bit. Nothing we could do.
theres a whole aboveground section with plenty of gens, just dont go downstairs :/
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I dont see the problem, corrupt intervention is a much better pick for 90% of the roster. If the complaint is how it synergizes with high mobility killers, thats more an issue with those killers than the perk itself. Plus after the aura read all it does is slightly augment other aura perks, which is nothing more than QoL on anyone but nurse really. I could stand increasing how faast the duration runs out based on how fast you are; current 9s for 4.6m/s, increasing proportionally to the current m/s/4.6m/s. That way someone like blight would get half duration since he has double speed etc etc.
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@Devil_hit11 said:
don't bring items. perk does nothing if there is no items. if you do bring an item, there is counter to it. The other aspect to talk about is that aura reading is not end of the world for you as survivor. it gives information but by no means is that game-winning by itself. Sometimes the aura being revealed may not impact the outcome of the match.
that is very different from where circle of healing was where there was no counter to it. the value it gave always hurt killer because extra health-states is good in 90% of situations for survivor minus extreme cases like exposed and it had very strong perk efficiency. 1/16 perks vs 50% of killer load out.
While this is effect counterplay, it does rely on everyone doing it without communicating. Plus I think its bad design that not bringing items is the most effective (not only) strategy. Just feels like less variety :(
I agree that weave is basically the dead mands switch effect; fair on its own but a meta combo demon. Not that weave-franklins is og pain res+dms levels bad, but its certainly more annoying. -
leatherface has a sufficient chase power but does next to no map presence whatsoever. And without that it doesnt matter if you get a few quick downs when everyone else is doing gens.
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I still like solo survivor. Survivors still have plenty of good perks, running out of pallets/into a deadzone is a skill issue, getting hit through vaults is on your wifi not the killers (not p2p).
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gens in 2v8 go faster than in 1v4, I believe they're 70s? Also there are way more pallets to use, so you absolute have a chance to stop the killer from getting you. PLus if you get 2v1d then thats 7 survivors on gens. seven.
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So you dont run meta and play only solo queue, yet you blame killer balance?
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I think the slow applies every time he hits you but im not a nemmy player so don't quote me lol. The -1 charge lets you reach mutation stage 2 with one down, whereas before you needed a down + a hit/zombie.
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YES! My laptop broke and its been in the shop since the event started, I get it back this friday so now I can play 2v8! thx bhvr <3 <3 <3
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trapper is the worst killer in the game
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@Ariel_Starshine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575487#Comment_3575487
Yeah why not, instead of balancing it like eruption after everyone complained the nerf was too harsh, just make it a waste of money.
I just love perk bloat on both sides!
FWIW I don't use it and don't need it to make killers rage quit or kite them for five generators. It's just disgustingly sad how there is no middle ground. It's either useless or OP.
Epic failure.
its not even dead, now its not a stupid braindead jack of all trades chase+support perk. Now its relegated entirely to support with some anti tunnel thrown in.
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@dbdthegame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575536#Comment_3575536
Because it's not still busted at 10%, right.
prove is mid at best now. at least when it was strong survivors split up less, made pressure so much simpler.
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@dbdthegame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575590#Comment_3575590
10s of endurance after a heal AND 3% infinite haste while being in Deep Wound isn't balanced for you?
lmao, survivor mains when one perk doesn't let them run killer for 5 gens, do the 5 gens at the same time, open the exit gate in 2 seconds, take 6 hits, pick up every slug on the map instantly, and BM the killer.
it seems alright now but nothing too special. could be good anti tunnel when used with OTR but OTR gets the job done just fine. Its looking like a selfish buckle up.
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@misspuffle said:
Give back some of the survivor perks that they nerfed to no avail since they keep buffing everything for the killers!
mft user spotted
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@LapisInfernalis said:
Stbfl: exists.
"Just use [perk], duh"
not like stbfl takes 8 stacks to reach max or anything. or that many killers dont down with m1 and thus dont have access to stbfl to counter ftp+bu. Any killer that downs with their power will wont have any method of counterplay. Not to mention "just use [perk]" should never be the only option.
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no nurse is slowest, but slinger is rather reliant on his reload addons.
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@BlightedTrapper said:
It's masterful if your sole measurement is "did this killer get stronger?" From the survivor perspective he's going to be absolutely miserable to face, and he was already frustrating to deal with before.
trickster was always miserable to face, and always will be as long as his power works the way it does. this is probably the best they could have done without fully reworking him. He down faster but it takes more knives so more reloading, too. I could definitely see new main event being a problem though.
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@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574831#Comment_3574831
How would you balance comp and casual? By excluding meta perks, addons or killers for casual? By restricting certain perks or items?
Because if you don't, then what will keep players from doing sweaty/comp plays in casual? Make it a reportable offense?
im not exactly sure, thats a difficult question. But unquestionably casual and competitve players being in the same lobbies is making their games less enjoyable. If not a comp queue or something, better mmr.
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@jayoshi said:
Everyone is talking about MFT but no one is talking about the massive Trickster buff. I always thought and still think that he never needed a buff to begin with. That he was fine on release date. It made me think that if Nurse came out today she would be so overly buffed that she would be the new Trickster. But everyone knows a nurse in the hands of someone who has practiced with her knows how strong she is. Same with Trickster, they were just too quick to pull the trigger IMO.
But now they are going to buff him more? And am I to understand that if he brings in two add-ons he can trigger main even after hitting someone with 3 blades!!? He could also bring the add-on so he gets main event with 4 blades and have the blades bounce off of walls with another add-on. I have to wonder what the developers are thinking. I can only assume it will get crazy during the PTB and they will have to pull way back on his buffs.
What do you guys think? Am I overreacting and he does need this massive buff or was he fine where he is currently at? Or do you think he actually needs a nerf?
Also, why is he going to be the only ranged killer that has a movement speed of 4.6 and now a terror radius of 32 meters. Get ready for a lot of main events and screaming after he reloads at a locker (UW Perk).
I think hes fine with the buff. he was only a ranged killer in name anyway, closer to nemmy or something like that in terms of range. thats an understatement but you get the idea.
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sad how mft dying didnt really help legion/slinger :(
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it now ignores exhaustion.
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im sorry, is 2 health states not enough? is OTR somehow in need of being a 3rd health state?
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@mca240 said:
For those saying MFT is no longer useful. Are you kidding me? People will combine OTR or DH with MFT. It will be the new meta and very good since MFT now works when deep wounded AND exhausted.
As for Trickster. I love the recoil being removed so people on controller can play him. But all the other changes sound very broken. We'll have to wait for the PTB though.
Also, poor Legion and Deathslinger players...
huh, guess its sort of anti tunnel now. sort of. i guess.
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good. about time. I'll take SB over mft any day. better yet, this means less dead hards in my lobbies too. wonderful!
not really a reason to run it over buckle up now though. maybe mft should be 20s of endurance or something? a full rework would probably be better idk.
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@I_CAME said:
No one is going to use this new version. It's just another useless perk taking up space now. I figured they would give it a time limit or something. Maybe something like 30 seconds and it would deactivate. Killer mains got exactly what they wanted. Back to sprint burst and lithe for everyone.
good, at least SB and Lithe are balanced and can be used very skillfully. im extremely happy that my chases will finally stop being 20% longer by default.
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Goodbye, MFT! You will NOT be missed.
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just add a comp mode. I dont mean just a separate exactly the same mode just labeled as comp like an actual ranked mode or something. it could kill the game if done badly but people always complain about how the sweaty killers and swfs are ruining their matches and if done well would make the game so much better. you could even balance them separately for the separate playerbase.
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@PortaI_2 said:
I have a pretty good Escape/Death rate again every Killer as I have been keep track this season.
But one outlier Mastermind 10 games against him all loses. Why?
He can spam the power which is unlimited, no downsides like nurse or blight, no reloading this power like huntress or DeathSlinger, no special way to build up the power like Oni , automatic recharge after mere seconds, while in a chase, no downside effects.
He does mobility better than Hillbilly. He can instantly rush around the map easier and more comfortably than Hillbilly. Hillbilly most tactically dodge around the smallest of obstacles and even if a slither of wall sicks out he instantly loses his mobility. Wesker just ignores every wall and just slides around, completely rushing from one end to the other. Has an add-on to break pallets like Hillybilly and if not, who cares just jump it like Legion. Not to mention Hillybilly's hitboxes are BROKENLY small, while Mastermind's is BROKENLY too Large.
Has superior slow-down than Pig. Pig is a slow killer who needs to actually put some work into slowing down before gens can get done to get her slow down which done right can slow the game down more than Mastermind. But Wesker has instantly slows down the game using is power, forcing survivors to take time out of the match to run across the map to open a SLOW box, than watch a SLOW spray animation. Pig games has 5 traps at most, Wesker can make each survivor have to do this at least TWICE if you have just the slightest skill.
Has better infection than Nemesis. Nemesis's tentacle actually needs to be aimed decently, even when keyboard players are spaming left/right making his infection easily to miss. And guess what even if you hit him, oh no they just turn blue wow! So you need to hit them twice with this inaccurate whip or get a random zombie hit...... Wesker not only infects them but ALSO hurts them? What? So not only is it easier to infect them, it automatically causes damage to. Only in extremely rare cases he throws you and you don't hit a wall, do you not get the extra damage. Plus why does infection continue, WHILE in CHASE?
There should be barrels around the map to reload the power, or make infection not also cause damage to a non-infected player.
The only reason I see him in the game is to give bad players something to play, that while is pick rate is through the roof.
You claim:
- wesker can spam power with no downsides
- a cooldown of "mere seconds"
- Has better, easier map mobility than hillbilly.
- Pallet break addon is stronger than lopro chains.
- Built in slowdown is overpowered and only requires "the slightest bit of skill"
- His infection is better then nemesis
- nemesis infection is weak
- Infection+injure is too good
- infection shouldnt progress while in chase
- People pick wesker because they are bad at the game
- wesker should have to reload his power
You are wrong because:
- Wesker power is very punishing. Sizeable stun after missing+getting really displaced from a dodged bound. Spamming it without thinking will lose chase
- its 6 seconds per token. rarely will one dash get you a hit, in effect its a 12 second cooldown for him at his best. longer than the 10s blight has for all his rushes.
- Just not correct. Wesker can save 12m of distance every 12 seconds. Billy completely halves the timer it takes to get anywhere. Wesker doesnt "slide" around anything. Billy really doesnt need to think all to much to just go around something. Billys mobility is infinitely better, but his chase is much weaker than weskers.
- Lab photo is mid at best. Because of his charge up you dont save all that much time unless the survivor drops the pallet and yo break it during their animation which... they wont be doing becauseyou just charged up and lost a lot of distance. Lopro has the same effect, except you can use it for outplays on filler loops to get an injury while breaking a pallet where you'd otherwise be helpless.
- His slowdown only works when hes using his power well. You can carry a spray with you 24/7, after getting the initial spray you just spend 12s (same as mending) to get rid of his infection.
- Nemmy's infection needs to be weak because a strong infection on top of very strong anti loop would not be fair. The only reason weskers infection is stronger than nemesis's is because weskers power is limited by the tile while nemesis's isnt. A filler loop is unpowerable for all but the best weskers while nemmy can punish any vault or pallet drop with a hit/infection. Wesker cant. He can only use his power on longer loops or in clear areas, while nemesis can hit over objects.
- Its debatable if nemmy needs buffs of some kind, but saying his infection is weak isnt. The infection opens up for your power to completely decimate most loops and give passive slowdown almost as good as wesker since they need to go get one each time, or carry one around and have their item blocked. Nemmy is weak in t1 and maybe t2 but t3 he dominates entirely because of how his infection enables his tentacle.
- like I said, nemesis and weskers infection works different because their powers are different. Nemmy infection and damaging someone + some new effect would make him too strong. In contrast weskers power taking 3 health states would make him too weak because unlike nemmy he is heavily limited by which tiles the survivor chose to loop him on.
- Infection not progressing in chase would completely negate its entire point. There are 4 situations where you will reach max infection. 1, you are stupid and dont cleanse. 2, he commits for the entire 90s (closer to 75 with the initial burst) and practically throws to down you. 3, you are getting tunneled and he slapped your BT. 4, you ran out of cleanses. in 1, skill issue. in 2, skill issue to him and you are winning so why are you complaining? 3, valid complaint and something needs to be done. 4, this realistically only happens if the wesker is godlike or brings vial+conference and plays well. In 2 of these you either suck or are looping him for 5 gens. in 4, he brought an addon combo to get 4 sprays out of the way, and still had to play pretty well to completely eliminate all the sprays. 3 is the only situation where this is a valid complaint and even then not progressing in chase is just an unnecessary nerf to wesker when there are other things that can be done to damper his tunnel potential.
- People play wesker because hes designed for bad players? Have you played wesker a single time? Popel play him because he takes skill, feels good to play, and is strong to boot. not because their bad.
- having to reload his power would kill him entirely. he already has to wait 12 seconds on a whiffed double dash, letting you cover a whopping 48m of ground to whatever pallet you choose +whatever distance he lost with the whiff and thats not even considering MFT. Whiffing power is devastating, thats why its rewarding with slowdown+injure because you need near perfect flicks, timing, precision and prediction to land your hits in most scenarios against good survivors.
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fr, rpd needs another rework. All the pallets are either trash or god pallets so 0 interactivity. And then you either have a cracked 3gen or stupid gen spread.
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No. Killer queues go up, people play killer less, survivor queues go up, etc. This is equivalent to letting killers ban certain survivor perks.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573615#Comment_3573615
I'm gonna need a reference to the devs saying this about 4 man slugging. I've never seen the devs respond that this is in any way bannable.
The most common question is whether it's holding the game hostage, and the dev answer has always been 'no, because the game will progress and end naturally, even if it's after 4 minutes'.
After searching, I apologize as I couldnt find the source. So by that logic its probably not bannable but it definitely should be.
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@crogers271 said:
I've always been confused by BHVR's stance on this. We have one method of getting out of a match with a built in penalty system, and another method of getting out of the match that is perfectly fine. What's weird is that with the bot replacements the latter "approved" method of leaving a match actually hurts the "team" more.
Like, I think, most players I'd really like this to be looked at. I don't want players penalized if seven minutes into a match they want to get out (at that point its usually because the game is decided or you actually have something to do away from the computer), but I do if they leave within the first few minutes. I'd like either of the following
A) Make hook escapes impossible early in the match (the first few minutes or first few hook states) barring perks/anti-camp mechanic.
B) If BHVR really wants to give option people to leave, give them a free DC button while on the hook so at least a bot stays in the game. Not my preferred choice, but I'd take it.
They should just remove kobe's and 2nd stage skill checks all together. They dont really add much. Kobe's are inconsistent, relatively rare, frustrating to go against, and only really serve to prolong a match or grant an unearned opportunity to clutch. And struggle skill checks only exist to make an actual difference between 1st and second stage. None of these things are worth the nonsense of hook suicides.
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@Crowman said:
The devs intentionally left the mechanic to instant die on hook by not hitting 2 skill checks. They could have easily have just removed that feature when they reworked 2nd state from button mashing.
You can't really report players for using game mechanics.
Yes you can. Bleeding out all 4 survivors after downing them is just using a game mechanic. No hacks or exploits whatsoever. However the devs have confirmed this is a bannable offense. This doesnt even really effect the outcome of a match, the survivors had already lost. But for some reason hook suicides, which can completely lose a game for the survivors because one wanted out, is not bannable. Either 4 man bleedouts are allowed too, or hook suicides are bannable. it can't be both.
Edit: Disregard this comment, I could not find a source of the devs saying that and Mandy herself has confirmed it is not a bannable offense.
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@CatnipLove said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572791#Comment_3572791
By that logic, half of the forum's threads need to be deleted. Actually that might be an improvement. You've changed my mind. I support your cause.
Memeing doesn't mean you gotta throw the match. You could moonwalk someone to the hook and it would still be goofy.
Thats true and I wish more killers were goofier but OP is just upset that the killers arent meming with them.
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no, because if their playing at range they arent face camping. not to mention you can just bait their power. If anything a huntress standing at range is worse than a regular m1 facecamping before the AFC, its easily counterable.
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no this event is far too survvivor sided to be basekit.