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cburton311

cburton311

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  • @ObscurityDragon said:

    As for me... it gotta be the saddest anniversary i have played on this game,

    Like its à copy from the last one but with tweaked numbers,

    I still can find only à very small amount of cakes (last year you had one per mevel at least if i recall it correctly)

    Like after doing 40+levels on Zarina to have like...9 cakes...

    And add with that the fact that for some reason people are sweating their asses off or playing toxic for sope damn reason...

    Yeah i havent been enjoying this tame very much

    There's an event going on now? I guess that explains the loading screen slides we see with quotes from the devs and the art work. I've also seen, occasionally, survivors seem to have fireflies circling them.

    Honestly, if these 2 things hadn't been added, I would be hard pressed to know that there was even an event going on. The dev's could have saved themselves some coding time and just gave us all 5 million blood points or something.

    I don't know exactly what I was hoping for, but this, this ain't it.

  • In descending order, Wraith, Spirit, Ghostface. I like pig though, snoot booper for life.

  • People were amassing penalties through no fault of their own when the extremely buggy chapter patch was enabled. Unfortunately, the collateral damage is now its penalty free to DC because spirit, or first found, or map is awful (RPD I'm looking at you).

  • The bigger question is, can anything be done to make the map fun to play on? Constrained between the license and the style of the building, it just feels bad when it comes up in rotation. It's too bad, clearly, a lot of work went into this faithful recreation and it IS a pretty thing. However, the game play is horrible...

  • @Maperson said:

    Use perks against slugging

    Then tell your thoughts on this, gen rushing makes playing killer stressful and hard: just use perks. Keys feel like the survivors cheated to escape and grant unearned escapes: Just use perks.


    I mean ruin and franklin's demise exist so those must not be real problems then.

  • @Northener1907 said:

    I did not played killer so much for this event. I wanted use cakes on Leon before P3 him and i took all crowns on all survivors. Anyway now i am playing killer and on my matches i am seeing max 3 cakes (with my cake). Just why? You can use this cakes with only this event and time limited. Why survivors are not using cake offerings?

    Several reasons...

    1) Survivor bloodwebs do not generate very many cakes. Last night when doing 3 man swf, i used all the cakes I got ... which was 1 in 5 blood webs.

    2) I save the cakes for when I am playing with friends to maximize my return of bloodpoints. (normally)

    3) Killers playing against solo queue, seem more harsh than normal. Slugging for the 4k at 5 gens. Extreme tunnelling, where the first 2 dead amass less than 4k bloodpoints.

    I even got hard facecamped to death by a demogorgon last night. He stood 1 meter in front me and kept starting to teleport and cancelling over and over. Fortunately, I just told my SWF mates to bury him in generators which they did admirably. The 3 escaped, as I was dying. Sadly I had used the one cake I got that match.

  • just my lowly opinion, but I hate the map. It is perty, but unplayable. I hope it gets better with repeated plays, but it doesn't feel like it will. It's just so damn big...midwich can be a pain to find a generator and it feels like it is tiny in comparison

  • Survivors are only the power roll for the tippy top 1%

  • I think there are 2 issues: 1) the absolute trash matchmaking 2) Killers that is OP af in the chase, making those encounters hopeless feeling.

    I actually don't mind going against most killers my skill level, even nurse, but I despise Spirit and Wraith with the burning fury of 1000 suns. The reason I hate them, you can't see them, hear them, and they are insanely fast. The team can beat them sure, but, if I'm first dead, or hanging on the hook for 4 minutes of a 5 minute match, there is little fun had.

  • Killers should use every dirty trick at their disposal....but, DBD should have tools to help survivors ... ya know survive that highly effective but fun killing tactic

  • Tunnelling is crazy rampant right now. Thing is I don't want it to be up to the killer's kindness to prevent it, I want DBD to include tools in the form of perks or items to defend myself from it. If it requires DS to get a 20 second stun to change killer behavior so be it

  • @Northener1907 said:

    Title.

    So much complains about camping and tunnelling. But noone talks about killer problems. Genrush for example. So many times killers are losing 2 or 3 gens in early game. And that makes game so sweaty for them. Survivors complaining about tunneller killers makes game so sweat but they are also makes games sweat for killers because of genrush.

    Even Nurse can be defeat by genrush. So why this is not problem? How can killer try 12 hooks with this genrush problem?

    The difference, while those sweaty survivors are doing their only objective you get to play the game: chase, down, and hook survivors. When you camp and tunnel survivors all they get to do is hang around and then die immediately after unhook. Killers get to play the game and maybe lose or maybe win, survivors get to wish they had spent $20 on a different game.

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2261551#Comment_2261551

    I definitely don't agree with that. What's the difference between killing yourself on hook and just pressing the "leave game" button? You can never force somebody to stay in a game they aren't having fun in, it just punishes players who are trying to get into the lobby and find a new game faster.

    That penalty to find the new game is the point, why should the quitter get rewarded for ruining the game for 4 others. I'd go even further and saythe 5 minute timeout doesn't start until the match they quit out of finishes.

  • FOV is a killer restriction. This should NOT be given out for free.

  • Most of the rebuttals of Otz points, would require expert level knowledge of addons, perks, and maps, since any distance travelled indicator can't be based on straightline distance...except for maybe on coldwind farm. Additionally, the survivors would have to trade a few hook states before this knowledge could even be acquired, since often by the time you know what the spirit is doing, you are already downed.

    The only strategy that I have seen and used that works even a little is to throw pallets early and often, and hope your team mates are crushing generators. Win or lose these matches aren't very fun, and I am grateful that they end very quickly one way or another.

    The game is at its worst levels of enjoyment, when it feels hopeless. Killers and survivors both don't enjoy the match when they get stomped on. Personally, I can't wait for a good MMR so I can be matched against players and killers of my skill level. Stronger killers will face stronger survivors regardless of killer selected. If you choose overpowered killers, and you are a very good player, I would expect you to face the very toughest survivors every match.

  • @EntitySpawn said:

    You're now a dev, how would you reduce the grind? Keep in mind vet players, new players and dont make it over the top. YOU CAN MAKE 3 CHANGES, GO!

    Unlocking a perk on one survivor would unlock it on every survivor...not just make available in their trees, thats what we have now. No I mean it would be available to be selected by any survivor instantly. Survivors are just a skin anyway, why treat them like they're independent.

  • @dtavares7 said:

    I don't get it honestly

    They said they'd be looking at keys after nerfing moris and basically making them useless

    It's been almost a year since they said that, and keys have still not even been touched.

    It's clear as day to see the bias towards survivors lol

    Um it hasn't been close to a year...maybe, maybe 4 months.

  • @NateyBoi said:

    https://us.v-cdn.net/6030815/uploads/A9AH8HRXZAQM/1ac28d03-fc1c-42c3-af0b-0ab0fcd89892.png

    Now I know we have also lost players, but those are very minor losses, we just got 3701 players, just minus that by 587 and we still have 3114 people who stayed after April.

    i can tell devs are working to clean up the game, and I’ve seen their new rework of the mental hospital and Thompson house, and they are amazing! Doctor rework is amazing too! The newest collection skins make me so happy just cus they look creepy and well detailed.

    Also with the new upcoming RE chapter, I believe our charts will go up. Just like when pyramid head was released.

    I think our game is getting picked up again, and now devs, I’m sorry for criticizing the whole animation update, but I thank you, for your work.

    Edit: I don’t mean player count, I mean quality of game, the devs are listening a bit more, and they are making good changes now.

    you do realize that if you looked back 1 more month you would see a HUMONGOUS drop in players, the gain of 3k doesn't even come close to getting the game back to what it was last summer.

  • @TheClownIsKing said:

    Was just in a match on Iron Works whilst running Tenacity. I intentionally went down for a Meg being tunnelled by Deathslinger to buy her some time to escape. Of course he ignored me on the ground and kept going after Meg. Anyway, knowing Deathslinger would return for me the moment he downed Meg, I started to crawl away so I could get further away than expected, and out of the expected areas I know Deathslinger would search.

    This dumb ass Ash insists on running up to me straight away to try and heal me. I keep cancelling and crawling away CERTAIN of what Deathslinger would do, and KNEW Ash wouldn’t get me up in time. Ash FINALLY relents after a half dozen attempts, once he spots Deathslinger and lets me crawl away. I get halfway across the map, Ash trails me somewhat, I have pretty much recovered at this point (because of Tenacity), and was ready for Ash to revive me, but for some dumb ass reason Ash decides to sabotage a hook nearby once he hears the periphery of the TR. I try to crawl AWAY from what that jerk just did, but then I’m spotted by Deathslinger as he comes to investigate the hook, picks me up.

    I’m done for the day. I am exhausted by other survivors stupidity. I’m exhausted from the primary reason I am found or I die is because of another survivor.

    Ugh.

    Just out of curiosity, how did you expect him to know any of that inner monologue? Were you tapping out morse code on your strafe left and right keys? Clearly he didn't know what you were up to and by another more charitable analysis was actually trying to help.

    This community is so toxic it really is crazy that anyone enjoys playing at all.

  • Why is it a bad idea? It would change nothing over how the game is played now. That killer would collect their 25k bloodpoints get 0 tips and move on. It would literally change nothing for the "bad" killers.

  • I guess it depends, if the nurse is tunnelling and slugging everyone in sight, then ya, no tips for her.

    Most Nurses are actually pretty fun to play against though, I really enjoy those chases. I lose more than 90% of my matches to a good one, but it least it tends to fun.

    And wouldn't that be a nice incentive anyway, if the community despises Freddy, then those killer players would have a nice push to encourage playing a trapper or something.

  • Camping and tunneling are worse then ever. I won't make any wild guesses to why (stares at DS patch note). I'm not the best survivor but I routinely achieve rank 3 or 4. The quality of the recent games is terrible absolutely. I escape about 25% of the time, but, now when I do its because some facecamping killer parked on the other side of the map guarding his one trophy. The escape and game itself were meaningless and absent of fun. This happened three games in a row yesterday, but it has definitely seen a significant uptick in the last week or so.

    Maybe this is some clever strategy to reduce server load by incentivizing players to play something else. There is no way, that the camped survivor had fun hanging there for the entire match. The other survivors playing generator m1 simulator had no fun. I struggle to see how the killer had fun, but they keep doing it so maybe killers like that gameplay. shrug It can't be good for the long term health of the game, of that I am 100% certain.

  • @Kirkylad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2091786#Comment_2091786

    The killers having fun and is under no obligation to make sure you're having fun. They can play anyway they please so long as it's within the rules, just like they have over the last 5 years and it's never going to change whether you like it or not.

    I have never played any other online game where one side has ever had to consider how much fun the other players are having. Dbd is no exception so they can play however they like and if you don't like that then I'd suggest playing offline games that are played by your made up rules.

    It's true, the killers shouldn't have to consider it, but BHVR definitely should. And I'd wager that if you were playing poker or basketball with friends, you wouldn't play in a toxic way. Somehow because of the anonymity of the internet bad manners becomes ok. It's too bad.

    You can see it in the Steamcharts, this game isn't invincible the online players are less than half of what they were a year ago. When BHVR messed with the animations and the hitboxes in the previous update the online players plummeted. There's a lesson to learn here, both sides need to be enjoying the game or the game will cease to be.

  • @Kirkylad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2090966#Comment_2090966

    Camping slugging or tunneling isn't toxic it's part of the game and there is nothing wrong with a killer playing that way if he wants to.

    This is so wrong it is stunning. These tactics while effective are NOT fun. Anything that reduces the fun of a game should be viewed as an existential threat by the development team....but BHVR doesn't realize it yet, that I am not hostage to play games that torture me for the killers enjoyment.

  • Face campers, whether doing it to me or to others, get the fastest possible suicide on hook that I can muster. Life is too short to be trapped in a game like that. The dev's can say they are legitimate strategies but they can't make me enjoy them. I only play games that are fun because my freetime is precious. Additionally, I sure as hell won't spend good money on a game that celebrates players avoiding engaging gameplay.

  • 10% speed bonus to work generators to all survivors while the killer is with 20m of the hook and there are no other survivors within 20m of the hook. Boom no exploits, the game just nudges survivors into doing what they should do anyway. Additionally the quicker speed, might encourage the killer to leave the survivor on the hook since all the generators are popping.

  • If the killer demonstrates that he is willing to proxy camp or tunnel, I have no qualms about suiciding on the first hook. I concede that it ruins the game for the survivors that remain, but honestly, thats behaviors issue to solve. I'll give it 2 or 3 games and if they are the quality that I have been experiencing i log and do something else. shrug Dev's don't have to fix it, but i don't have to play it either.

  • They weren't using for antitunnelling. They were using it to protect themselves for 60 seconds. And now that it doesn't do that....at all, people will use it much less. I foresee tunnelling becoming a large problem, because, let's be honest it is the most efficient way to end a match as a killer.

    This will be noticed by Behavior if the total number of players goes down and action will be taken. Either a new perk will emerge to help survivors deal with the issue of tunnelling that is fun and useful, or they may revert the changes to DS. Reality is DS was a terrible perk by itself. It needed unbreakable to overcome the killer response to DS which was slugging. Now that DS is even worse, I predict few will use it. The 2 perks together allowed survivors to actual play the game a little longer in the face of pretty terrible killer play (terrible for fun, not effectiveness).

    It will be interesting how the meta adapts. Like so many before me, I'm going to start logging games data. Just so my information on the topic is not anecdotal or of the feels bad man variety.

  • There is a solution to facecamping. Give 10% buff to all progress of generators while the killer is within some distance of a hooked survivor. Put a big fat debuff icon on the killers screen showing why he is losing time on generators and let the killers learn it doesn't profit anymore.

  • @GannTM said:

    Just going to ask a straight forward question to the people who want Spirit "nerfed": are you asking for a buff to compensate? It doesn't sound like you are because of the way you're wording your logic. I feel like a lot of people need to realize balancing things out doesn't always necessarily mean nerfing them. Let me educate a lot of survivor mains that the definition of "nerf" is "to decrease the power of something." Why does Spirit need to be a weaker killer? I main Spirit and agree she needs some tweaks but it's not impossible to keep her as strong as she is while balancing her out.

    I've seen many people make proposed changes to Spirit that have so many flaws in it that it makes me feel like they have never played Spirit before. I remember watching this one guy on YouTube that ranted about how "OP" and "easy" Spirit was and proposed that they should bring back the breathing bug along with having a fatigue coming out of phase similar to what Nurse and Legion has. As you expect, I didn't hear about any buffs she can receive to compensate. These two changes would immediately drop Spirit down to B-tier and would honestly make her just as hard as Nurse in some situations. Honestly wouldn't really mind if she was almost as hard as Nurse as long she's still on Nurse's level of strength. Adding a fatigue to Spirit's kit is such a big addition that you'd almost have to make Wakazashi Saya (purple reappearance add on) base kit to balance it out. I've also heard people say Spirit shouldn't be able to hear survivors while phasing. Spirit relies so much on audio that this would about kill her. All survivors need to do against Spirit is to make distance and double back as soon as they see Spirit stand still if she couldn't see or hear them.

    I really don't mean to be rude when I say this, but if you don't play Spirit, then your ideas for her probably aren't going to be good, and this applies to every killer. If you do want to brainstorm good ideas, play Spirit more often and you'll get a better understanding of what would be best for her. Also, for the love of Jane Romero's thickness, please stop saying to nerf a killer without proposing something in return. That right there proves to me you're only for one side. Not saying there aren't people that are bias towards the killer side and think that Spirit's flaw in giving the survivors little information is balanced. There are definitely a lot of Spirit players that ruin the reputation of my waifu because of their toxicity and entitlement. We can all ignore those people and the survivor mains that do the same and have a civil discussion about this topic.

    That first paragraph is nonsense. When people say they want her nerfed, or more counterplay, what they are literally saying is that they want more chances to win by reducing the power of the spirit relative to where it is now.

  • @TheClownIsKing said:

    You know the drill. Last 2 survivors left, what does the killer do? Slug one over and over, while they hover over them as bait. I’ll do my best to try and get them back on their feet and away from the killer, but sometimes the killer is so damn stubborn for their 4K, it’s impossible to help that survivor without it being suicide.

    But every now and again what does that damn slug do sometimes? Crawls in your direction so the killer can follow them. It’s infuriating. Please get rid of the aura reading in dying state. It’s abused just often enough to be a big problem.

    Where are you hiding that a crawling survivor can give your position away? Aren't you moving to accomplish something in the match?

    This is a non issue.

  • @REL1_C said:

    Run this Broken af build.

    Anti-Tunnel: New DS
    Anti-Camp: Deliverance
    Anti-Slug: Unbreakable
    4th perk slot: Recommend Dead hard or Soul guard. Or any actually.

    Deliverance is a death sentence if you are being camped...


    Kindred is the anti-camp perk

  • I can only hope the developers have a hearty chuckle at this thread. Survivors are allowed to have nice things too. Seriously, survivors only have 5 or 6 perks worth a damn, and one(ds) is about to be nerfed hard enough that survivors won't use it anymore. If you take away all the survival tools, killers will have to be WHACKED with the nerf bat to keep the game competitive and worth playing. You have to remember that the otherside isn't here as some prop. Killers need tools to kill and end chases, survivors need to have tools to resist those efforts. Preferably, both sides need to exert effort and wield skill in order to do so.

    Just saying nerf anything that gives you a hard time is not a good idea at all.

  • @Dustin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1942550#Comment_1942550

    That's just the nature of the beast. If you don't understand how to be time efficient as killer we can't help you.

    I will 100% tunnel the ######### out of a survivor if I'm behind and I know it will benefit me. It's all about reading the survivors behavior and adapting. If tunneling is going to suddenly make survivors leave their generators, become altruism magnets and try to body block to save the tunneled survivor giving me free injuries I'm going to commit. It's all about being able to adapt to your game. If the killer is exclusively tunneling you then you're more than welcome to use as many pallets as you can. If you are the weak link on your team and end up going down in less than 30 seconds each time though it's 100% on you and I'd tunnel you to just for the easy game.

    Don't take that personal by the way when I say you it's just in terms of if a survivor cannot run a killer.

    that's good strategy. However, if BEhavior wants survivors to play, they need their part of the game to be fun too. Tools to resist tunnelling and camping are needed

  • @UncleStabby said:

    These UI changes are not that bad at all. Being able to keep track of how many times someone's been hooked is so beneficial on both sides, plus as a killer, it really helps to put an actual character to someones name. You guys were complaining alot about this during PTB so I'm just gonna assume that they changed the new UI between then and now, because its really not that bad.

    Can confirm that clown rework sucks though. Its too confusing for my tiny brain.

    New Survivor animations are gr8 too btw. More believable.

    keep the info, but give me back the previous layout

  • i'm embracing the depips, since i'll depip either way. I play immersive af, and if the killer finds me I stand still and take the hits. No chase at all. I'm just a challenge freak right now...

  • Similar situation here, started the patch at rank 3 almost rank 2 for the first time, now I'm rank 6 headed to rank 10 by the weekend. If I were smart, I would play anything else at all...

  • broken hit boxes, no 360's, emblem bugs...

    the smoother transitions are also stealing seconds...not that that matters greatly but this game is all about efficient use of time and animating standing from injured isn't free

  • @LordRegal said:

    Couple things to this:

    The UI is functional on a PC screen, but for console players on a large TV, they need to literally turn their head multiple directions to get information.

    The status bars for exhaustion, etc, are still completely not colorblind friendly, I am incapable of seeing where they are on the bar. Frustrating when they listened when it came to the injured portraits.

    The gens left are in a spot you will never look naturally. There are some reasons, especially as killer, to be looking in the bottom left for a hiding survivor. I can say I've never looked up at the top center naturally unless I'm playing Huntress and going for a longshot snipe. It's lead to me struggling as both sides to keep accurate count of the gens left which is a problem.

    General UI design is to cluster like information so that a quick glance tells the player everything they need. The old UI did this very well, with everything but perks in the same spot. Now to see how the game is going you need to look top center, top left, middle left if you're killer, top left for longer if you're survivor, bottom left to check power/item stats, and bottom right to check perks. Compare that to the old UI, which had it so you had to look bottom left and bottom right to get the state of the game, and it's objectively worse.

    The reason people are so mad about this is it affects every game. Balanced isn't in every game, DS isn't in every game, Nurse (rest her soul) isn't in every game. BL removal was for a weekend and nothing came of it. This is in every single game, you cannot avoid it, so it's something everyone who hates it has to deal with every time they ready up. The outcry as a result is balanced in proportion to how often you deal with it.

    I disagree that on a PC its ok....it is not with a monitor of any size.

  • @FixDBDPlease said:

    The standing and running while injured animation is a sight for sore eyes as it’s painful to watch because it just isn’t realistic at all. If you’re scared, aware of a killer why is the character standing up straight like there’s not a killer to be running from? It takes away from the eerie feeling that the killer is out there and is coming. I just straight up don’t like the look of it, it’s weird and awkward. Why the change? To make survivors more easily visible? This game already makes it easy to see survivors as is. Also, when the character is injured, It makes much more sense to have it how it was before where the character is limping and striving to get away from the killer. You can see the determination. Now it just looks so...dainty when you run around injured. Short quick steps? Yeah okay. That’s how I’m going to run from a killer.

    The injured run makes me think the survivor ate a bad burrito and is running for a bathroom, not fleeing for their lives from a bloodthirsty killer that has already landed a serious blow.

    Dainty is a good word for it.

  • @REL1_C said:

    https://forum.deadbydaylight.com/en/discussion/comment/1933833#Comment_1933833

    Lol don't even, it was in "Beta" testing but it's been in full release for one day. More people are playing now than in the PTB lol.

    But you only need more people testing to find the inconsistent or hard to find bugs. Feedback was given on almost all of the movement and ui issues that identified these exact issues 4 weeks ago. How does internal QA not test emblems and other currency functions every patch rigorously? These are the things that can't break for the customers and yet they do every single patch recently. I can understand the hitbox issues, internal testing might struggle to recreate the latency and variety of hardware of the game at large.

  • Or its an expression of skill by a great survivor team trying to protect one of their fallen....


    Anything that reduces skill in this game is terrible, because the skill ceiling is what gives it the replayability that keeps people going for thousands of hours.

  • not a good idea...not at all. this might be my single biggest complaint with the current patch. Chases have the feel of inevitability that I don't like. The number of attacks I typically dodge numbers in the one or two per match, but it kept the dead zone exciting knowing that it wasn't a forgone conclusion how the chase would end.

  • This may help, you don't need to pay at the begining of the rift. you can wait until the rift is almost over, and if you are going to get it complete pay the 1000 auric cells. If you do spend them, you get all the rewards, no problems. If not, then hold onto the auric cells and keep the free rewards only.

  • @SkerpiTwitch said:

    Let's face it.

    We can complain all we want, we can say we are not playing the game anymore or let our wallets speak. But the truth is that we all will play untill BHVR shut down the servers.

    Its simple, there is no other game out there like dbd, we all have a Love-Hate relationship with it. The game gets 50k players on steam as we speak, and we had the most discussed patch ever come out.

    We also invested too much time into it to walk away from it.

    New players dont know the bullshit, casual players will overlook the bullshit.

    Yup, You sold your soul to the entity without even knowing it.

    demonstrably untrue, i'd be playing now except for the bugs and survivor movement / hitbox changes (bugs hopefully)

  • Same here, I only get unbroken if I escape. This makes it very difficult to hold onto rank...rank keeps on slippin', slippin', slippin', into the basement...

  • I don't want all of the new stuff in the UI reverted, I want the old layout with a small hook counter added. Replace the generic stylized dude/dudette with the adept portraits. Voila! Amazing refreshed UI that makes everyone happy.


    Additionally, the running while injured animation needs a polish, it looks like someone ate a bad burrito and is running to the restroom. It does not look like some sustained a mortal injury and is running for their life.

  • @Antrapace said:

    The devs tried to help but unfortunately it was something that the vast majority of players never wanted to see past the PTB.

    Numerous people used photoshop and other editing software to show what we would have preferred but that was never implemented.

    So PLEASE keep your feedback and wording on this thread polite and civil as I don’t want the mods to have a “reason” to close it.

    Lets get as many different names / imaginary signatures possible and perhaps, just perhaps they may bring out a quick patch to revert the UI to what it once was.

    Thanks

    I do not enjoy the layout of the new UI. I support this message.

  • I just don't think it is a very good anti tunnelling perk. I think it is when coupled with unbreakable a very good invulnerability perk. These changes remove this, and in my opinion will lead to almost no one taking this perk anymore. Survivors still need to try to survive and i think their tactics will change. Maybe I'm wrong, but I don't think I am.

  • I just thought of something else, the proposed changes will do little to stop the annoyance during EGC. If someone is unhooked after the last gen is finished, a ds will still result in the types of escape that feel the most frustrating as a killer.

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