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coldflame

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  • i guarantee you that if you got what you wanted you would nevver see a hook again when matched with a competent killer

  • you can legit do gens faster than the killer can reach it from spawn

  • @Rudjohns said:

    Then they go afk or just die as fast as possible

    what else is new

  • @Laluzi said:

    Thank you for these stats! 1000 games is huge, and that's a really thorough look into an interesting beast that's hard to measure - I don't think I've seen sportsmanship stats before, and especially not in such a distilled environment (because posting GGs without interacting further is as neutral as you can prompt.)

    And the results… aren't great. Not that I was expecting better, but it's disappointing to know that we've got such a low baseline for good sportsmanship. And the crap with the pride cosmetics especially, oof. Hope you reported.

    I would hope BHVR sees this, because the mood in the game, and player goodwill towards the opposing side, has been poor for as long as I've been here, and I would love to see some incentives for better sportsmanship. I've long loved the idea of rewarding players for thumbs ups, for instance.

    Out of curiosity, what was your playstyle, or did you not really have a consistent one? I say this with the caveat that survivors constantly accuse me of things I wasn't intentionally doing, if I was even doing them at all (and streamer vods often trashtalk me within an inch of my life for very average or even forgiving gameplay, the number of times I've been accused of streamsniping for returning to a contested gen or reacting to an aura perk is wild). So that isn't an accusation that the overwhelming bent towards negativity was deserved… just that I would expect someone who hard tunnels would get higher rates of complaints than someone who 12-hooks, even if I expect both to get complaints as a baseline, so I'm curious where between those extremes you fell.

    this is a limitation of the data, unfortunately. i didn't follow any hard rules in that regard, generally playing a variety of killers.

    in general, i played in good faith with the intent of winning, without observing any 'unwritten rules' but also without ever intentionally griefing. the predominant complaint was tunneling, which was never consciously employed as a premeditated strategy but was also not intentionally avoided when survivors with accrued hook states made themselves targets.

  • @steamed_hamzzz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3838108#Comment_3838108

    I think there’s a bit of a difference between one gen being completed and a survivor being hard tunnelled out of the game right off the bat

    1/4 of main objective versus 1/5, sure

    killer perks are also woth 4x as much though so it evens out

  • exhaustion perks should deactivate when a gen is completed

  • @ReverseVelocity said:

    We don't need to add killer forfeits, we need to remove the ability for Survivors to forfeit.

    i see no way this could realistically happen with how the game is structured

  • 5 seconds is far too long but some kind of mechanic to make endgame a little more competitive in this regard wouldn't be amiss, less even because of camping exit and moreso just because endgame is boring. something more like

    -exit gate progress now slowly decays to prevent 99s. this is on a delay and isn't especially fast

    -after being open for 10 seconds, the entity wall forms

    -survs need to interact with the entity wall for two seconds to leave, during which time they're grabbable

    as it stands, an open gate means the killer can no longer meaningfully interact with survivors so it's unclear to me why the game is able to continue for as long as EGC timer enables it to

  • hook stages aren't actually hidden information for the killer, there's no reason to obsfuscate them aside from making the game more tedious

    if this HUD element were in the game the idea of removing it would be laughable

  • shouldn't be balanced around execution difficulty

    should be looked at though

  • They should make survivors spawn with a gun that they can shoot the killer with

  • WOO centralises the meta and removes strategy from survivor, theres no reason to save resources with it

    rn the game is just loop simulator, theres no point creating deadzones as killer or trying to not create them as surv

  • actually hooking people has been repeatedly nerfed every patch for a long time, the situations where it's not worth it are getting more and more common

    people can't complain about both slugging and unreasonably broad definitions of 'tunneling'/'camping' that mean the killer is obliged to just feed free unhooks to the survivors

  • flashlights but with no counterplay lol

  • contesting unhooks is part of the game

  • any other map getting touched whilst badham is still in its current state is insane

  • @ShanoaLegendaryPlz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814106#Comment_3814106

    Yes it becomes more interesting for the killer, but being the guy that was looping for the last gen now automaticly means you die without a chance to escape.

    you already die in this situation since the killer is forced to facecamp you

  • @ShanoaLegendaryPlz said:

    I play both sides and have been there camping the hook at endgame but ive also been the one hooked and facecamped at endgame, even with the speed and invulnerability it is still tough to make it across the map to the door that might not even be opened while the killer hounds you down for being the last guy he chased its alredy a hard enough situation for that survivor, and the killer can very easily put the rescuer on the hook for trying as well. So currently i still see it as "fair enough" as youve alredy lost when they have enough people with the doors open to come make a train of bodies

    imo it's not a question of balance or 'fairness', currently 1 hook egc is a snoozefest because both sides have entirely defined flowcharts to play the situation optimally. whilst this change does obviously tilt the needle towards killer it also makes the situation more interesting- killer can choose to risk it for the 2k whilst still having a chance of keeping their 1k, rather than right now where getting the 2k is basically impossible and also means they will almost definitely lose the 1k

    you also get a lot of stalemates as a result of the current game of chicken this encourages

  • @YuffieGreatestWaifu said:

    Then allow unhooked survivors ghost mode for X sec with a massive haste boost making sure they can get out of the area.

    how is this going to solve egc hooks being campfests

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