dugman
dugman
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I agree with the statement but maybe not for the reason implied by the replies. I think survivors who aggressively try to take hits with Off the Record are not using the perk as effectively as it could be, especially if the body block wasn't actually necessary to save someone from dying for instance. Using it for a random body block is giving up an opportunity you had to gain a lot of distance while also having good stealth effects so you could potentially get healed up and/or start working on a generator far away from the killer. Plus once you take the body block hit if you are still took close to the killer afterward they absolutely know you don't have Endurance now and can safely down you again. And even if they don't chase you afterward you still lose time having to Mend.
So I agree with the statement that if you're body blocking with Off the Record without being really mindful about why and when you do it it's probably not the best play.
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Yeah, I also suggested Medusa a while back. 🙂 My idea was that survivors have a timer that builds up tokens the longer they have the Medusa on their screens. The more tokens they have the more and worse conditions they suffer. So if they have one token, for instance, they might be Blind, two tokens and they're Exhausted and Incapacitated, three tokens makes them Hindered, four tokens Exposed, five tokens further Hinders their movement and six Immobilizes them. Once they stop looking at the Medusa the token timer will start to regress after a brief delay. This would hopefully make Medusa a killer that survivors are actively afraid to look at while doing gens or hiding or running away from her, etc.
While that ability seems pretty cool to me, I'm assuming they'd also want to have some effect that can be actively triggered by the Power button, just so she's not simply a basic attack killer with no activated ability at all from the killer's perspective. I don't think her Power button ability would need to be too strong in this case, it would just need to be some secondary effect that's useful for her, like maybe a slightly longer than normal range Snake attack or Venom spit, or maybe some sort of activated tracking effect that helps her detect the general direction of people that can see her or that are cursed by her passive ability.
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@Dunkinspunkin said:
https://forum.deadbydaylight.com/en/discussion/337386/self-care
First of all, you should have given your title more information. The title of your post should have read "Why are survivors still using self-care?" not just "self care". Be descriptive in your post if you want meaningful discourse. Secondly, you haven't given any information to us. You just assume everyone agrees with your point of view. You seem surprised that people still use self-care. Why? What is your position? You clearly must think using self-care is a bad thing, but since you won't tell us why, you're relying on the reader to do ALL the heavy lifting here. You basically came to the forums, took a squat in the middle, and crapped out a nice glistening mudpie which you titled "self-care" and expected us to run amok discussing the finer points of the perk.
Use your words like a big boy and start a real conversation or piss off.
Or, you know, if you don't have anything constructive to say on topic to the original poster you could just ignore the thread rather than rant about their writing style and imply they're a toddler. That might also help foster "meaningful discourse".
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@brewingtea said:
God, no, stop kill-switching things
To be fair some things do occasionally need to be kill switched.
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@konchok said:
https://youtu.be/cf4g1-GkCIs Not my video, but it shows the behavior better than I could.
The gen stopped sparking after he made the Overcharge skill check, I wonder if it was a latency thing where it the regression display was catching up to the actual gen progress? Unfortuantely that video only showed the generator for maybe a second after the skill check so it’s impossible to tell if that regression continued beyond that.
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@FlamingFurball said:
It's a popular myth among dbd players that devotion increases the number of shards you earn per level. Players believe this because it makes sense as a mechanic. If players got a few percent more iridescent shards per devotion every time they leveled up, they would feel rewarded for spending time with the game and increasing their devotion. The fact that this isn't a mechanic is just confusing, and it really should be implemented by now.
It’s true that you don’t get more shards per level as your Devotion goes up, but it does reset your base level to 1 whenever you reach a new Devotion which does mean you level up faster since the amount of experience you need starts low at level 1 and increases as you level up.
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Yeah, the chat censor is pretty bizarre sometimes. I have zero idea why it blocks some of the things it blocks.
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3092842#Comment_3092842
If everyone stopped playing the game because they didn't have fun in one match you wouldn't have a player base for DBD.
But if everyone who ragequits all the time stopped playing we still would have a playerbase and the games would be more fun for the people who still play.
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@Sheldor said:
YES ! Gens should take 180 minutes to finish and should be blocked for 3 hours. Survivors should be locked in place with crows over their heads and constant notifications for 60 minutes ! really !
So many people commenting without watching the clip…. 🤦♂️
The clip is all five gens being done and the doors being opened and the hacker escaping literally one second after the match starts.
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I’ve been playing some fun builds
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Juggernaut
- Endurance (fast pallet stun recovery)
- Brutal Strength (fast pallet, wall and gen smash)
- Bamboozle (fast vaults and block windows)
- Fire Up (ever faster smashing and vaulting, also faster pickups which can mess up flashlight save attempts)
Basically just force all pallet drops if you can’t get the hit and smash them. And at strong vaults just vault straight through. I have to be a bit mindful in the early game to juggle pressure and slug a bit as needed to keep the survivors busy away from gens, but by midgame there will typically be a bunch of destroyed pallets and Fire Up is ramped up to the point any pallets that are left get destroyed ridiculously quickly and I can vault as fast as a survivor doing a medium vault. It’s a ton of fun just bulldozing through everything. 🙂
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Backpack Build
- Agitation - faster carries
- Mad Grit - Free attacks while carrying
- Iron Grasp - Longer carry time plus negates wiggle steering changes
- Starstruck - Exposes in terror radius while carrying
Basically once I down someone I pick them up and carry them straight toward whatever generator the survivors are on. Initially the survivors almost always try a bodyblock before they realize Starstruck is up and I get a free down or two or three. After that they try and stay clear while you carry them, but because you can move so far as so fast while carrying you can often still get close enough to a generator they’re on that if they continue working on it they risk being Exposed, and if they hop off that’s also still good for you since they’re not actively repairing it anymore. I’ve been having fun with this on slower ranged killers like Deathslinger and Trickster since they don’t seem to expect you to be doing melee attacks with them, let alone attacks while carrying. 🙂
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Scourge City
- All four Scourge Hook perks, including the new version of Monstrous Shrine
Pretty obvious, every single hook gets four perks worth of value. Really fun build.
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Gotta Block Them All
- Deadlock (blocks gens after completions)
- Dead Man’s Switch (blocks gens survivors leave)
- Corrupt Intervention (blocks half the gens early on)
- No Way Out (blocks the exits for 60 seconds at the end of the match)
You can also swap in Merciless Storm to potentially block gens that get to 90% completion. Either way lots of things are getting blocked throughout the match, and it all stacks pretty well without overlap.
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/3092530#Comment_3092530
Because the "200%" on those perks also includes the default regression rate. What COB does by itself is it adds an additional 100% regression on top of the normal 100%, making it 200. Overcharge reduces the default regression rate to 75% to start, and then climbs to 200% over 30 seconds, which is a 125% increase.
So when you put them together, first the gen would lose 2.5% progress immediately, as normal. Overcharge reduces the initial regression rate to 75%, but COB adds 100% to that, making it start at 175%. It then climbs from 175% to 300% (125% increase as before) over 30 seconds. It then stays at 300 for an additional 30 seconds until COB would end (60 seconds total have passed at this point), dropping the regression rate back to just overcharge's 200%.
Minor point, but Overcharge’s 200% max rate isn’t time limited. So hypothetically once it gets to 200% it stays there forever until the gen is totally regressed, making the net regression percentage continue to climb towards a 200% ceiling the longer it stays on.
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@AMOGUS said:
https://forum.deadbydaylight.com/en/discussion/comment/3093053#Comment_3093053
They nerfed more than 4. Pharmacy, Iron Will, Spine Chill?
Or alternatively, they think STBFL with current cooldown is fine. Not everything needs to be changed to remain "consistent".
I said four “per side”.
And they “thought” STBFL with the current cooldown would be fine is more accurate. My guess is though as they collect data on it post patch they’ll be inclined to tweak it so it’s back to the net max value it was pre patch.
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I like killer better than survivor because it has a lot less downtime, more character ability variety and I like the feel of the chases in first person perspective (even though third person is a tactical advantage I think the first person feels more natural if that makes sense?)
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I probably wouldn’t use it personally but I can see where some people would.
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Yeah I had relatively good opponents as killer last night, lost some matches as Twins and Trickster (partly because my aim is awful I missed SO many shots with Victor!) Even though I’m a bad shot survivors still need to be doing gens and know how to loop against me to escape though so at least they were trying to play. 🙂
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Yeah, I never understood when a survivor does this. All it does it make it take that much longer for them to die and get to the next game. If they think they’re somehow robbing me of a win by doing this they’re mistaken.
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Killer main, I guess some red flags might be
- Lots of flashlight clicking and teabagging. When I see that I know to just basically ignore the survivor and they’ll probably keep following me around rather than do gens. Why actively chase a survivor when they will do the work for me? 🙂 I had someone like this last night even, constant clicking and following me around. Their team basically lost because I intentionally mostly ignored that player and I focussed on the others instead who were actually going for gens more. (Unfortunately the flashlighter got hatch at the end but them’s the breaks!)
- Going into lockers mid-chase. That’s almost always a sign it’s a new player who doesn’t understand that I can hear them doing it even if I can’t see it happen.
- Running up to unhook right after I hook someone. I don’t hover around a hook waiting for people, so when someone is so impatient for an unhook they literally run up while I’m still near it that’s a sign the person needs to learn to wait a bit.
- Running in a straight line without looking around. A survivor who just runs in a bee line and doesn’t even look to see what I’m doing is easy pickings. If you’re a new survivor you need to learn to juke a bit, especially if the killer is close and you’re in the open, and to occasionally look back and see what the killer is doing.
- Explosions on gens for no reason. Missing a good skill check out of the blue is definitely a new survivor thing. (And I say that as a killer main who plays survivor so little that I miss skill checks sometimes when I do.)
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@AMOGUS said:
https://forum.deadbydaylight.com/en/discussion/comment/3093047#Comment_3093047
Can you prove this, then? Because if it was used fairly often, it would have been adjusted.
And since the devs want a new meta, I'd sincerely doubt they would touch STBFL. It's probably seen as a nice unintended buff to the perk.
Also as a follow up here’s a link to an unofficial stat page for STBFL that shows perk usage by month for all games from users who track their matches in it. STBFL had a pretty consistent 8% or so usage prepatch which puts it above average.
Edit - One of the mods asked me not to post the link to the site since it uses API to upload data which the devs don’t officially support so I removed it. (I know nothing about API so I’m guessing they consider it a possible security issue? 🤷♂️ )
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@AMOGUS said:
https://forum.deadbydaylight.com/en/discussion/comment/3093047#Comment_3093047
Can you prove this, then? Because if it was used fairly often, it would have been adjusted.
And since the devs want a new meta, I'd sincerely doubt they would touch STBFL. It's probably seen as a nice unintended buff to the perk.
They literally only nerfed four perks per side, why do you think a perk that literally isn’t a “top four perk” is therefore “not used fairly often”?
In fact, them NOT adjusting STBFL is partial evidence they were possibly happy with how often it was used. If it was sorely underused they probably would have buffed it since they buffed a whole bunch of other perks that were underused. (Not all of them but quite a few.)
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@AMOGUS said:
https://forum.deadbydaylight.com/en/discussion/comment/3092715#Comment_3092715
STBFL wasn't meta or a high usage perk, so I'm not sure what you mean by this. It's used in certain streamer builds, sure, but it wasn't "used fairly often". It would have been nerfed due to high usage otherwise.
It was used fairly often, just because it wasn’t literally a top 5-10 perk doesn’t mean it wasn’t used a bit more than average. And just because it wasn’t overpowered doesn’t mean it wasn’t quite good.
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@Clockwork_Enigma said:
https://forum.deadbydaylight.com/en/discussion/comment/3092715#Comment_3092715
Who ran STBFL if they weren't an M2 Killer?
I ran it quite a lot, it’s always been a really solid perk. Now it might be slightly overpowered though, it probably should be returned to max out at the total recovery speed it had pre-patch at 8 tokens.
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@TheKissKing said:
- Hooking in front of a killer is always a free hook because the rescuer goes down within 3-5 seconds for free. From 1 healthy and 1 hooked survivor, within 10 seconds you have 1 newly hooked and 1 injured survivor,
- Bodyblocking? use STBFL, with buffs to killer attack cooldown, its an absolutely goated perk. Also its a free health state which works well with new thana. Also bodyblocking under a hook only works 20% of the time from my experience as a killer, killers actually have generous angles to hook a survivor.and you usually only need an additional 1 second to reposition. (wriggling takes ~13 seconds, after hooking 8% slower you can immediately start chase with that bodyblocker. Also starstruck is an A tier perk that shreds bodyblokers
- hook sabo: Slugging, infectious fright. even with unbreakable its not hard. I rather them use gimmick playstyles than do gens. yesterday i was up against an RPD offering + Hook offering. They wriggled out 3 times so i decided to play dirty (im generally a "mr. nice guy" killer) and slug all of them. Result was a 4k at powered exit gates. (my build with trapper, one of the worst killers with no counters to hook sabo, was couldraphobia, distressing, unnerving prescence and sloppy.) Nothing to counter hook gremlins
I have a feeling they’ll tone down STBFL to max out at the recovery time it used to be pre-patch. It was always a really good perk, now it might be overpowered though so returning it to where it was seems pretty sensible.
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Midwich - I like the overall aesthetic of the map and how the breakable walls open up new paths between the two floors. I also like that there’s secret room that can be opened. I don’t like how sometimes the hooks are in awkward spots though, on odd occasion you can down someone and because it thinks a hook on another floor is right nearby there isn’t a hook near you on the floor you’re on.
Garden of Joy - The overall look of the map is cool and the outside area seems good in terms of chases. But the interior of the house is way too dark, I can’t see the walls at all in some places and running into walls while moving around really sucks. The old version of the lower level of the Game was like that too and was just as annoying.
RPD - I like the look of the map and that it’s trying to spice things up with more intricate multilevel paths. But the weird unintuitive pathing in some places and dead ends can get annoying, and the narrow doorways are a real nuisance for some killers. Like yesterday I kept jumping into doorframes as Victor, not the best map for me in that respect.
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2.5% regression probably isn’t really noticeable on a single kick, it would barely change the piston speeds.
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I won a bunch as killer last week but did lose some matches yesterday with Twins and Trickster in large part since my aim is terrible. (Doing the orange glyph challenge with them wasn’t helping either. I kept ramming into doorways on RPD with Victor, bleh.) But also the survivors actually were doing the gens versus ragequitting on the first down.
So it’s definitely possible for survivors to escape, they just have to actually try and outplay the killer and not just ragequit on the first couple of downs.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/3092957#Comment_3092957
What makes swf better than Solo if its not about info?
Someone on comms can directly say “Can you do a gen?” Which if you’re not doing a gen might prompt you to do it. That’s not quite the same as you passively seeing other people doing other things. Just because Bob is in a chase doesn’t mean Alice is necessarily thinking of doing a gen at that moment.
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Kills are kind of the object of the game so I kind of want to get them. 🤷♂️
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@Adjatha said:
All you have to do is look at how terrible Coup de Gras is to see why your suggestion is nothing.
On a total tangent I wish Coup de Grace was just "Increase your lunge distance by +x%" with no restrictions or tokens or whatever. I'd gladly use that perk even with a smaller increase than it currently has if it was just something that was on all the time.
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For a moment I thought it might be because Clown was using up too much of the Jiggle Physics engine.
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Deathbound is a really niche perk. It gives you info on a single survivor who's really far away and happens to be a second survivor (it doesn't work if survivors heal themselves). But unless you have a way to actually get there quickly it's not that helpful. They do get pseudo Oblivious for a bit if they stray too far from the person they healed, and Oblivious can be an ok effect, but it just seems so situational I can't see myself using it for the most part. Maybe if you play a character with really high map mobility like Dredge or Sadako or Hillbilly or Blight, etc, who can get to where you heard the scream really quickly then it might be ok.
If you do use it, one interesting combo is to pair it with Nurse's Calling, that way if any survivor heals another survivor pretty much anywhere on the map other than a fairly narrow range band away from you then you will see where they are.
Another possibly fun thing to pair this with would be Forced Penance. Since Deathbound encourages the two survivors to stick together they're that much more likely to take a Protection hit if you attack one of them. (Also note that with everybody running around trying out Endurance bodyblocks Forced Penance could be fun to use regardless, the Endurance won't stop them from becoming Broken in those cases.)
But like I said, I can't imagine it being that good outside of these types of corner cases where you go out of your way to try and build something around it.
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Same here, for some reason today I got the flashlight/flashbang squads three games in a row. And that's fine, but unfortunately I was also playing Twins and Trickster who I have really, really bad aim with plus I was doing the Orange Glyph challenge which throws crap all over your screen all game so it went kind of rough for a bit. ☹ I eventually got it done after a few games but, man, it would have been easier if I was playing a melee character.
Queues were also slightly faster tonight.
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@Darky77 said:
https://forum.deadbydaylight.com/en/discussion/comment/3091829#Comment_3091829
Oh sweet. That'd be awesome. Honestly, sometimes (especially around rank reset weeks) the game just gets to be so try hard and stressful, it'd be nice to be able to have a few casual rounds against dumb bots and just have fun.
On a tangent if you have a tablet you can also try DbD Mobile, they already have custom matches against bots in that game. (I just don't like the controls on tablet or I'd play it, beyond those controls the Mobile version is actually pretty solid!)
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Sprint Burst is probably fine as is. It didn't generate that many complaints before the patch, and it hasn't actually changed after the patch other than more people are using it in place of Dead Hard.
The only goofy thing about Sprint Burst is this kind of weird thing of "I want to still be just barely Exhausted all the time so I can instantly because unexhausted and use Sprint Burst at a moment's notice." I'm skeptical that makes the perk overpowered, but it is kind of an awkward setup.
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FYI the devs are already planning on adding bots to custom private matches which will allow you to play solo against bots using or against any killer. It's on their current roadmap so it could be as soon as the next mid-chapter even depending on how far along they are on it.
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Yeah, this has come up in other threads occasionally. In fact I've previously said that I wouldn't be surprised if, when the devs put in the Cage teleportation mechanic, they also took the opportunity to look into possibly extending that to hooks, kind of like a backdoor pilot for the concept. I'm pretty sure though they probably decided against doing this for hooks for technical reasons, as well as maybe feeling like if the hook teleports it's robbing the killer of some strategic considerations on choosing which hook is the best one to use.
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At first I thought maybe this was to stop a thing where one survivor dives in a locker and when the killer grabs them another does a flashlight save through the window.
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If you're asking why Attack on Titan is in DbD... 🤷♂️ I don't get it either personally, honestly. I haven't seen the show but I've heard it's great, but at the same time it's people fighting giant monsters attacking the city. It's kind of like shoehorning Godzilla or Pacific Rim into the game, it feels like a mismatch. But whatever, I'm not the target audience obviously, if people want to play in those skins and use those charms that's fine by me. 🙂
As far as anime in general goes, there's probably some decent actual horror based anime candidates out there that could make for fun dlc. Heck, Resident Evil and Silent Hill are kind of anime-ish already.
P.S. On a tangent I Googled "Horror Anime" and among the listings it included Fantasia and The Nightmare Before Christmas. Go home, Google, you're drunk! 😄
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@Evil_Goblin said:
https://forum.deadbydaylight.com/en/discussion/comment/3091747#Comment_3091747
This is nice, but not necessary. My guide is just to ensure a victory. My guide does not take into consideration any situational events or skills of players. My guide is not a guide on how to 'quickly' win, just how to 'definitely' win.
Don't get me wrong, your guide is solid advice. I'm just saying I use a variant on it personally.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3091691#Comment_3091691
Do they have Halloween? Do they have RE? Silent Hill? NoES? SAW? Texas Chainsaw? They don't.
Do they have those specific licenses? No.
Do they have other horror movie elements and licenses? Yes.
So are they in the asymmetric 4v1 horror game genre? Yes.
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@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/3091719#Comment_3091719
I think people on both sides of the argument are just not thinking like a rational person. People that stop trying too early are ruining the game for the rest of the players in the lobby, and people that think there are no circumstances in which you should give up are kidding themselves in thinking there is a point to playing a 3v1 at 5 gens vs an omega blink Nurse for example.
I couldn't care less if someone gives up as I'm carrying them to the last hook or while all four players are downed, etc. But even if two survivors are dead and there's only two left there's still the question of if one of them will still get out through a gate or hatch, for example, plus of course the longer you keep playing the match the more bloodpoints you'll earn afterward. Even if you're 3v1 at 5 gens versus an Omega Nurse and you don't think the entire group will get out you still can keep trying to earn more bloodpoints and see how long you last and whether or not you can get hatch, or even who knows, maybe the Nurse will screw up and you manage to get the gens done? 🤷♂️
My point being that the line where there's nothing left to gain or find out by playing is much, much beyond a 3v1.
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I do a bit of a modified version of Step 1. I find a survivor and chase them, but if it’s clear I can’t down them efficiently I’ll smash a pallet and/or take the injury as a consolation prize and switch to someone doing gens. It’s quite possible that by switching I’ll get into an easier chase and down, especially if the first chase was in a tough area or had a really strong runner.
Also, once I’ve hooked someone, I don’t necessarily automatically go after them again straight away, I find it’s sometimes more effective to down a second survivor and have that person slugged while I chase the original target. It can also be useful to have hooked two survivors and slug a third and then chase whichever of the hooked ones is easier to down. Slugging some survivors for pressure while you focus hooks on one or two specific survivors is an effective way to keep pressure on the survivors as a whole while still focussing your time spent carrying on only one or maybe two targets.
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@ScottJund said:
I don't think its really that black and white. There is a reasonable point in some matches where its clear you physically cannot win, and so its fine to just stop bothering. However, some people draw that line in the sand way too early.
“Some” is a slight underestimate. There are quite a lot of people quitting way too early and ruining it for everybody else. I think it’s better overall to just draw the line at “don’t quit” then “quit if things are going too badly”.
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@PNgamer said:
https://forum.deadbydaylight.com/en/discussion/337189/special-shout-out-to-this-killer
thank you so much for this. Now devs can see whats going on at the momend^^. Love this killer play
https://forum.deadbydaylight.com/en/discussion/comment/3091600#Comment_3091600
absolutely
The clip is a month old, FYI.
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I saw that clip before but it still is hilarious. 😄
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3091165#Comment_3091165
Almost like there is no other game of the genre to switch to. I feel like you're making this thread out of bad faith almost like a "gotcha" but it's not as good as you might think.
What genre do you consider VHS and Evil Dead The Game?
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Very strange, especially considering the gen that should be on the platform opens the trap doors on it.
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@M4dBoOmr said:
so I cant play my "main" for a couple of weeks ? and not even spend BP ... jesus
Yeah, the soonest they could turn him back on would be whenever the bug fix patch is since it’s something that has to be fixed on the client side. So hopefully not more than a week or two.
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3091069#Comment_3091069
Oh i kind of get it. Being chased is fun but knowing that you will get sacrificed soon tains that fun. Like a last meal kind of deal.
I think the gripes about tunneling are actually deflections from being gripes about mid match player elimination. It’s not that the survivor is getting chase that they dislike, it’s that the ultimate result is they get eliminated in the middle of the match and everybody else gets to keep playing. There’s absolutely nothing wrong with so called tunneling, it’s simply that inevitably someone gets downed two or three times in a row and booted from play and that midgame elimination is generally speaking a problematic design for that reason.
So there’s not really a solution per se to tunneling that wouldn’t basically involve getting rid of mid match player elimination. As long as people can be booted from the game there will always be a lot of complaints about how it was unfair they got “tunneled” out first. The most the game can probably do is try and steer killers to not immediately attack someone right after an unhook.
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@Rokku_Rorru said:
https://forum.deadbydaylight.com/en/discussion/comment/3090977#Comment_3090977
How is it not a reason to make a change if match stalling happens, many games change balance for this matter, it hurts game health for both sides, the power needs to see some changes as it's not fun to use or have it used against you.
https://forum.deadbydaylight.com/en/discussion/comment/3091036#Comment_3091036
Thanks for repeating what has already been stated even by myself, it's not a way to deny his strength at all it's a way to discourage a poor playstyle which is making playing DBD casually a nightmare atm for both the person using the power and those against it.
Please if you have any suggestions for the problem like how SekiSeki mentioned making it aura reading instead, can you do that or just not reply at all because it's far from constructive, because the whole split up idea has been mentioned already over and over and people already know this but it doesn't solve the issue this thread is targetting as it's not always an option.. I'd rather hear solutions to the game length issue of legion atm, and how annoying the power is to deal with.
Really, really excessively long stalemates could be a reason, but there’s also quite a lot of exaggeration flying around.
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@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/comment/3088303#Comment_3088303
The solution is to increase penalties. A DC should remove -50 000 BP too.
Increasing the penalty for multiple DCs in a week might help, but there’s not much Behaviour can do about sore losers intentionally killing themselves on the first hook. The only solution to that would be to change the game so you can’t try and pull yourself off a hook at all and I doubt they’d ever do that.