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enormous_bruh_moment

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  • I agree. All Seeing nerf was ok, although don't get me wrong, going from 12m -> 8m is harsh, I think 10m would have been fine, but there's an irrational love for numbers to be multiples/increments of 4 balance be damned, so screw it. They wanted to nerf the addon, there's no way it can ever overperform now.

    Most importantly however, the basekit nerf was completely unnecessary.

    It's a very small change to his numbers, that has a drastic affect on the range you can get hits with him in game. He has to now be completely up the ass of whoever he's chasing when he uncloaks, to get the hit. At this distance, lunges are practically unnecessary.

    You'll never see any long lunges anymore since you have to uncloak when touching them, and you need that entire 1 second of speed or more to make up the distance they gain on you while uncloaking, so you can get to the point where your normal lunge can actually hit.

    If you try to lunge during that 1 second of post-uncloak-speed to get the longer lunge, the effective distance is the same, or worse.

    This was already Wraith's weakest point vs skilled survivors, but now? Now this means using his cloak in chase is distinctly no longer a viable tactic.

    Basekit uncloaking already took forever. It still takes forever. The ability to hit those Michael Jordan at the end of Space Jam lunges out of cloak, was the only thing he had going for him in any chase. This change restricts his available playstyles/builds and makes Wraith much less consistent, interesting or enjoyable to play.

  • @supersonic853 said:

    Like macro flashlighting. Dropping pallet and tbagging. Running at you with bt up. Ds into headon stunning you. Flashlight blinding at pallets. Ect. Do you roll your eyes or get annoyed? Personally on a good day i don't really care what they do as long as 3 gens don't pop in like first chase. Now on a bad day i might roll my eyes and just try to play normally. But if they force ds onto me i won't say if were down to the last 2 gens and im given the opportunity to tunnel the annoyance let them go. What can i say i aint perfect lol. Hbu?

    Most of it doesn't bug me bc they're sabotaging themselves to be cheeky. The only thing that legitimately frustrates me is when survivors don't just leave. I've made various posts/threads about it, but that's the one thing where it's just the inverse of killer's facecamping. It's purely done out of pettiness and spite from the survivor's side, there's no other reason to linger in the exit gates when the entire team is there or already escaped. They just want to hold you hostage in the game as long as they possibly can and rub it in that you lost. They specifically will wait the entire duration of the endgame collapse to try and force you to come push them out and pay attention to them doing it too.

    Wasting my time and deliberately trying to be petty & spiteful? Every time it happens I switch to a killer/build that is far less merciful, and tunnel as ruthlessly as I can.

    Maybe the only other thing would be flashlight spam/macro clicking, if it's going on the entire game. If BHVR wanted to stop it from happening they easily could just by making it so activating your flashlight always uses up like, 1 charge. Does nothing to the intended use of the flashlight, only stops people from being able to BM with it.

  • Personal preference, Coldwind. I've made several threads talking about how the corn is really rough for those of us with red/green color blindness. I literally cannot see auras on Coldwind maps unless I'm in shack, or some other dark portion of the map.

    In terms of balance, Badham Preschool or Haddonfield. I don't like them as survivor, they're just strong. For killer, they present many unreasonable difficulties.

    I'm surprised people keep saying RPD. I actually like it now, as survivor and killer.

    Due to its size it's still a very difficult map yes, but it's much more interesting and unique to play than most of the other maps. Just pick the east or west half of the map to care about, and ignore the other. But hyper focus on defending gens in the main hall or close to it.

  • @KateMain86 said:

    Tunneling ruins this game for survivors. This is a problem and I don't know why after all this time it is not a reportable offense. When a killer blatantly comes right back to you straight off the hook and tunnels you down until your death hook the game is no longer fun at that point. Its just not worth playing. There is little to nothing survivors can do to counter this unless you have some kinda insanely coordinated SWF group to deal with toxic killers that do this. Tunneling playstyles have to be discouraged and the perks we have for it aren't enough. The action altogether needs to be discouraged and until there is some kind of punishment for doing it then it will never stop. Tunneling survivors down makes for a miserable experience and there is absolutely nothing at all fun about it. If you play killer and you do this please know you're ruining this game for survivors. You may think its fun but for me it really makes me not want to press that ready button again.

    Tunneling is the killers most effective response to the Boon Totem Meta. It's the same reason medkits are the strongest survivor items bar none, except boons never run out of charges.

    Infinite fast self healing = killers can no longer reliably pressure the entire team via injury states.

    Think about it from their perspective: As killer, you're in a chase, you get a hit, but now you are getting looped. What do you do?

    You should drop the chase so you can pressure the other survivors off gens, but if you drop the chase, unless you've gotten rid of multiple strong pallets, thanks to CoH you will have wasted 100% of that time and now have to try and find other survivors anew.

    So your hands are tied. You're forced to commit to the chase. Commit to the down. If the survivor team is any good, 2 or 3 gens should pop off before they come rescue you. As killer, what do you do then? You have 4 people in the trial, gens are flying by with only 2 left, even if you tag people with injury states to try and build up some sort of momentum it doesn't work since they can just heal up to full again as soon as you drop the chase. Even if someone like legion tags all 4 survivors, and starts chasing the last one they hit from their power, the other 3 can all mend and fully heal one another before the 4th person goes down.

    Because of boons, the killer cannot pressure the entire team anymore. Forget about snowballing.

    The only way they have left to pressure the entire team, is to get one of them out of the game asap, and then try to force the remaining 3 survivors into the cycle of 1 hooked, 1 going for the rescue, 1 being chased = 0 working on gens.

    I don't like it either, but you have to understand why it's being done.

    Survivors running boon totems essentially bring this on themselves, tl;dr Run DS.

  • Not necessarily, but oftentimes yes.

    If it's part of a specific build, or compensating for a lack of lethality for certain killers, or playing around the endgame with particular strategies in mind, it's fine.

    If it's just, there, in their build because the killer doesn't know how to pressure gens, then you can probably correctly assume they're new to the game and rely on it as a crutch/just don't have anything better.

    If it's there alongside a bunch of other strong teachables and the killer definitely seems like they know what they're doing, then they're prolly just trying to cover their bases or play in a brutal, unforgiving or merciless manner.

    Survivors can gut this perk before it ever comes into play. If you're as annoyed by it as the op, adjust your build to let you do 4/5 dull totems each match, and just check the last one once all the gens are done. You can get it done with Small Game or Detective's Hunch pretty easily. That's what I'll do vs killers without an insta-down if I'm not going for meme builds.

  • @coolmacc said:

    to this day a broken and cheap perk than turns a 1k into an easy 3/4K with no downsides that simple

    NOED is the noob identifier.

    It's not a strong perk, it's not even a good perk.

    It's a litmus test. If someone complains about it, that is proof that they are a low skill survivor. No one of average or above average skill should have trouble with it.

  • Arguably, so you can choose not to use it on your first hook, saving it for your 2nd rescue just in case that's when you/your team really needs it most.

  • Face camping is pretty awful yeah, even though if they legit face camp someone to death, assuming it took a bit over 60 seconds to find them, down them and hook them, that's enough time for each survivor not being face camped to do 2 gens each.

    If you actually want to solve this problem though, you have to look at the reasons why the killer is doing it, and solve that issue. Encourage the behavior you want, discourage the behavior you don't.

    It's pretty much always a noob thing though.

    imo it's probably bc the killer doesn't have enough information on where other survivors are, and doesn't think they'd be able to find them or secure another hook. If it's just petty toxic killers will always be a minor factor no matter what you do, you can't eliminate human evil from the equation.

  • If they have any sense, then yeah, of course it will be. It's insanely OP.

    Playing vs the same 7 or so survivor perks isn't as bad as this. The real big brain play from BHVR would be if that was the point the entire time:

    Over the past month all survivors will have learned how to find totems and now they'll stop bitching about NOED as much. And killers have a tasted this hell for a while & now they'll be relieved to see survivors running the ol' DH + BT + DS + Unbreakable classic build.

  • Boon totems are completely insane.

    For the first time, I actually don't want to play this game anymore.

    BHVR has tons of poorly balanced perks/killers/addons etc, and a few of the weaker perks/addons or effects like hemorrhage, are so weak that they are actually completely worthless, and that's why they've been bad. Poor balance, not necessarily poor design.

    But this? Boon totems are legitimately a horrible, horrible design decision. Whoever thought of them should be fired. It's absolutely not what the game needed, they're disgustingly brokenly overpowered. Both of them.

    Something must be done about them.

    The game was already survivor sided, good survivors/SWF's would already destroy most players, but now? You can't pressure anything anymore, you can't find anyone through BBQ anymore, you have no real choice but to proxy camp or tunnel if you actually want to win.

  • Solo survivor, Cheryl, matchmaking queue, lobby loads fine, as it attempts to load into the match one of the following occurs:

    Either A:

    • Loading is infinite and only ends when someone else disconnects during the loading process.
    • You are kicked to the endgame lobby.
    • Items and offerings are consumed.

    Or B:

    • The loading screen is several minutes long, and after a very long time, it does actually load into the game.
    • Items and offerings are removed — the trial starts and you do not have them — and consumed from your survivor's loadout inventory, as if you died in a match.
    • In the postgame screen you do still see the items addons and offerings that you chose when you queued or were in lobby.

    Maybe a PSA would be in order?

    You're risking just burning your items/offerings for nothing while this issue is ongoing.

  • @danielmaster87 said:

    Nurse is a platform for killer to be the power role. For now, I think we should be raising other killers to her level, instead of ruining one of the last strong killers in the game, even though I don't like the nature of her power.

    There's still so much to be done to make survivors consistent enough that you can accurately begin to gage how to balance things properly.

    Gen times have to be brought much more into line by nerfing toolboxes for one, like Otz explained in his recent video about items.

    Medkits are still insanely strong.

    And most of all, the gap between solo and SWF is still the single biggest issue. You have to make at least Kindred base kit for survivors, and add tons of little QoL features that inform your team of what each player is doing at any given moment, and any number of other changes to at least begin to make the survivor side of the equation more consistent.

    Then, after a month or two of people adjusting to that, you'd be able to take a hard look at how to bring each killer closer to a consistent baseline.

  • Seems like the easiest thing about "Easy Anti-Cheat" is how simple it is to ignore it.

  • @Tricksters_Wife said:

    I see this with Trickster as well. Fizz-spin soda is probably his best add on. But I get a lot more melodious murders, bloody boas, trick blades and iridescent photocards — which are all still good add ons but fizz spin honestly just makes Tricky feel a lot more smooth to play and downs people a lot faster.

    I've noticed it on some other killers too, and for the yellow Medkit heal speed & duration, and yellow toolbox repair speed & charges addons.

    Like, maybe I'm crazy, but it seeeeeeeems like the bloodwebs/devs know what the most cost efficient or strongest performing addons are, and just reduce your chances of getting them.

  • @Mr_K said:

    Bloodwebs are weighted by rarity. Remember that map offerings are also rare and can take up those green addon slots.

    That doesn't explain the disparity in addon distribution that I've been seeing though.

    That would explain a lower number of addons in general, if all bloodweb nodes that spawn a green rarity addon/offering, were to select from the entire pool of what can spawn there.

    That's not what I'm seeing though, I get a normal amount of offerings, a normal total number of green addons, but the addons that show up? I'm noticing a disparity in how common some are over others.

  • @xEa said:

    For me it seems to be random. I have the same ammount of Fragile Wheeze then other green addons, actually even more right now.

    I envy you

  • @ThiccBudhha said:

    What the heck is that Nurse build?

    Anyways... It seems random to me. I get a lot of good add ons for killers, but maybe that is because I never use them. Conspiracy!

    no need for personal attacks, we're all friends here.

  • @PlaysByShady said:

    You're not alone, I've noticed this with Nurse too. I forget the add-on names, but the green recharge is like super rare for me, and I almost get two of the green 'blink past survivor for 200pts' almost every web. I've spent a few million on her, and I've got almost equal amount of both, even though I've been hard prioritising the green recharge.

    I feel like it must be, and it feels really bad.

    I also absolutely hard prioritize green recharge (soft range & fatigue reduction), hard prioritize yellow recharge (soft for fatigue cd etc), hard prioritize purple range.

    I play bloodwebs like they're chess, trying to minmax them and force the entity to consume as much of what I don't want as I can, or to block off as much as possible.

    My best efforts can only amount to so much if the addons I want are just not showing up even once for like, 5+ bloodwebs in a row. I legit see her iridescent addons more frequently.

  • @AetherBytes said:

    There is no weight, it is random. The issue is the amount of green items in the game. Even when you roll a green, it has to then roll out of at least 15 green items, wheras with, say, purple, theres usually only like 6 things contending to be put there.

    For example, lets say green has a 20% chance and purple has a 10% chance. While a green is more likely to appear than a purple, once you role green then you have to roll between 30 items, wheras if you get purple, you only need to roll between 5 items, making green items rarer than purples, and even iridescents.

    My issue isn't with the number of green addons appearing, but the distribution.

    I get at least 3 or so of her "hitting a blink attack disables blink but gives 4.6m/s for 60s" and "blinking through survivors causes them to scream and gives you 200BP" greens, every single bloodweb without fail.

    It's not just that I never use them and I'm noticing them piling up, it's specifically that I've gone through tons of bloodwebs one after the other and I'm seeing that I primarily get these addons at a much higher frequency than any others.

    I don't think I've ever even seen a bloodweb with 2 or more of her green cooldown addons, maybe once, but it's been so long that I can't even recall it clearly.

    Also imo it's more likely that it rolls a green -> then it rolls between addon or offering -> then it rolls the offering type or the specific addon, etc. I don't think it'd make sense for it to be all green offerings and addons on a table together, or maybe it is and the addons are weighted more highly, or at least, some of them are. idek

  • Grass is annoying, but overall I don't mind it that much either way.

    Every single Coldwind Farm map however can go F itself forever.

  • @Snowbawlzzz said:

    7 out of 10 games were McMillan the other day, I think I commented about it somewhere else

    I envy you.

    I would kill to get McMillan & Autohaven maps most of the time.

  • BBQ always and forever.

    It's the most beautiful perk in the entire game, nothing else comes close.

    It's good on every single killer, it helps you keep momentum and know where to go/what to be doing after every hook, and honestly I feel like I'm flushing Blood Points down the drain if I'm not using it.

    It will always sit in the first slot of every killer I play, unless I'm going for some crazy meme build or playing Trapper, who needs all the help he can get/who I don't care about getting BP with, I just want to make people step in my traps.

  • Having 2 basements could be really cool/good. Maybe make it also give you +15% move speed for 10s if you hook someone in the basement. That'd be an interesting effect and give it viability on certain territorial killers.

  • It's even worse with Flashbang.

    Flashbang is usually a niche/meme perk, but becomes incredibly strong vs Wraith since if he's anywhere within its aoe while cloaked, he instantly gets his super long lightburn stun.

  • Where's the option for "None. Ever."

  • Honestly I'm more upset with you for using the acronym PGTW instead of just calling it Pop than anything else.

    Literally had to look it up to see what you were talking about bc I've never heard or seen anyone call it by its acronym before ever.

  • @Adeloo said:

    Hello.

    -----

    I thought a lot about it and i know i'll get lot of hate from this post but here me out : it actually makes sense, especially canon wise.

    It was an amazing idea but it brought a problem : how to make it not be played when the killer is playing the Chatterer skin, or a future skin of an other Cenobite ? Would they need to get approval to record specific lines from the different Cenobites ?

    Because that is probably the reason behind this removal. The devs made the right choice by calling Pinhead "The Cenobite". It allows them to add the 3 (only saw the movies once so i'm not sure there are only 3) other Cenobites without problem.

    But the issue come when the voiceline of Pinhead would be played when playing Chatterer or the Female Cenobite (which will probable come). It would sounds weird and out of place. Same way we had - as a bug - Frank voice while using a Julie or Susie body when playing as Legion.

    So for me until they figure out a way to either only play the voice line when it's Pinhead or get license agreement to record 3 others "voice lines", we won't get the voice lines back. And it's for the best.

    -----

    Please don't hate me too much, just voicing an opinion. You have the right not to agree with me but don't bash on me for it. Thank you and see you in the Fog !

    You're right.

    I do hate you for this post/opinion.

    I would rather Pinhead never have any alternate skins ever, if that meant he could have his voice lines.

    I'm still furious they removed them.

  • Same thing you do vs anyone else who sandbags their team:

    1. Hook/tunnel them immediately as punishment for screwing over their team.
    2. Try to at least let the last survivor get hatch.
    3. If the remaining 3 survivors are really not doing well, I might let them all escape after I get them on death hook.

    When you que, you making an unspoken agreement to be a loyal teammate and engage in good sportsmanship. Going AFK is such a huge advantage to the killer, it's as if I got 3 hooks and a kill on 1 survivor at the start of the game, you've essentially thrown the game for your team; it's not fair, and they deserve better than that.

  • There's a whole slew of QoL changes that would improve the menus.

    Bloodweb Fast Mode:

    1. Remove the holding requirement.
    2. Remove or greatly speed up the animations of the entity blocking nodes.
    3. Disable the notification of the level number that you have to click through. (your level is already clearly visible, we don't need to see it ever bloodweb)
    4. Disable all the lore text. (most noticeable at level 50 because you get a level 50 screen, and the final lore entry EVERY time you complete one)
    5. Disable, or allow the toggling of bloodweb sounds.
    6. Please.

    Or with sound settings, another big pet peeve:

    There's also no reason why you can't disable Killer sounds at menus. If you're playing Oni and waiting in que, every 5 seconds he's going to scream and roar and slam around. Or Huntress who constantly pants as if she just ran a marathon. It's incredibly irritating.

  • @BadMrFrosty said:

    https://forum.deadbydaylight.com/en/discussion/comment/2499529#Comment_2499529

    Hearing more and more people say/get behind what enormous has just said is giving me hope that the west will return to sanity. Bless you, my dude/gal.

    😃

    "The only people who object to gatekeeping are the ones the gate was meant to keep out."

    If you care about a community, you are duty bound to excise those that would subvert it.

    You have a right as a fan and member of a community to keep it as it is. Outsiders who want to corrupt and transform your community into something else by importing their worldviews, have no right to do so.

  • @Hex_Llama said:

    https://forum.deadbydaylight.com/en/discussion/comment/2496849#Comment_2496849

    I'm not wrong. I agree with you that people get treated better if they look attractive, no matter what their gender is. The difference is that, when that happens to women, it's part of an organized system of oppression that men do not experience.

    "When it happens to guys it's nothing, but if the same thing happens to girls it's an organized system of oppression." lmao

    Truly spoken like someone who has no clue what they're talking about. This is a forum for discussion about a video game. If we wanted to listen to you regurgitating buzzwords & political talking points onto every facet of your life, we would follow you on twitter.

    We know what you are. Take your intersectional bs somewhere else. It has no place here.

  • Is this the thing where Nurse can blink, get pallet stunned before fatigue, and then suffer fatigue afterwards as well?

    I thought it was just extremely punishing design :l

  • @Hex_Llama said:

    https://forum.deadbydaylight.com/en/discussion/comment/2494970#Comment_2494970

    No, because there isn't the same cultural history of judging men's worth based primarily on how they look and then devaluing them or ascribing negative traits to them if you think they look bad. The closest analogy for men would be the way media has taught us to expect that feminine/queer-presenting male characters are sinister or villainous -- but that's still based in misogyny and homophobia rather than misandry.

    Speak for yourself. Viewing things in terms of group relationships is meaningless and an excuse to generalize and project a narrative based interpretation onto reality; not to mention you are fundamentally incorrect on every level.

    Beautiful people are always treated better, ugly people are always treated worse. It's just human nature to associate positivity with the things we consider beautiful and attractive, as it is to associate negativity with anything that elicits disgust or repulsion.

    The Nea is the entity joke about a fictional character, is just that taken to an extreme for absurdist humor.

    The idea that you don't think men get treated like garbage for being ugly is laughable. Everything else you're describing is just your political/ideological viewpoint, which has no place here.

  • @PlantCollector said:

    Did they even fix the lunge bug? I haven't seen that one in the patch notes and it makes his gameplay really frustrating.

    Honestly, I'm actually just, not even going play him again until that gets fixed. It's easily the biggest and most infuriating issue with Pinhead atm.

    I've lost games horribly where I've had at least 6 or 7 attacks that should have been hits, but weren't purely because of the lunge bug. That combined with his power being relatively useless at all but close distances, well, you can imagine what it's like if every other chase goes at least twice as long as it should.

  • As much as I do believe there are some serious issues with Pinhead balance-wise, it still is too soon to tell.

    Unless there's some major issues (like his currently broken lunge), you need at least a month or so for people to have actually played through the initial learning curve, till they've grown experienced enough with his kit to make accurate critiques of how weak or powerful the different aspects of his kit are.

    For example: Nemesis was thought to be extremely weak at launch because his power acts as a 3rd health state for survivors at first, and only lategame would it allow you to punish certain windows/pallets. Now that players have more experience with the economy of his mutation tiers and with the skill of hitting his tentacle, the consensus seems to be that he is a weak but still perfectly viable low-B-tier killer, heavily reliant on addons to achieve his greatest strength: the ability to get through pallets quicker than most any other killer.

    Nemesis is still very far from killers in the A and S tiers in terms of strength, however, as critical as we are of BHVR, I have to give them credit for being patient with initial feedback. These days BHVR seems to be pretty good at making killers that err on the side of being too weak, but once mastered, find a place in the mid/lower brackets of viability.

    Frustrating for killer players for sure, but given that their playerbase is like 4-12x as many survivors as killers and the game needs to be survivor sided, that approach at least makes a fair bit of sense.

  • @Plu said:

    It's an old joke because she used to be ugly looking.

    It was funny at first but became incredibly annoying and unfunny after awhile.

    "used to be"?

    bruh

  • Same issue for me as well.

    Killer rank 1, survivor gold 2 or so. Crashed, rank reset, no BP rewards.

  • His base kit feels far too weak, to the point of being nearly entirely inconsequential. At most distances, using your power is the wrong decision, and when you're close enough to use it and not lose distance, you may as well just skip it and go for the M1. Not to mention the fact that chains break on environments mean that on indoor maps, for all intents and purposes he doesn't have a power at unless chain hunt is active.

    Ignoring indoor maps, the only time he feels strong is when chain hunt is active, then he is actually fairly oppressive.

    That strength however is frustrating to play against since chains activate every other second, making it entirely impossible to do anything at all. But even if you get the box, chains can harass you and prevent you from opening it which feels like a design flaw or a mistake. I believe it should be a nuisance, and a passive threat that could help him win chases. Maybe you can't complete a totem while it's active, but you should be able to heal someone or finish a gen that's nearly complete.

    Chain hunt is then also unrewarding to use as Pinhead, since the strongest part of his kit is the one part he has zero control over.

    Solution:

    1. Buff his Chain Summoning power. Every 5m away the survivor is from Pinhead, let it spawn 1 additional chain. Then it will be usable at longer ranges.
    2. To make the power more consistent across all maps, remove the ability for chains to be broken on the environment, but keep survivors being able to break them so coordinated teams have interesting counterplay.
    3. Nerf and adjust chain hunt. 1 chain every 8-10 seconds, and have it activate at 80s by default rather than 90s.

    I also think it's kind of sad that Pinhead can't ever see his own Puzzlebox. I feel like he should be able to see it within 16m at least just by default.

  • @Raihje said:

    Pretty sure games like VALORANT and so on can determine if someone D/C'd by alt-f4ing (ie it just sends a close command to the program) or ending task vs "hey, our server is actually having issues, a bunch of people just dropped simultaneously."

    Well yeah, servers in simple terms are just computers other computers are connecting to, all of this stuff should be tracked logged and measured even just for internal metrics/optimization.

    The automatic banning system should be able to detect whether or not the player sent a disconnect command, or whether the connection to just that individual player was lost (their internet their fault, and prevents dodging bans by unplugging their ethernet cable or w/e), OR when all of the players get dropped at once, or if BHVR servers have an event or some issue that resets something.

    The most important part of making an automatic banning system is to make certain it detects the bannable behavior properly and that said behaviors are the only thing that can trigger it.

  • @LegionMainsRCute said:

    https://forum.deadbydaylight.com/en/discussion/277077/server-instability-kicks-you-from-your-match-and-then-punishes-the-player

    Although this is a massive issue there are really no fixes to stop the ban however I think you were spared a horrible game, RPD is a horrible enough map for killers and you were playing Nurse on it making it 10x worse.

    Bro, RPD may be really hard, but I had a great game that time as Nurse. I think she is probably the best killer on RPD since she doesn't have to care about stairs, where the survivors do. Not to mention she ignores their strong pallets and windows.

    If you read my post, I wiped them out before they did a single gen. One of them was messing around trying to get to some spot they saw on reddit, but the rest of them gave me too many hits too soon, they got greedy and each tried to save one another/help the people up that I slugged without splitting up to heal and reset first. I absolutely destroyed them. It was great.

  • This then only screws over the person who came to rescue you.

    Yes it is ultimately still better for your team if you can stop them from unhooking you at a terrible time, and let the damage then be spread around your team, but this is ultimately, merely a symptom of the root problem:

    Lack of communication.

    I don't see why there shouldn't be voice chat between all survivors at least. Let everyone have the chance to operate on the same level as SWF, and balance Killers around that.

    If you wanna be really spicy and fun, let there be open voice coms between everyone. Make it proximity based if need be, but still. VOIP would be helpful, and hilarious imo.

  • It's a bad mechanic yes, but only because it's so unreliable for both sides. Seriously, try doing it as Killer.

    I've had half a dozen instances in the past week alone where the Survivor is baiting the unhook right in front of me, but on my end, I timed it right and the grab animation starts playing, but halfway through it the game decides to spaz out/rubber band and gives them the unhook. Game just cuts to the unhook being complete, and then I get to hit the person who just completed the unhook, meaning they both get away from right in front of me, when it should have resulted at best in them trading out who is on the hook.

    You aren't entitled to get the save AND walk away from right in front of the Killer. BT is a great perk and helps shut down tunneling very well, but the server issues make this grabbing mechanic terribly frustrating. How about this instead?

    • Unhooking action can no longer be canceled.
    • Unhooking action will always be completed and result in the hooked survivor being freed.
    • Unhooking another Survivor afflicts you with the Exposed effect for the entire unhooking duration.

    No more needing to bait unhooks, no more frustration with both sides feeling like they outplayed it properly, you actually have to decide you want to unhook someone for sure, but if you do and the killer hits you while you're doing it you go down right away.

    Everyone happy with that?

  • Survivors would obviously be Lee and Clem, but the point of their story, and that world's story, is that it doesn't have a singular confrontable evil.

    The story is about the all surrounding, inevitable evil you work hard to stave off for one more day. It's the horror of complete and total dehumanization, and the pressure placed on relationships, or the nature of the evil that dwells inherently within the hearts of all mankind.

    I don't think that means you couldn't have those Survivors, it'd be cool though whatever Killer was added next was designed intentionally to uniquely fill a niche with his gameplay though.

  • I love the aesthetics and visuals of the map, it is without question a beautiful environment.

    But, it's so labyrinthian in addition to its verticality, that I feel bad for the devs for how much time and money must have gone into making this big of a mistake.

    Maybe my heart will soften towards it like it did towards Midwich, but this really feels like the map shouldn't be in this game.

  • Can anything be done about it?

    Is there any sort of suggestions/feedback channel of communication with BHVR that we are able to pursue? Perhaps a large enough poll?

    Outside of larger content creators making a big fuss about something on twitter, it doesn't feel like there's any way to communicate with BHVR or have our concerns even acknowledged, let alone addressed.

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