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jmwjmw27
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@Nazzzak said:
Agree, especially as I've quit social media. I was watching Hens when the patch notes came out so saw them through his stream.
Yeah I am not frequent on social media so I thought I'd ask in case I was the one out of touch. It feels very difficult to find update notes through official channels, I always end up learning about PTBs through a youtuber or a post someone sends to me from instagram or reddit…
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3835594#Comment_3835594
I think it would be nice if they replaced the exposed with aura reveal for a few seconds.
I agree with this, encourage taking aggro after unhook and not stealthing and letting the guy who got unhooked fend for himself. Perk would still encourage camping but you would not see it as much imo.
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The fact that it is a perk is cringe, even if it is available with iri shards as non licensed. Making new player grind even worse to unlock basic anti tunnel and QOL perks like new killers have to get their slowdowns. The 20 seconds of exposed will mean that killers will counter this by proxying the hook, and encourages survivors who got unhooked to bodyblock with basekit BT and use antitunnel perks offensively.
I do like this perk, don't get me wrong, anything in a solo queue team's kit to help each other being tunneled is good, but realistically, you will just see proxy camping to confirm the tunnel or secure a free second stage on someone who uses it, and killers that don't tunnel will be seeing a survivor run to the hook mid chase, use this, and the unhooked guy bodyblocks with basekit BT, because you kinda have to or you give a free 2nd stage down. Expect to see an increase in "unfun" playstyles.
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Damn, that sucks. Feel for you. I've heard console has been struggling since Nemesis days and has yet to keep up. Hoping our console brethren can get some QOL soon.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834618#Comment_3834618
I don't think anything saves him. He's A tier on PC because the flicks, literal worst killer on console, and still doesn't do anything to top teams. Talk about problems stacking on top of each other.
I just pulled out a controller and his dashes are about just as easy as they are on PC ignoring exploits, most of which are patched. His dashes don't require any insane DPI or mouse only flick for your standard stuff. Unless there's a big difference between PC and console with controllers he's still just as good.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834321#Comment_3834321
Preturning (like flicks in general) is kinda unheard of on controller even at max sensitivity. The issues are the dead zones in the sticks as well as input delay. Just imagine a third of a second to half a second delay on everything you do. If it needs snappy quick movement to be done it ain't being done basically, you need to sorta break momentum to start moving or turning it needs to ramp up first.
It's why ranged killers are much harder to run, and the reason so many cannot be played anywhere near their full potential with a controller. It's also why perks like Boil Over can crawl into a bush somewhere and die please. 😂🤣
Just plugged an xbox controller into my PC and loaded chucky into customs. No changing of controls either. Was able to preturn dashes just fine and didn't notice any input delay. Is this a console only thing?
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@Ayodam said:
Complaints definitely change the game. See Made for This, see Distortion, see the recent Decisive Strike buff/nerf, see… etc.
DS and Distortion were definitely done dirty, but "Paid for This" needed changing
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Perks: Distortion/Overcome/Empathy/Still SightItem: Commodius Toolbox with Wire Spool and Instructions (if you can't hit skill checks, otherwise no item necessary)
Offering: Halloween event offering
When the match starts, stand still until you see the nearest unblocked generator with Still Sight, and start working on it. Distortion prevents your aura from being read by Lethal Pursuer and makes it a bit more likely you won't be first chase. Do enough of the generator to fill your event bar, then run around and look for an open or closed portal and go to the void. Get the void smoke bomb and find the killer using Empathy or the heartbeat. Take note of where the nearest open portal is. Let the killer hit you to start chase, then drop the smoke bomb, and run to the portal and use it to instantly end the chase.
This is the best strategy for you if you're having trouble with this challenge, other than playing in a SWF.
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The only way this would work is if the badges are assigned by the game and not the players. So for example, if you DC in X% of your games, you get a "frequent disconnector" badge, etc. However, how would you measure teabagging/"watch me leave" programmatically without false positives? How strict would you be with camping using AFC bar as a measure, or with tunneling as survivor dying as Xth hook stage overall? How would you even begin to measure "justified" slugging?
Overall I think this system is good intentioned and a creative idea, but 1: I don't think the devs care, 2: I don't trust them to implement a good system with few enough false positive and false negatives, and 3: I don't think they even have time to make something like this.
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Some things about the Plague:
- Your vomit infects things. Once infected, objects will stay infected for 40 seconds (affected by add-ons). You can infect totems, pallets, window vaults, lockers, generators, exit gates, dropped items, chests, and the hatch (yes really, the hatch).
- If a survivor is hit with your green puke or interacts with an infected object, their infection timer starts. This is indicated by a green splotch on their profile. While their timer is started, it will tick up while they run or interact with objects, and tick up faster if they are interacting with something infected. Once full, the splotch becomes red, and the survivor is injured and broken. This also means that survivor will infect anything that they touch, survivor or object.
- Sometimes you will puke on a survivor and hear them react, but the HUD won't show them infected. This is a desync issue and annoying bug, but just try again. Can happen when you barely miss the puke or barely land it.
- Survivors can cleanse at a clean pool of devotion to remove the sickness and restore 1 health state. If the pool water is clear, it is clean. Once they cleanse, the water turns red, and you can get your red puke from it. If survivors cleanse at all of the pools, then after a few seconds, all pools become clean again and you automatically get your power without having to go grab it.
- Vomiting on a survivor who is hooked or downed will allow you to start their infection if they haven't had their timer started yet, so it can be useful. But you can't make it go higher than 1% while they are downed/hooked, so any more than that isn't useful.
- The add-on that decreases the available pools is useful if you want to gain your power passively as survivors continue to cleanse, if you prefer having lots of instances of your power to grab don't run it.
- The "prayer tablet fragment" add-on is actually decent for a meme add-on, as you cannot directly puke on survivors but objects stay infected for twice as long, making it really good for spitting on all the generators.
- Plague is one of the worse killers for deviousness points, you will get most of it from damaging survivors who are fully infected and hitting them with your red vomit. You can also get a good chunk for killing everyone, but don't expect to max out deviousness as Plague in most of your games.
- As someone else has commented, running Corrupt Intervention and infecting unblocked generators forces survivors to either infect themselves or play very slow in the early game.
- As someone else has also mentioned, once you start a survivor's infection timer with just a bit of vomit, you don't have to commit to them, they will eventually become broken or cleanse and activate a fountain for you.
- Some smart survivors will walk in chase to avoid becoming fully infected before being M1'd - if you see this, you can vomit on them at close distance to raise the infection meter and force them to find a window or pallet.
- If a survivor is running around a tall loop with a window/pallet and you can't get line of sight to vomit on them, infecting the window/pallet and chasing until they interact with it can be faster than waiting to catch up and vomit on them directly.
- The red vomit does not infect things but is very lethal. One of many things it does is pass through survivors, so you can't bodyblock it, and it goes through hooked people, so you can damage people unhooking who try to use the guy on hook as a shield.
Mostly advice/tips based on what questions you have asked in this thread. There are a bunch of plague mains you can find on youtube and such, and I know Otzdarva played a lot of plague for a while, so you could probably find plague tips and gameplay on his youtube channel too.
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Very basic blight tips:
- To turn further when swinging, first flick your camera in that direction before swinging, then do it again after pressing M1.
- To hit survivors that are very close to you and spinning, try to wait until you are touching them with your shoulder and then M1. You can always bump again if you have more rushes to readjust or wait for a better angle.
There are lots of really good blight players (Momoseventh, Lillith Omen) to watch for tips and good gameplay.
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@Lupus75 said:
Why is unbreakable not a comspicous action that disables decisive strike? As a killer who knows that a player has decisive strike, i have to wait 60 seconds. This enables them to use unbreakable before the timer runs out AND take a hit again....
Or alternatively, don't tunnel, and if someone with DS tries to bodyblock you, down them and enjoy your free 24 seconds of them doing nothing.
If you're playing a killer that is low tier and they bodyblock such that your original chase would now take more than 24 seconds, then pick up the bodyblocker, eat the DS, and tunnel them out for the best chance at winning - they just gave it to you after all.
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@Akumakaji said:
For real, had a match with Clown earlier tonight and my main plan was to equip Surge and get that 8 damaged gens tome challenge done in a jiffy. Well, RNG brought us to Eiry and the game lasted 8:30min with 3 hooks. Those survivors were cracked and out for blood! But 8:30min … oof, should a Clown match be that short?
Well, the next match brought us to the Yamaoka family estate and even though the survivors got an early flashlight safe, I totally tabled them and got three kills, all within the void, ain't that funny? I bet there is a joke somewhere in there.
That last survivor never got hooked and I escorted that Sable to the exit gates and she escaped at … wait for it, 8:30min … oof, should a Clown match be that short?
But at least it was all perfectly balanced - but in a totally crooked and twisted way. Clown lauged - but was not amused.
8:30 for a 3 hook match is not bad actually. Even if you assume 60s total travel time and only 2 survivors on gens, they can still get the gates open and leave in under 6 minutes.
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This is basically what lights out mode was
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Depends on the person, everyone hates some killer, here are I'd think the most popular reasons to hate him, from someone who mains him:
- He is S tier, incredibly strong. A lot of people hate versing strong killers.
- Since he is S tier, there are some that play him with the strongest perks solely because they want to win every game. Some people project their hate for losing or for those people onto Blight, regardless of who is playing him.
- He counters shift+W and requires people to uniquely loop tiles and transition between them, which some people do not like doing.
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That is called "Feedback and Suggestions", where mods move posts when they want those posts to die lmao
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832569#Comment_3832569
I mean next time just name the thread "Whats your hot take?" since I aint the only one that didnt catch onto that. It aint exactly clear as to what youre asking here.
Definitely not clear to everyone, but I got what the OP was saying.
On topic, Billy's roar is good, Oni 180 flick should be removed, Ormond is still incredibly survivor sided, Disturbed Ward main building is not OP anymore, and Rotten Fields is by far the most boring map to play on.
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No idea, invocations, "teamwork" perks, and boons are also left in the dust with few new additions to their roster, feels like these mechanics could be explored more.
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Impossible to police this. If you want to get rid of these playstyles, the only way to do so is implementing mechanics or perks (ideally mechanics) that heavily punish these playstyles. Facecamping has almost entirely disappeared outside of endgame since the introduction of the AFC meter.
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Specialist - 4 charges of progress per 10 seconds spent searching chest - 60% slower than just repairing a gen, excluding travel time.
Weaving Spiders - 80 charges of theoretical progress per 60 seconds on invocation - 20% faster than repairing a gen on paper, in practice it is a fool's errand to run into the basement and make yourself broken for the remainder of the match.
Brand New Part - Instant 10 charges of progress, strong but nowhere near as powerful as it was. If someone ran this on a brown toolbox and only used it for the BNP it would not be even as strong as an event toolbox.
I can see complaints about BNP with a good toolbox, but the other two only need nerfs in the eyes of chess merchant players and those who share the playstyle on other killers…
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@[Deleted User] said:
I think it would be cool to have a showdown mechanic. One survivor and the killer enter a void and one survivor has to repair a special gen. The survivor has to survive in the chase while the special gen is repaired to power the gates.
I like this idea, but what would happen is what happens in 2v1s normally, the killer will just proxy the gen and drop chases to ensure they don't lose (or if they lose it is after 20 minutes).
I think a "bleed self out" button and a showdown mode where the survivor has to outrun a timer without going down could be cool, but realistically BHVR is never going to implement that, so just the bleed self out button would be fine considering it forces hatch spawn and would remove slugging for the 4k.
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Overcharge doesn't need a buff again, the skill check is the main purpose of it, and it already has its niche in skillcheck builds. Call of Brine could definitely use a buff considering how sad it is, but I'd rather not bring back gen kick meta even with the regression event limit. Seems easily exploitable now that you need to repair 5% to stop the regression and maps are shrinking in size.
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Pain Resonance still best gen regression perk in the game and arguably best perk in the game.
Pop still also very strong, especially with Eruption, even with gen regression limit and on M1 with no mobility, you can still hold one gen by a hook or control an area for a while.
The following are all A or S tier perks that are slowdown related, some with great synergies to exploit:
Pain Resonance, Pop, Corrupt, Deadlock, Eruption, No Way Out, Grim Embrace -
@PortaI_2 said:
As someone with over 127 days played in this game, never have I been this annoyed with Solo Que.
I play solo que Survivor by far the most and honestly its gotten pretty annoying bad. So bad so the first time in 6 years I dont care to have all survivors and killers.
Mind you I was red rank Survivor in my first two years. Don't know if just sweats play these days. But DBD is just done for me. From the frequent tunneling (thanks in large part to the 3-4 second DS nerf) To the Pay to Win Killers. Solo Surviv Que is just bad.
As someone who started playing in 2019 with 4000 hours, I agree. Since I've started, the killer experience has gotten better, but solo queue has gotten worse. There are some positives, basekit BT and the HUD are huge, but the rate at which I see tunneling, camping, and slugging has increased and the HUD means I now see how often my teammates are not being useful, which makes solo queue even worse. Not to mention giving up or DCing is extremely common now among my teammates…
I think the only time that solo queue was worse than it is right now is the Eruption & Call of Brine meta.
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It feels almost wrong. When I am farming with survivors, typically after an early DC, I feel like letting them escape is the consolation for having been gifted a ######### match by their teammate rage quitting. If the survivor insists, I will oblige, but I'd rather they escape.
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@foods said:
yeah great idea you should be rewarded for losing
Who cares if someone is rewarded bloodpoints for losing an interaction? Are you seriously complaining about the idea that slugged survivors can earn bloodpoints?
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@tak47888 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831594#Comment_3831594
It does clearly not make him OP. There are already very few players willing to play Oni (as a Survivor, I almost never face him). This is due to the quite hard steering during his demon dash and his very weak early game, I guess. His power is not a no-brainer. If you would take the 180 flick, this killer will be even easier to outplay and will make him vanish into the abyss. His kill statistics are very balanced, he is somewherere at around 56% winning rate or something, which is round about what the devs intended. So even with the current 180 flick "exploit", he is not overperforming and clearly not as strong as a blight, who can use his power almost constantly, whilst Oni has a very limited timeframe for his power.
Every top Oni player (unofficial leaderboards stats and streamers) abuses this tech constantly. Had a match today against one actually. The steering is somewhat limited in the dash, but you can easily change direction even while running into a wall to mindgame small objects, and 180 flick lets you play around medium sized loops pretty easily. Not to mention you don't have to land the hitbox on the survivor, it drags when you flick to cover more distance. Removing this tech would bring the "top" players more in line and realistically do nothing to the average player, after which if he is found to be weak he can receive actual buffs.
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Oni's 180 flick also has the hitbox drag so he can swing past you and still hit you. No idea why that at the very least hasn't been fixed. Definitely one of the most controversial "techs" in the game.
I obviously do not main Oni but I would not be sad at all if the devs removed it, at the very least it should be acknowledged as a bug by the developers even if they never do anything about it. Oni's 180 is older than a lot of other techs that have been patched out much sooner… rest in peace to Dracula's wolf form tech lol
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What is your point, OP?
Are you arguing that the proper way to look at statistics and balance for this game is purely through the lens of high level players? Given how many "bad" players there are in this game, do you honestly think that that would have a good impact on the community of the game overall?
VHS tried balancing around the top, and it died because of it.
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Bug - lingering effect from smoke bombs that can carry over into other trials. Try entering the effects of another smoke bomb if you can, that usually fixes it.
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I agree with you, but when it comes to winstreaks, the real answer is that winstreaks with good players only fall when they are matched against other good players. Usually sniping. The reason why killer winstreaks go higher is that it is harder to snipe a killer who can see you and dodge with 4 players, than it is to snipe a group of survivors when you can see if it is them, and you only need one person.
Even the biggest blight and nurse winstreaks would not go over 20 games if they were always facing competitive teams on their level.
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The opportunity to play killer with a friend is rare enough and most people I know wouldn't play DBD under any other condition, so I am more than happy to sacrifice the normal mode queue times.
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This is hilarious. A "nightmare perk nerfs" thread would be a cool yet depressing brainstorm session.
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this is my tierlist without thinking too hard about it. "Useful" = I would tell someone to run this, if they had it, for some specific purpose (chase, aura, gens, etc). Not ordered within tiers or considering meta.
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How do you decide placement in a tier? Is it simply how many of their 3 perks are worth running, or the combined strength of the three perks, or the average, or something else?
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You're not spoiled at all. If you don't enjoy something, you don't enjoy it. I personally enjoy both sides, some enjoy one, some neither, and that's perfectly OK. The devs add both side challenges to encourage the playerbase to play both sides, you have no obligation to play or enjoy a particular side. As long as you are getting some enjoyment out of DBD, who's to tell you what you can and can't play?
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Even without windows involved, certain loops which can normally be played with good skill and reaction time like the small tables pallet in Gideon can not be played if the killer has a high enough ping, due to the extra distance at which they can hit you. This is because laggy killers take longer to receive updates when a survivor switches direction, and what the killer says goes everywhere except grabs and pallet stuns.
That said, no idea what can be done with this aside from connection-based matchmaking and kicking people with consistently ridiculous connections (300ms+).
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I use OBS Studio as I found NVIDIA's built in recording software was not working well on my PC. You can adjust the settings, so it can be as demanding as you want in return for increased filesize and quality, or you can use low settings. If your computer does not run DBD well normally though, it might struggle to also record. There's also a built in "xbox game bar" in windows you can use the windows key + G to record with, and it shouldn't be very high impact either.
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Almost no reason to hook anymore, especially after all hook repeated perks have been getting gutted more and more.
The strongest killer perks in the game at the moment are majority hook related. Pain Resonance, Dead Man's Switch, Pop, and Grim Embrace are all top tier perks and nasty if you bring all four.
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I have no issue with people using powerful perks and items, but map offerings from both sides really gets me… "I want to play only on this specific map which is unbalanced in my favor with my playstyle and build tee hee!" yeah okay buddy. Seen plenty of SWF with Autohaven/Macmillan/Badham/Ormond offerings, and killers bringing Hawkins/Lerys/etc. The rare 1% where it isn't something like this, it's a survivor bringing RPD or something for an achievement or archive and screwing their team over…
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I do remember… and I don't miss it. Aside from the classic complaints about slugging, the condemn playstyle is also not about chasing at all, but rather a slow depletion of resources while holding gens with old buffed eruption (worst feeling in the world). So you won't really get chased unless in deadzone, will get slugged, and have to deal with sloppy/eruption/etc. The most "chase" you would get is 5 seconds of straight follow when she can make you drop a pallet, otherwise she leaves.
Probably the least fun I've ever had aside from snooze merchant chess games.
That said, I do feel for people who play her as she seems rather weak right now…
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I burn it instantly, but I try to focus an important gen that the killer would want to hold, such as blood lodge gen, RPD lobby, etc. If the killer doesn't chase me then their 3 gen prospects are minimal, and if they do then it's up to me to outplay them long enough to win the game (and hope my teammates are doing gens).
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@Rulebreaker said:
We kept being regulated to medic...no one would heal otherwise…
Same, I was on uncage + heal duty because no one else would do it lmao.
These stats are interesting, I would have thought Hillbilly to be the best killer to have in 2v8, yet he doesn't make up any of the top 3 deadliest, I wonder if it is because trapper/wraith/huntress are easier to play and the average killer skill level was lower due to many returning/new players? Or maybe I am overvaluing how strong his movement speed and saw were.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830131#Comment_3830131
What if you combine it with Mettle of Man so you get the free hit while healing from Moment of Glory? An extremely impractical combo, but imagine actually pulling it off in a match.
For serious balance discussion, I'd lower Moment of Glory's timer to 45 seconds.
That is a very fun idea, one that I've actually never tried out in-game. I bet I could pull off something fun with it.
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@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830079#Comment_3830079
There would be nothing to prove.
If I see a survivor ruining it for everybody, it's slug town for him and he'll bleed to death. It could catch on.
Once the normalization of being a sore loser is over, he'd regularly get reported both by his team and the killer.
But that aside, that kind of player would be the last kind that lowers their MMR all the time and stay in hell. The perfect vicious cycle of awful soloQ (because at higher MMR, soloQ isn't that bad, FYI)
When all is said and done, I don't think they would be a problem for long.
I already do this as killer when a survivor throws the game, but the point is it's not something BHVR ever really has the capacity to enforce. It would just shift the problem to being survivors throwing themselves at the killer and now lose the unhook attempt mechanic for all valid gameplay aspects. This would also mean needing to rework luck and slippery meat, so they're never going to bother anyway.
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just make slugs able to use the portals. I have to admit, especially because you can't use scourges from the void, slugging in there is very lucrative
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As someone else has said, not a range issue on "regular" basements but hard-coded last I was aware. Given that you still have to go directly above the basement and killers can proxy that spot fine, there is no reason it shouldn't work. @bjorksnas mentions killers should get an advantage for hooking there - they do, it is still a super easy spot to camp where unhooked survivors can be bodyblocked and they have to run a long way out.
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The only change needed for auras is making it known when the opposition can see yours. For both sides.
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I really love the idea of the perk - take a hit for a teammate, killer can either commit to you or you heal in 60 seconds. On paper, great anti-tunnel perk (to protect a tunneled teammate). In practice, 60 seconds is pretty crazy even if you can get right on a gen after taking the hit, and because you have to search two chests, it is hard outclassed by a simple medkit, you can even bring pharmacy to search a chest after, spend less time, and get a medkit to heal yourself instead.
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Seems nice on paper. I have two concerns though. First: the perk does nothing before your first hook. At higher levels this means it will basically never be run on killers that struggle to get their first hook (Freddy, Myers, etc) and provides no value until then. Second, the idea of being punished for hitting a good skill check shouldn't exist in a game like this where casual players are not that good. I personally think it is not good game design - you could make it just nullify the bonus from a "great" skillcheck or cap it at, say, 0.25s per great skillcheck to counter hyperfocus / stake out / fast track / etc.
I would personally love if the BP bonus for BBQ was reinstated, but the developers have stated they don't want any perk to be run purely for bloodpoints so they're likely never going to introduce a perk with a BP bonus of that kind again.
