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kingcarl2012

kingcarl2012

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kingcarl2012
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  • @drakolyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186438#Comment_3186438

    I thin they should allow to open exit gates from the killer side. So they either can give up or try to catch them at the exit gate.

    The problem here is what if the killer wants to try to play it out and the survivors play to hide to force the killer to open the door, its the same issue with current hatch, but your giving the killer that control and then if they dont use it survivors will accuse holding the game hostage and stuff like that.

    My solution is clean, simple, and neutral.

  • @Rookie1978 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185735#Comment_3185735

    I don't necessarily agree with OP that 2ks should be 4ks but those matches where I get two early kills and the ENTIRE rest of the game is just trying to find the other 2 survivors that do nothing but hide from me while 4 gens are still left... I mean it is the most unfun thing in existence. I don't care if there's still 'potential', at some point it's just wasting time for both of us. Letting the Survivors or Killer have a way to just close the game out early would be pure slice of life, even if it's something every player has to agree to, maybe with a paltry pity bloodpoint amount given to the players for conceding the match or something. It's just so boring, i'd take anything to make it go by quicker and get me in a new game that actually has stakes.

    See it wouldnt actually be a 4k though, it would actually really be more of a stalemate. The problem with a concession option is you will have those situations where someone wants out but is still stuck.

    With my solution it just elimates that whole issue, and everyone moves on to the next game

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187476#Comment_3187476

    I've suggested aura reading, but nobody likes that, even though it literally still allows you to loop and do gens. It would just prevent you from hiding forever.

    The problem in my eyes with that is your simply just giving the power to the killer, the thing that makes my solution more fair is that it is neutral and doesnt favour one side or the other.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187312#Comment_3187312

    I am just glad you are not on dev team, i am really so glad for that.

    Alright well since you have nothing to add you can go ahead and stop quoting my posts then.

    I will be happy to reconsider if you do have actual reasonable feedback to add.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187256#Comment_3187256

    Tunnel 2 survivors and win every game! Yeah, very good idea lmao.

    No, thanks.

    How is that different from now? If it is a 2v1 due to tunneling and lets say 3 gens need to get done, sure there may be outliers, but 90% of those games minimum the killer wins.

    Ending the game there would take satisfaction away from tunnelling killers of being able to get their precious 4k, and repeat offenders could be punished, to encourage healthier gameplay overall.

    Maybe re-read the questions with a more open mind, and actually form a real response.

    Your idea was terrible, but i still gave feedback as to the issue with it.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186481#Comment_3186481

    Your suggestion is terrible lol, it should not be in the game.

    Ok well your suggestion is a time limit I believe you said 25 minutes, thats a fine limit if the game is going pretty evenly, its ridiculously long if the game is a stomp one way or the other.

    There is also the question of what happens at that time and then you end up right back at the current endgame.

    My idea preserves good games and eliminates alot of the issues with bad games.

    There is room for refinement, for instance, a game ending this way could be excluded from mmr, it could even just safety pip the survivors still in the game if they havent pipped, it could impose a matchmaking penalty on killers who trigger this ending too frequently to help reduce tunnelling, a bloodpoint bonus for the game ending prematurely. There are alot of options to balance things out.

    What part specifically do you object to that makes it terrible?

    Do you enjoy the 2v1 hide and seek?

    Slugging for the 4k?

    When your teammate sells you out to try and get the killer to give them hatch?

    Do you object to the number of gens left that triggers it? What if it triggered if there were 2 or more gens left instead?

  • @DanhPhan7749 said:

    Please reduce the price of non-license character or add an option to sell it

    Why should non licensed characters cost less? You can already buy them with shards instead of real money.

  • Credit for trying to fix the one part of the issue for killers but it doesn't help with any of the other issues in my original post. No help for slugging for the 4K nothing for the Trolling for hatch and nothing nothing for the killer just sitting in the 3 gym and not letting anyone touch a Gen. Well yes that is the survivor's fault it's still an issue where the game will get held hostage, And there's no agency for the survivors because you're putting everything in the killer's hand so you're giving the killer all the power.

    My solution is much more neutral and fair.

  • @ByeByeQ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186443#Comment_3186443

    I think you're on to something here. I'm going to make a suggestion in the feedback forum.

    Terrible idea you will be splitting people into 2 groups which is the current problem some people doing gens to try to get out some doing pure stealth to outlast the timer.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185937#Comment_3185937

    I think we need time limit for trials. Let's say 25 minutes. But the problem is with that, who will win if both sides don't complete their objectives.

    With my suggestion you wont need a time limit, the only games going over 10 minutes will be the close interesting ones.

  • @SuzuKR said:

    The match shouldn’t be over while a chance of comeback exists no matter how small.

    Thats a fine arguement if your fine with the way things work currently.

    The problem with most suggested changes we see favours one side or the other, my suggestion just simplifies to if your winning enough you win, eliminating several unappealing aspects of the 2 survivor situation for both sides in the fairest and fastest manner possible.

  • @egg_ said:

    Should the match be over if all 4 survivors are alive and all 5 gens are done?

    If the doors are open and no one is hooked sure why not.

    @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/346469/should-the-match-be-over-if-there-are-2-survivors-dead-and-the-gens-arent-finished

    So you want to make the game super killer sided just tunnel 2 guys ignore the other 2 and you win.

    I mean thats kinda the point and already happens doesnt it.

  • Maybe the answer is once 2 survivors are dead the entity just kills the last 2 automatically and the killer wins.

    That would solve so many survivor issues, no more 2 survivor hide and seek, no more trolling for hatch, no more slugging for the 4k. Just 2 dead game over survivors.

  • @Protoman_369 said:

    Yeah that was how I checked for sure to see if they were still available because all the new characters had the level 1 teachables I just didn’t understand why some went from tier 2 to tier 1

    In the picture it shows what you unlocked for all characters so when you prestige 2 they will show tier 2 even if you have them all at 3 on that character and it will show them tier 3 once prestige 3 and beyond.

  • @SailedSavage said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185350#Comment_3185350

    We already have Off The record for that though. If you don't get a chance to heal than that's just bad luck. I think it would be good for balance. Maybe one token at most after being unhooked?

    OTR blocks pain sound and aura not blood and scratchmarks.

    So killer finds you hits you and you do a decent job looping him and it takes 30 sec for the down, you get hooked, you get unhooked and healed.

    Killer finds you again, decides to tunnel, you burn the rest of lucky break, looping again, downed and hooked again, and this time when you get unhooked you have no protection from lucky break and then your dead.

    This doesnt even cover if your against plague, or your teammates just wont let you heal them.

    It should charge to 50% when you get hooked whether your at 0% or 45% obviously if your over 50% it doesnt charge extra.

    It also shouldnt tick down when someone with guardian unhooks you for the first 8 seconds while that protection is active.

    And it should be based on healing charges not time so your not punished for healing faster.

  • @SailedSavage said:

    It feels pretty useless since fast healing doesn't reward you while using LB but fast healing is much more worth using as it keeps the team and yourself from wasting what little time you have.

    How I think it should work:

    After healing a survivor one full health state collect a token up to 3 tokens. After being wounded by any means leave no scratch marks or pools of blood for 15 seconds per token. All accumulated tokens are used up. This effect is cancelled if the survivor is healed.

    This would still allow you to heal your team quickly and gain some added benefit without being too powerful. Killer can still track the wounded survivor by sound.

    It should automatically charge to 50% when you get hooked. Sometimes you dont get a chance to heal other players.

  • Absolutely not a chance in the world. A perk to hook yourself maybe.

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185131#Comment_3185131

    That is literally impossible unless Killer goes AFK. It takes too much time to do a full generator before Killer comes to check.

    @Bot_Salvo88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185143#Comment_3185143

    Oh so I did remember correctly! That's so bad of an achievement, really.


    Not impossible, I got this one while doing my ada wong adept, it was down to final 2 survivors with 1 gen left, both on death hook, i was doing the last gen 90% when my teammate went down crossmap, I 99'd the gen, since i couldnt help my teammate, popped the gen when the death animation finished, booked it to the door with low profile and got out the door while the killer was checking the gen/looking for hatch.

  • @Gary_Coleman said:

    Is there an accessible list of official bannable actions for dbd?

    There is a game rules section on the first page of the forumns

  • @jajay119 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3184899#Comment_3184899

    It's not only the case if you mess up, killers are notified of active gens. If one gen suddenly becomes active they're going to beeline for that area. If two gens are active it's a case of walking backwards and forwards which, with the increase in gen times and stacking of slow down perks, can be much more accessible to a killer than before.

    There are very few situations that a killer is notified of gens being worked on, most of which are tied to specific perks or addons. The only one that applies to every match is a failed skill check.

    Other wise the killer has to patrol and if they hear a gen they will check it, but the fewest number of gens they have to patrol is 3, and this is why as a survivor it is a bad idea to do all the outside corner gens first because you create a smaller patrol area.

  • @Protoman_369 said:

    Before project W went live I had on both killer and survivor all of my teachable perks unlocked however with the current patch after the change, I still have my teachable so able to be purchased in the bloodweb but they aren’t showing that they’re unlocked and whenever I prestige a character even if they had a higher tier of the perk after the prestige they show back as tier 1. It’s slightly confusing and honestly the thought of getting everyone to P3 for tier 3 is a grind I feel kind of forced into. Am I better off just buying through the bloodweb or prestige for all level 3s. I don’t play very many survivors other than Jane and Feng and on killer mostly Oni and leather face. Has anyone else had this problem with their teachable? The pictures are just to show that I had tier 2 and after prestige they were reset to 1. That’s alotta work to go through again for both sides. I hope all this is understandable. I did my best to explain it lol

    https://us.v-cdn.net/6030815/uploads/XWT5IQ2BZK99/3f133fa8-42ac-4e9b-b7bf-ae33c0601827.jpeg

    https://us.v-cdn.net/6030815/uploads/RD9JCGQCYHGW/ec9ff143-d707-408b-8202-890d8e884179.jpeg

    So in the first picture are those what level you had those perks at on Tapp?

    2nd picture it is showing you that those perks are now unlocked at level 1 on all characters automatically, it wont downgrade them from the level you already had, you should be able to see this in the loadout section, if it did thats a bug and you should do a support ticket.

  • @eleventbh said:

    I don't agree with them selling you out and it sucks that the killer sympathized with them instead, but if this is a common occurrence maybe you need to split up from teammates more. Also, you aren't supposed to win at that point in a game. It's based on luck and if you don't want to practice chase or finish a gen you can always let the killer catch you and leave the game.

    To be fair he did sell them out first

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/3184617#Comment_3184617

    The 3rd person had just died, me and my teammate went to a boon to heal, killer came, I went into locker to hide from patrol, teammate spam open locker to show where we were, in hopes that killer would let him go instead. Which is exactly what happened.

    My question, was there a second locker right beside yours they could have gone into?

    I will assume not, but YOU made a mistake, the proper play was to split and go in different directions to create a 50/50.

    If your teammate sees you go into a locker like that you are essentially selling them out to be bait.

    At that point you are no longer my teammate and have become my nemesis. In the ancient traditions of my people you must be destroyed and i will gladly give my life to the cause to see your tyranny ended.

    If your gonna play scummy dont let people see you do it

  • @SilentShepherd said:

    The snitching on teammates, the working with killer, the point farming, the toxic behavior, the hiding for 20 minutes because neither survivor can touch a gen without killer knowing,

    it all stems from the completely broken and unplayable end game mehcanic when 2 survivors are left and nothing can be done until 1 of them dies and you try for hatch or exit gate.

    I just had a game where a teammate and me were healing at the end, killer terror radius started, i hide in a locker, and teammate starts spam opening the locker I am in, to get me killed. Killer hooks me, lets the traitor go. How pissed off do you think I was?

    BHVR, this needs to be your #1 priority. Drop everything and fix this

    Your right they should get rid of hatch so the last 2 people have to just do gens or DC.

  • @GoodBoyKaru said:

    If they buffed Distortion to 11 seconds then I'd consider it, but the fact that I lose 2 tokens at the very start of the match means that I'd rather use perks I'm able to get far more consistent value out of. Especially since I'm actually confident in my ability to last longer than my teammates

    Or just reduce the duration of lethal pursuer by 1 second

  • @GreenDemo said:

    Ah yes, I sure do love seeing everyone bring prove thyself and the strongest slowdown/builds possible.

    Guess I need to wait for rank reset because I need to complete 3 gens and destroy 3 totems (it seems) to get iridescent lightbringer emblem and it's just not possible in a normal soloQ game.

    Oh and the stuns... I got every Plauge in the world it feels when I equipped Head on. I'm just gonna play normally and hope for the best to finish it.

    I play survivor btw (because matchmaking. If I could I would play both roles again)

    I know it's skill issue, but I just had to rant a bit.

    Just an FYI the requirement to get an iridescent medal doesnt change at rank reset, only the total quality of all medals required to pip changes based on rank

  • @drakolyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3182333#Comment_3182333

    After first hook is still broken as hell. Especially if you can mori every survivor.

    Also again, like above, it was possible way back.

    And so was the old multiperson hatch escape.

    The way things are now is pretty balanced, there isnt much difference between being hooked a third time and being moried.

    Regardless I'm still waiting for a reason why if the killer can only mori the last survivor because hatch only spawns for the last survivor, why shouldnt the killer be able to mori anyone one the ground when the doors are open.

  • @Johann84 said:

    I was banned for 24 hours because of internet connection is that fair??

    Yes

  • @drakolyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3180640#Comment_3180640

    Yeah, cause mori on the first down, was needed for the moris? Cause killing someone after downing him instantly is just broken?

    My point was with the Mori, if only one Survivor is allowed to escape trough hatch, Killers shouldnt be able to Mori every survivor after second hook.

    You couldnt mori on first down, it was after first hook.

    I still maintain my point is valid and fair based on the premise of your point.

  • @Percival_nxs said:

    Like Thanato, it should give a +2.5% speed bonus to gens for each survivor, not 15%

    You do realize that it isnt actually a speed increase right?

    If 4 survivors do 4 different gens 4 gens get done in 90 seconds

    If 4 survivors double up and do 4 gens 2 at a time 4 gens get done in 92 seconds plus travel time.

    If 1 survivor is is chase and 3 stack up and do 4 gens 1 at a time 4 gens get done in 136 seconds

    There is no speed bonus for prove thyself.

  • @drakolyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3178510#Comment_3178510

    You dont use the logic at all.

    It was said, Hatch is the same as Mori on the killer side.

    Since Hatch got nerfed to only for one survivor, killers should only be able to Mori the last survivor aswell.

    Ok so let me clarify, hatch is a path for escape. You are suggesting that because hatch only spawns for the last survivor, the killer should only be able to mori the last survivor.

    I am also assuming this mori can happen regardless of number of hook states since there is no gen requirement for hatch, and at that point the survivor is essentially on death hook regardless.

    So by that logic you are tying the ability to Mori to a path of escape.

    Following along that path, once the doors are open all survivors have a path to escape, therefore the killer should be able to mori any survivor they down.

    Furthermore you are forgetting that Mori's actually got nerfed first.

    Along with the old hatch mechanic of multiple survivors escaping with a key before all the gens were done (Bypassing a substantial portion of their objective), killers were able to Mori after having hooked someone once (Bypassing a substantial portion of their objective).

    They nerfed Mori's to their current state, making it so survivors could bypass part of their objective but killers could not.

    Then they nerfed the hatch and key mechanic to a state that i would argue is pretty balanced with the current Mori system, as no one can bypass a large portion of their objective.

    That being said to balance it out 100% they could make a secret survivor offering like the mori offering that would make the hatch spawn when the gens get completed that acts as a 3rd door that can only be opened with a key, that would allow any survivors to escape through it until closed by the killer.

  • @Jensen said:

    Or you just remove the DC panelty again. Because standing at the gate waiting for the survivors to finish the game is fun for nobody

    That is absolutely not an option.

  • @lav3 said:

    Especially, faster bloodlust and reduced sprinting time after getting hit.

    Faster kicking speed, reduced successful m1 hit cooldown, 2.5% generator regress after kicking, additional 10 seconds while repairing gen were mostly ok for me but I think others don't feel necessary personally.

    Bloodlust was a counter mechanic against infinite loops, weak killer's secondary power and a thing to make killers bearable in certain connected loops.

    Nowadays most maps are reworked, many pallets are weaker, more fair, less and some maps have huge deadzones.

    I wouldn't say bloodlust should be utterly deleted but faster? I don't think it was necessary thing to do.

    It is not a strange thing that many people use Dead Hard still, to consume bloodlust.

    Reduced sprinting time is very easy to recognize when versing either Nurse or Blight.

    Maybe other strong killers who have decent chase ability.

    Paired with reduced m1 hit cooldown, sometimes it is impossible to run away from loops you're in after getting hit.

    Not enough time and distance for other loops for sure.

    I still think weak killers should be buffed individually and maps should be looked at.

    Chases are what make survivors not play generator repair simulator game.

    Now because survivors have weaker chase, they have to crank harder on generators.

    Is this what BHVR really wanted? Always sticking on generators?

    And please don't deny these buffs literally feel like nothing. Buffs were too numerous.

    I wouldnt care if the reduced sprint time got reverted but I think the faster bloodlust 2 is good i could care less about 3

    Bloodlust 2 has made non-mindgamable loops better, reduced the hold W gamplay, and because Im on console its slightly less punishing when i get caught on some stupid obstacle I cant see.

    If i get caught on a wall in a jungle gym thats my bad, when i get caught on some tiny jut out at knee level i cant see cause i cant move my camera like a pc player can thats extremely painful.

  • The first rule should be no finishing gens until first hook.

  • Personally I believe we are a team until you prove we arent a team. The game is intended to be played as a team as that is what gives advantage over the killer.

    Mind you I also generally try not to camp/tunnel/slug unless its necessary

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/3178972#Comment_3178972

    I have played a great deal of dead by daylight and in my experience the game progresses no matter what. I cannot think of a scenario where a killer can stall out a game. I suspect you can't either, considering how vague this post is.

    I'm assuming they are referring to slugging for the bleedout/camping (Toxic) and defending a 3-gen (holding the game hostage)

  • @Blazelski said:

    I just read it because perks are always one of the most interesting factors of gameplay for me, and I was particularly interested in this part:

    "When you’re in that situation, you use the elements I mentioned before: does it have good synergy? Is it good by itself? Is it thematic? Does it allow for interesting gameplay situations?”

    Considering this was in the paragraph about Ada Wong's perks, I have to wonder; how did Low Profile become one of the perks to make it into the game? Originally it only worked when you were the last survivor in the trial, and everyone immediately knew it was terrible. Since it got buffed, now it's only quite bad, but still.

    Synergy: Only with Left Behind, Sole Survivor, and maybe Clairvoyance. All perks that are irrelevant because no one runs them, and even if they did...

    Interesting gameplay situations: Precisely the opposite. The survivor is encouraged to play selfishly and stealthily, which leads to frustration for every other person in the match. I'm presuming if it's supposed to lead to interesting gameplay, it should also lead to healthy, non-frustrating gameplay, which this doesn't.

    Good by itself: Absolutely not. A fairly strong (but not incredibly strong) effect that activates only in the direst of circumstances that will be very rare regardless... is obviously not good.

    Thematic: Sure. This is honestly the one part of the perk process I don't care about, but sure.

    Conclusion: So out of the 12 perk ideas that were created for Ada, how did one that failed 3 out of 4 checks for quality get submitted?

    P.S: We could also have had this discussion about Better Than New, but I don't think there's a need, and at least that one doesn't encourage terrible gameplay.

    I disagree with some of your points here.

    I will outline a couple times this perk came up pretty big for me. Only played about 10 games with it, for reference.

    1. The match where i got Adept: Down to the final 2 working on the last gen teammate in chase, 99'd the gen after they went down, popped the gen after they died (Crossmap on death hook, nothing I could do), Gen was by a door, i booked it away to the other door and got the left behind achievement while the killer was checking the area of the gen and looking for hatch.

    2. Had a killer going for 4 man slug chasing me with rest of team on ground, Lithe with quick and quiet with a double back i was able to lose the killer and get the whole team back up, still lost this one but instead of dying at 4 gens made it to endgame

    3. 3v1 2 teammates on hook close together, snuck in got the killer to chase a pebble ( I was injured and put the pebble in the COH boon area) and got both unhooks, managed to turn a 2 man escape on this one.

    I mean food for thought, those are all pretty healthy uses of the perk, definitely interesting situations, and some fun synergies.

  • @SuzuKR said:

    1. Shroud offerings
    2. Fog offerings
    3. Hook distance offerings
    4. Coin offerings or keep only the purples
    5. Luck offerings: Rework Luck in general
    6. BP offerings that don’t give 100% in at least a single category (Brown/Yellow with exception of Survivor Pudding/Escape Cake)
    7. Hatch offerings: Hatch location should not be known by either side till it spawns
    8. Map Offerings: Maps are too unbalanced, and so offerings should either be removed along with Green Ward, or map offerings should be reversed to reduce the chance of map RNG sending you there instead

    1. Shroud - 2/10 - not bad but backwards binding is better for killers, separation is better for survivors.

    2. Fog- 1/10 - Almost useless outside of maybe SWF - borderline for myers/ghostface

    3. Hooks- 8/10 - Build specific but not useless at all, I run sabo in 90% of my games, also good for the boil over/flip flop gamers.

    4. Coins- 6/10 - Good for chest challenges and good if you dont bring an item or killer has Franklin's, deent utility IMO.

    5. Luck- 1/10- Useless outside of swf.

    6. BP- 1/10 -Would have been 0/10 before the price reduction

    7. Hatch- 3/10- if hatch challenges didnt exist i would say your assesment is fair but this evens the field for those and since both can see it, its pretty fair.

    8. Maps- 5/10 - Build specific but sometimes required. Your change would help with some things like after being sent to the same map group several times, to get a change of scenery it works. But every now and then i like to play jumpscare Myers and if i got that on coldwind i would afk in the basememt because that build needs an indoor map. Sometimes i burn offerings cause i lke the map even if its a better map for the other side. Also going to dead dawg or the game when I have a break 50 pallets/walls challenge

    9. Basement- 2/10- You neglected this one but this shouldnt be a survivor offering at all and would happily get rid of it if the killer and survivors got an aura read on the basement hooks at start of match basekit.

  • @Count_Dooki said:

    https://forum.deadbydaylight.com/en/discussion/comment/3178086#Comment_3178086

    No longer depiping from a grade was a nice change that I am grateful for. However, just because a system was improved once doesn’t mean it can’t be improved even more. Criticism shouldn’t be discouraged.

    I don't know I think depipping still has a purpose. I know if I'm playing a killer game and let's say I'm 2 minutes in and I know that I'm against really good survivors who outclass me, alright I'm gonna lose So I'm just gonna afK in the corner so this game ends faster because I don't have to worry about de-pipping.

    At least now I have the incentive of continuing to play because I'm like OK I'm not gonna pip but I gotta make sure that I safety pip. And then sometimes I'm pleasantly surprised because I go from oh I'm not gonna pip to Kay I got a safety pip to Oh cool I ended up pipping

  • @Itachi_Uchiha said:

    This obviously needs to be removed i think if people dont wanna deal with killers being toxic or holding the game hostage they should have the freedom to disconnect. Same with technical difficulties with internet disconnection, or hackers, or etc. I feel like we pay the money to play the game, so we shouldn't have to wait if something is going wrong with the internet or toxic killers holding the game hostage an being obnoxious. I feel like it's perfectly reasonable if they don't want to play that match they shouldn't have to feel forced into doing so. It needs to be a final decision of course people are gonna cry over it but just do it save most of us the trouble.

    No

  • @RpTheHotrod said:

    https://forum.deadbydaylight.com/en/discussion/comment/3178497#Comment_3178497

    Amber plus the anal beads are quite a powerful combination. Even with the beads, you tend to blow through it fast, however.

    Lol, Typo?

  • @sizzlingmario4 said:

    This might be an unpopular opinion, but I think the real problem here (especially with the gen time increase) is that hook stages just aren’t long enough. If you really want to punish camping and weaken perks like deadlock when used for camping, make it take longer.

    Reassurance is just a bandaid fix. Nothing more.

    The problem with doing that is on the balance for non camping killers, you make the hook stages too long and non camping killers get punished.

    Lets say you bump from 60 to 80 seconds, killer leaves and chases a survivor, that leaves 2 survivors on gens who lets say are at 25% when the hook happens those survivors are gonna be completely comfortable finishing those gens and having time to go for the unhook, if you already lost a couple gens on your first chase, thats like game over.

    If the hook timer gets longer you will see a new knockout 4-man slug meta because hooks wont put pressure on survivors anymore.

  • @Knotty1985 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3176130#Comment_3176130

    What a judgemental assumption, in most cases the issue is allowing the others to escape and literally taking the chase for the team so they get out and I know I have the upper hand of being able to be hooked and escape it.

    Plus you can't always take one for the team, if they are unlucky

    I could agree with it as long as a gate is open, that would make sense. Because that particular situation does show a sense of teamwork.

    My problem with the basic concept is not wanting to reward an extra chance to those other deliverance players who stealth around the whole game leaving their team hung out to dry, never taking a chase, going for 1 supersafe unhook to get their deliverance activated and then going back to superstealth to make sure they get hatch.

    I will admit the other night, i saw this strat from both sides, and the worst offender was in a survivor match (It was also a Leon so that kinda triggered me a bit). Guy got 1 unhook early, no heal, and then disappeared. Everyone was on death hook except the guy on the hook in second stage (Running kindred for reference), just outside main building, Eerie of crows. Leon was working a corner gen outside main, i was running the killer at shack opposite corner of map, teammate was on gen in corner shack side. Unhook wide open just let him die. We all ended up getting killed with 1 gen left at about 75%, that match easily could have been a 3 or 4 man escape had Leon been willing to go for a safe unhook, and take a chase at some point in the match. Im not ashamed to say I have never been happier to watch someone get denied their deliverance than that match.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/3174161#Comment_3174161

    you still request a change that will only work if you pair it with a second perk, which will cause killers to stare at the hook and wait for it to happen and this is a waste of time for both sides in 99.99% of the time. and as you insinuated salty killer mains already: Im 90% survivor main and dislike a lot of changes like that.

    for example the reassurance nerf was necessary. I Loved it on PTB how it massively was able to counter camping, but having 2 reassurance in game allowing to keep you on hook forever is simply a design mistake which should not exist. same as mori spamming that allowed killers to prevent bleedout. hatch standoff was boring aF. I love when things like that are removed for game health and therefore I would appreciate when there is nothing brought into the game that basically will extend most games for no value

    https://forum.deadbydaylight.com/en/discussion/comment/3176130#Comment_3176130

    the killer always has the option to ignore you, that is not in your hand. some killers even down you to still go for the deadhook guy, especially if you grant the killer a free down to force a hook. having one down and one needing to go for heal while chasing your death hook prey makes 3 survivors off gens while you try to get to the 3v1

    True it doesnt always work especially once people are on deathhook because why wouldnt the killer go after the deathhook guy its the correct strat especially if you are behind. This is why you need to do it before people are on death hook, it can still be useful in turning a 3v1 around.

  • @drakolyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3177206#Comment_3177206

    If only one survivor can escape trough hatch, then only the last survivor should be killable. Also when its the only one left. Otherwise its not an the same.

    Ok i will play along with that logic.

    If that is the case then once the gates are open, since all survivors can escape, all survivors should be able to be moried regardless of number of times they have been hooked right?

  • My Highest are Demo at 6 and Kate at 5, no one else above 3, pre patch no one above 1.

  • @AshInTheTallGrass said:

    So for instance, if you're at level 47 and you claim 3 challenges you completed, you should level then up to 50?

    No it takes 10 shards to level up once and each challenge awards 3 or 5 shards

  • @drakolyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3176828#Comment_3176828

    Well they nerfed hatch so it only spawns at the last survivor alive. Also they added 5 seconds to open the hatch.

    Before you could actually make a 4 man escape with hatch.

    Well.. didnt they say that Mori's will be nerfed in return? Cause they were the "hatch" on the killer side?

    Instead nothing happened and now they want to make a free mori at the last survivor.

    Ummmnm... they dd nerf Mori you can only mori when the survivor is on death hook, how much more nerf can there be?

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