krazy_ivan
krazy_ivan
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- krazy_ivan
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Comments
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The problem is Legion has too much synergy with the rest of the roster, not just Oni. Nurse, Wesker, Blight all have map mobility and can just follow a Legion putting everyone in mend state and down and pick up. If you prevent Legion-Oni team-ups you will still have the same problem of Legion and any other killer. Even a competent trapper with well-placed traps can be problematic when you add Legion.
Legion is the problem, he needs to be removed from 2v8.
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I agree and the reveal mechanic is very inconsistent
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The problem here is not specific to the Oni-Legion synergy but rather the synergy legion has with the rest of the roster. Think how easy it is as Nurse or Blight or Wesker to just go around zooming downing and picking up after the legion puts mend on everyone. That's why I've been saying Legion needs to be removed from 2v8 because he synergizes too well with many other killers, not just oni.
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I disagree, aura reading working within the fog is balanced, fog should not give killers a debug, it's meant as a temporary escape aid not a debuff.
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@sam019271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3929817#Comment_3929817
So bro please make posts of it so dbd can notice it..
I got you fam, I made this post back on May 17, please upvote for visibility:
Ghostie's reveal mechanic should have been worked on before adding him to 2v8 โ BHVR
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Someone else suggested rebuilt pallets should be fragile pallets and I think this is a good idea and a good compromise
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The problem of Legion-Oni synergy rests more with Legion, think of how well Legion also pairs with Nurse, Blight, Huntress, etc. I'll even go farther and say a mediocre Legion player and an above-average killer main with a simple M1 killer like wraith or ghostie can absolutely dominate a match due to how absurdly well Legion's mend pressure synergizes with every other killer on the roster.
Don't nerf Oni, extract Legion from 2v8.
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I like the smoke grenade idea, but I would reduce duration to 2-3 seconds, even go as low as 1.5 seconds due to the possibility of 4-man SWFs spamming and abusing smoke grenades. Also they would need to be limited to 1 use per player per match, like firecrackers.
It seems they will be reworking maps and keys in future updates so future will tell if the changes are along what you recommend here.
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Agreed, there's already a survivor class that's there to buff gen speed, as well as a plethora of chests that give out green and purple toolboxes in every map to further buff gen speed, giving survivors an additional gen speed buff on top of that is unfair.
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The only thing I'll agree with is that the rewards for this quest are too low, however I think it's ok to have more challenging quests such as this one, a lot of the other quests are already so easy and basically the equivalent of getting credit for writing your name on the test sheet. The quests are also secondary and not required to complete, as is "throwing a match".
This quest is to be completed as both killer or survivor, if you find flashlight saves too challenging you can try grabbing a survivor as killer. I won't sit here and tell you it's super-easy but to say you'll need 8 hours a day to be able to complete this quest is going way overboard.
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Agreed, something needs to be done. I feel like server quality has gone down in the past few months, they need to find a better server provider or something.
Another problem is for the VPN users there needs to be stricter guidelines to prevent this, players the log from different IPs should be given warnings (and appeal process in the event they travel outside their region) and ultimately bans if they continue using VPNs and fail to prove travel.
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I would agree and add that each new chapter should have a tutorial for the new killer as well as the new perks and their mechanics, and a map walkthrough if applicable. Even a video tutorial would do wonders, right now they just throw the community at a new killer into a new map and the unfamiliarity quickly shows, especially in solo-q.
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I agree the reveal mechanic needs to be fixed, it's too inconsistent, ghostie needs a speed buff as well, he's just way too slow.
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I'd rather play against a Blight-Nurse combo every 2v8 match for the rest of my life than have to go against legion ever again, I'm so for removing them
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No, Nerf Pig.
jk she does need a buff ngl
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I would agree with this change but only if base regression was increased as you suggested and also only if anti-gen perks were to slightly be buffed, but only SLIGHTLY, previous anti-gen perk buffs have been overhanded which is why eventually they had to implement overhanded nerfs to these perks in the end.
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sorry for some reason I ended up clicking on "post" after only having typed "it", idk how I managed to do that ๐
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I disagree that it was too much, in practice it is easy to counter by simply stopping regression on the highlighted gen, the perk goes out of its way to show the survivors how to counter it. What I have seen is teams that don't develop map/gen placement IQ will refuse to stop regression of critical gens, this usually means that ToT or not that team is very likely going to 3-gen and lose the match.
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I agree that procing a regression event should count as 1 regression event
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I won't downvote because you make some valid points, however where I disagree is with the "fair" part, in reality map offerings are disproportionately used to stack the odds in the favor of the player using the offering, thereby removing the fairness out of the match.
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Absolutely this has been the worst event for killers by far. It would be ok with just the fact that killers don't have any event interactions (event hooks and kicking event gens don't count they're just the same mechanic as vanilla) but how does an even nerf certain killers in particular and not others? idk how that made it to live.
I have found blood stations or whatever they're called just a few steps away from a gen, survivors have no problem finishing event gens in just a few second if they double or triple up and dump all they blood into one, the gen is done lickety split. And of course, do gen perks have any effect on event gens? of course they don't because why would they?
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@brewingtea said:
survivors don't pay attention to gen placement
I'll be sure to find all 7 gens before starting any of them and then gesture that info to my teammates
All you need to do is identify a potential 3-gen situation and this can be done without much effort on the fly, often as you're leading the killer around in chases. No one is asking you to personally triangulate the location of every single gen in the map and have a huddle type meeting with your team before you even touch a single gen.
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@OrangeBear said:
Rituals are being reworked in the next update, it's possible character specific daily quests are not a thing anymore
fro mwatching the stream what I got was the major change to rituals would be that they're not called rituals anymore but I don't recall that they wouldn't be character specific anymore but you might be right. In any case clicking on whatever the ritual would be called in the future could still function as a multifunction button and send you to the last played character and start looking for a match in order to save players time.
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this is good to know, thanks for sharing!
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@MarbleThrone said:
As part of the ongoing QoL updates, ragequitting on hooks will incur you a DC penalty and the loss of a full grade at some point.
That update is not in the game right now, however.I hope they implement this sooner than later, since the ghoul was released the number of go-next gamers has increased dramatically, the "abandon" feature doesn't seem to be enough incentive for them to not immediately quit
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there are many factors that could be affecting you, how long have you been playing? Maps and tile arrangement has changed over the years so maybe you're used to maps being laid out a certain way but new map layouts may be hampering your "sense" of what loops to chain. The new killers have added new interactions and it's natural that trying to remember how to counter all the killers can become overwhelming, and for some killers that are rare to see it can be difficult to remember counters if you're not playing against them constantly.
If you feel yourself not getting better in spite of constantly taking chase to get the practice, maybe watch content creators that teach looping techniques specific to each map and watch how they loop, or record your gameplay and watch it back, at the very least you might be able to identify something you're doing wrong during a chase.
I don't necessarily believe that perks can be "crutch" per se (unless you ONLY use meta perks and don't bother learning different ones), but perks have also changed in the past few years and the ones you use may have different effects that what you remember. For me something that helped me was going for the 3-perk and 2-perk only achievements, they were hard but they helped me get better and maybe you can use that as a personal challenge.
Age does play a role, lately I find myself missing a lot more skillchecks and I can feel my reaction time is not quite there, when this happens I stop blowing up gens and go take chase or go rescue/heal teammates, I try to make myself useful in other ways and taking chase has only helped me get better at looping.
TLDR; go in customs and familiarize yourself with the new map layouts, maybe play killer to learn how to counter killers, watch content creators that put out videos on effective loops and loop chains and not just in general but for each actual map, and take another look at your build and make sure the perk effects are beneficial to your game style, and don't over rely on meta perks.
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I disagree that the devs are treating survivors like "cannon fodder" I think that is a gross exaggeration. Killers and killer perks have received many major nerfs recently such as removal of hook grabs, the nerf to the gen-kick meta and gen regression aka nerfs to eruption/overcharge/CoB/Pain Res, removal of infinite gen kicks, removal of face camping, nerfs to Sloppy/Mangled, and the infamous STBFL nerf which mainly affects already weak M1 killers disproportionately.
I agree that in particular the solo-q experience seems to have gotten more disappointing but a lot of it can be chalked off to other things like survivors giving up on first hook/throwing tantrums/sandbagging or just map or game inexperience and exacerbating 3-gen situations, exclusively blaming the devs for making the game killer-sided is disingenuous.
I also would agree that the game has become more killer-sided especially when compared to the first few years of the game when the game was extremely survivor sided with infinite loops, OG DH/DS/MoM, insta-blinds, etc. The Devs are attempting to balance a game that is inherently imbalanced (since its an asymm) and the recent changes are forcing survivor mains to get into SWFs, which means solo-q has not received a lot of attention other than the addition of the hud updates.
I get that it's frustrating to have to see your particular playstyle be nerfed forcing you to learn a new playstyle but to say survivors need buffs without going into any type of specifics while making out to be the victim is not helpful in the least and adds nothing new to the discussion.
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Agreed, this map and particularly the preschool building is a well-known exploit used by bully squads, and needs to be fixed asap, I agree adding a hook where the basement stairs would be would be a start, although after the hook is consumed the other 3 survivors would presumably continue to exploit the building so I think shortening the length of the building would also be in order.
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I agree with part of what you are saying, mainly Background Player is too strong since it can (and often is) used for both flashlight save AND sabo, letting players save and sabo and still have speedy escapes away from the hook with almost no risk. Also the flashlight/flashbang window should be a tiny bit more strict and the flashlight save angle should be narrower, if for ex. you can't see a survivor in your field of view they should not be able to get a blind from extreme angles.
I don't agree that flashbangs are uncounterable since you can sometimes look up and/or away to avoid the blind, you should make it a habit to look up/away when going around corners in chases or when carrying survivors to a hook, same if a survivor is crouching waiting to take a hit, usually a dead giveaway they are about to drop a flashbang while youre in cooldown. Flashbangs need a louder drop sound and a similar fuse sound to firecrackers along with a flashing light or a spark on the flashbang or firecracker when its about to go off.
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As others have said it's a bit too early to judge, however my first impressions are that it's a bit too big, the gens are far apart and when the gates spawn across the map they are way too far away from each other. The long loop that has two pallets is too safe, it would have been better to have a standard long safe loop with one pallet.
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@JPLongstreet said:
I wonder if the Hag traps snapping the camera around kinda like the hook animation & lock has the same effect you describe?
I don't encounter the hag that often and the few times I have I haven't noticed any major motion sickness, maybe because the camera snapback is not as severe? that is a good question though
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I agree, it's time for de-pipping to go away. grades have no bearing on MMR and it's an unnecessary punishment which disproportionately punishes solo-q survivors and newer player. More than ever now we need the extra BP reward we get at grade reset due to the sheer number of characters and growing number of items in the Bloodweb which is itself designed to be punishing and a huge BP drain, making it more difficult to prestige new characters as more and more are introduced and more perks and map offering are added to the game and therefore the bloodweb.
To those that keep saying "stop complaining about pips just shut up and play the game" this is a suggestion forum, let people posts suggestions, if you don't agree move on, coming here just to say "you're wrong because I disagree" is not doing anything for you or the community.
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Because tunneling can be so effective for killers it's important that survivors learn how to play around it by using anti-tunnel perks and taking hits and aggro from the killer for other players, too many survivors don't bother to use situational awareness, they need to be proactive and think about who is the next person on the team who needs to take hits or take a hook state so the gens get done, otherwise they need to learn to try to deny the killer hooks. Hoping the devs completely rework the game to take tunneling out of the game is not going to happen.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/407321/survivors-need-to-improve-and-get-better
Too many survivors complain that the game is unfair but they don't work to improve their game
The idea that these complaints come from the same people that barely know the game is flat wrong. As a quick reminder, the lowest escape rate is actually at the highest MMR. The game is the most killer-sided at the higher MMR ranges. These complaints aren't coming from bad survivors that sit in a corner and do nothing all game.
Main issue I see with survivors is they are not proactive with gens. They consistently go for easy far-off gens and 3-gen the team. Survivors have got to start learning the maps and being proactive about identifying and pressuring 3-gen locations early in the match, or in the event that there is a 3-gen, proactively identifying and helping the team to pressure different gens and force the killer to have to patrol all 3 gens. There are perks available to help out with this so "I don't know where the gens are" is not an excuse. Running around doing gens blindly is not doing you or the team any favors and in most cases you are handing the game over to the killer.
I don't know why you are bringing this up. No one complained about survivors creating their own 3-gens, except for killers. The 3-gen complaints had nothing to do with survivors 3-genning themselves, but with certain killers (Specifically Knight and Skull Merchant) permanently locking down the three gens closest to one another from the start in order to force a 3-gen. The wrong killer design, as proven by several showcases, can blast this issue into the stratosphere to the point where the most favoured tactic for Skull Merchant was getting the match to time out.
This is not okay. This is extremely obviously not okay. But it also has nothing to do with what you are talking about.
This brings up the second issue: Many survivors don't pressure 3-gen locations because they want to hide and are afraid to loop a killer. Survivors have to learn that each player in the team has to take their turn wasting the killer's time, and in addition survivors need to be taking hook states during the game, everyone needs to do this. No one is expecting you to take the killer for a 5-gen chase or 360-tech like a looping god but be proactive and learn to use tiles to your advantage, there are myriad youtube tutorials on the types of tiles and how to use them effectively as well as aura reading perks and items to help you see the killer while looping and evading. Time wasting perks like head-on, blast mine and others are also at your disposal.
Again, this is not being complained about, except by killers. This is argumentation killers bring up to try and get Distortion nerfed, not survivors.
Third, Too many survivors complain about being tunneled out too often, but aside from learning to use tiles better and improving your map sense and knowledge, are you also running any anti-tunnel perks? do you also take protection hits for your teammates or do you use perks or items to deny the killer hooks when they are being tunneled or do you hide in a corner?
Band-aid perks are never the solution to overarching problems with gameplay design, and they take away from depth of gameplay by crippling non-meta builds. Survivors shouldn't have to equip band-aid perks and sacrifice their loadout variety in order to resolve an issue that should naturally not exist. Additionally, while taking protection hits for your teammates may improve the tunnelled player's experience somewhat, it's also much more likely to give the killer the win by rewarding them with free pressure and slowdown.
Yes, it's true that hook denial is a way to slow down a tunnel, but that firstly requires a ton of coordination which makes for a deeply unfair effort balance between the survivors and killer (Which may be why high MMR 4-man squads have the highest escape rate, though still not hitting 50%), but secondly, this also encourages what is honestly the worst gameplay experience for killer. Often referred to as 'bully squads'.
Survivor complaints, by and large, have also not been about balance as much as they have been about quality of gameplay. You can improve as much as you want, getting tunnelled still means that you'll be kicked out of the match with roughly 8K points and a depip because you only got one fragment of survivor gameplay. And the rest of your teammates got to experience the joy of M1 and nothing else. Camping is much the same. Bleedout slugging is much the same.
The biggest thing survivors are asking for, is for the game to focus more on breadth of gameplay instead of constantly being flattened to a 1v1 with three spectators.
If survivors were truly concerned with the game's balance, we'd have seen far, far more clamouring for survivor buffs/killer nerfs with the release of the latest stats that just flatly prove that the game is killer-sided at the moment. But by and large, the survivors didn't care about the balance.
They just want the gameplay to be addressed.
So I don't see what the point of this thread is, other than to gaslight people into thinking that any survivor complaint must come from lead-ELO, sub-10 hour Blendettes.
The point is simple, too many players will blame anything else except themselves for their bad performance, or will say they're being "gaslit" by being shown why they need to improve, saying this only proves my point.
At high MMR ranges there are many other problems, main of which is survivors leaning too heavily on bully tactics, sabo-reliant builds and flashlight saves because high-time survivors find doing gens "boring" and want to aggravate the killer instead, many times to the detriment of the team, hence why escape rate is paradoxically low at high MMRs. My post does not focus on these tactics but rather on the mid-range MMR players who, as I highlighted on my post, refuse to use perks necessary to fill in the gaps of their gameplay or take a few minutes to watch tutorials on looping, finding gens, etc. Everything I pointed out cuts right to the chase of how mid-range survivors are letting their team and themselves down.
The 3-gen problem, lack of team coordination, and tunneling are issues that have received solutions, and while they're not perfect, they go a long way to mitigate the problems. But if a survivor refuses to use other tools to leverage in-game aids and instead continues to make excuses, they will find themselves 3-genned and tunneled over and over again. Saying that 3-gen is a knight and skull merchant exclusive problem, Perk use is only a band-aid, Being tunneled out is not a team but a killer problem, and legitimate critiques of survivors gaslights them into thinking they are 10-hour blendettes is being disingenuous.
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@xEa said:
Basically everything you said can be translated to killer aswell. The only difference is that killer have 60% killrate ballanced by BHVR while survivor have to take the harder route.
I agree that most players (like in any game) are not using high potential of what they could, but for what do we have an MMR system? Weaker players should play against weaker players, and stronger with stronger.
It is more constructive to critzise MMR not working well instead of just saying "Git good noob".
Irrelevant thread, sorry.
I disagree, it's constructive to criticize the team players who need improvement, not the game they chose to play. This is my whole point, gamers who refuse to improve but will instead blame game mechanics, mmr etc. At no point did I point my finger at so called noobs but instead players that should know better and need to be better.
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I agree, this is painful as both killer and survivor to see this. People throw tantrums for the wildest reasons, they don't get their map offering, their killer of choice, or they weren't able to bully the killer within the first 10 seconds of the match. Worse yet is instead of allowing the team to continue with a bot they will go up to the killer and ask to be hooked and kill themselves on hook. When this fails they will run around the map throwing every pallet, blowing up every gen and using every special item to make it unusable or out of reach to the other survivors.
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That's your cue to not run blindly into areas with high grass, around corners, going up any stairs, and well-known high-traffic areas. When you're playing trapper you have to be paranoid and look at the floor, run on bare ground and be extra careful when vaulting, always assume there will be a trap on the other side unless you have already verified there isn't or if it's unarmed. Once the team has identified the trap locations and disarmed them trapper becomes extremely weak and essentially an M1 only killer.
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If the team can still win then I will save the bot, the bots do gens and go for saves pretty well all things considered (better than some solo q players sometimes). If it's only me and the bot left then I let the bot die or help the killer kill the bot.
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As with the other swamp maps the problems are hatch placement, the darkness and the amount/color/height of clutter and props.
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This map is a well-known exploit for bully/sabo squads who bring boil over/flip flop and camp the preschool knowing they will never get hooked, and will hold the game hostage and grief the killer. This map goes beyond favoring survivors, it is a bully squad's haven.
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I'd say hatch placement is the worst thing about this map, followed closely by the amount of clutter and height of props in the map
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It's a shame that for a game that has been around for years many survivors still have not developed game sense and map awareness, and I don't mean new players but I've seen many players with thousands of hours do some boneheaded things in matches. Aside from this many also kill themselves on hook when things don't go their way during a match. If survivors took the time to learn the game, the maps, and had a little more patience then matches would be much more enjoyable, even if you die you can still lead to your team escaping and still come out with a pip.
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@mugi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664158#Comment_3664158
I challenged the 4% probability about 100 times last month. Unfortunately, I failed many skill checks. However, I still went to the foggy woods today. We always have the right to challenge the slightest possibility. And even if the skill checks didn't go well, that is not a sin.
I agree, we all have the right to go for the 4% and hope for the best, and we all miss skill checks. However to say "I went for the 4% and immediately failed 2 simple skill checks in a row by mistake" is being disingenuous, this is giving up on hook simple as that.
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I think you bring up issues that should all have different solutions and 5 free DCs is not going to be a fix-all solution to all of them, you would still have people giving up on hook because they hate the killer and many people do this to troll the team or throw a tantrum and not only to dodge DC penalties.
Being tunneled is frustrating but there are perks to help mitigate tunneling and practice looping in tiles will help survivors punish killers who waste time tunneling. 3-gen problem is three-fold: bad gen spawn/gen map placement and survivors lack of awareness on not 3-genning themselves, for ex. if killer tries to actively hold a 3-gen a lot of survivors don't have the patience to try to break it and just go do other gens, instigating the 3-gen problem themselves. The solution is survivors need to be more aware of gen location and be more proactive about breaking 3-gens instead of lazily going to do a far of gen because it's more convenient.
Slugging needs to have a look at by the devs, maybe activating a basekit form of unbreakable only if all survivors are slugged and only if they're close to bleeding out, and limit to only 1 of the survivors. This can also be problematic so maybe it's not the answer but I also think giving people 5 free DCs just to help this issue will not help the other ones I mentioned above.
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I've brought this issue up on other platforms and many will answer "idc I'm not eating a dc penalty if I hate the killer" or other similar nonsense. I agree that giving up on hook should also carry a time-out penalty. I normally report this under rage-quitting but I'm not sure if these types of reports get any attention.
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I agree, with the removal of incapacitation and the new nerf to gen-kicking and 3-genning I think removing the cooldown would be healthy for the perk and bring it more in line with other gen regression perks.
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They just say or do anything to get under your skin, they say "you should bring pain res, grim, etc" but when you bring them they say "cringe, gen regression killer gg ez", best to just turn off chat window and click on next. However I agree that bully type survivors are a problem and only want to play for their "fun" and to frustrate the killer and they don't care about the objectives and in many cases even their team, and it only perpetuates the cycle of "us vs them" toxicity.