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nars
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/384187/endgame-is-broken
I get that endgame being survivor sided is a reward for finishing the gensOkay, good start here, once the survivors have the gens done and the escape phase is underway the game does radically swing in their advantage, which is what should happen.
they only even finished the gens because I actively chose to play fairly and not tunnel.If the survivors are that good, go ahead and tunnel if you think it will make it easier.
If you want to play an extreme not going to tunnel game, good for you, but that's not what it's designed for. Unless they change that radically they aren't going to redesign the end game.
If you are playing fair on all but 2 killers in the whole roster, survivors equal to you in skill are making it to endgame with at least 3 alive.Kind of sounds like MMR is working for you. You stipulate survivors equal to you in skill, getting three alive to endgame should be a common occurrence especially, as you said, if you're not tunneling.
Are you saying you never have games that you 4k on?
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I'm not a fan of the end game in DbD for either survivor or killer victories, but its meant to end the game, not be a new stage (I think EGC should start when the last gen is popped for example). Getting 1 more kill after the gens pop is far from impossible. Sure, if you can only hook them near the gates, they are probably getting free (as they should), but there are lots of other possibilities.
If they are on death hook, they're out.
If you are able to get them away from the gates, it becomes much riskier.
The survivors usually won't know for sure if you have an end game perk or not, so their actions can be risky.
Most killers have some chance of making the attempt to rescue the hooked survivor a risky play.
I do 4k in some of my games but it typically just feels like a coin flip. With the way dbd works a 2k can just equal a 4k if you decide to be evil, but if you arent the gens might pop and then its near impossible to get the 4k.
but on the part about endgame just being like the credits of a match, i hadnt thought of it like that. Thats actually a good way to look at it, games over we're just going through the motions. maybe something interesting will happen but probably not. thanks
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lmao he really thought it couldnt be done and you just pull up with an otz video
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@Chilli_man2400 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488488#Comment_3488488
Dude nurse is still the strongest killer in the game her nerf was to make her more fair with how attacks work. Spirits MDR is still strong just not oppressive.
I absolutely agree but the removal of startstruck nurse absolutely counts as a buff to me.
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@Yoshirama said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488488#Comment_3488488
So things that should be since the start and changes that only affect facecampers
What buffs?
You cant just go "well they should have been in the game already so they arent buffs" when they are, by definition, buffs.
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I disagree. Corrupt is still very strong. Early game is the hardest time for killer since you have 0 pressure. So it makes getting that pressure significantly easier, then once it does its job is over. I use it on wesker mostly. The difference between post and pre nerf corrupt is that it no longer lets you snowball snow hard at 5 gens that the games just over.
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488513#Comment_3488513
It hides the red stain, jenners also brings you back to where you were which is a big deal. You seem like one of those ppl who can't accept losing the game as killer but you didn't see me talking abt it.......
And for the second part, there's no survivor perks that can be considered crutches if the standard for a killer perk crutch is only if it "automatically downs them for you"
You know what thats fair I hadnt thought of that. Whenever I think undetectable I just think TR, the red stain could actually prove devastating to certain mindgames. especially on a mindgame based killer.
Fair enough, though I wouldnt describe corrupt as a crutch perk. Its something to help with the early game, the hardest time for killer since you have no pressure. And once it gives that pressure you need it deactivates which seems fair enough to me. Besides there are few actually earned perks in DBD. Sure a lithe or SB can be used in incredibly skillful ways but they arent earned unless you are actively conserving/managing them. I'd actually say pain res and adrenaline are the best designed perks in the game. Both reward being skilled and one discourages tunneling.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488500#Comment_3488500
outta curiosity, how is corrupt even remotely considered dead?
nah corrupt is still one of the best perks in the game. The power it provides, even if just for one down, is absolutely still worth it.
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488503#Comment_3488503
And idk what to tell someone like you who simply, doesn't understand nurse at a high level very well.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488506#Comment_3488506
What is this logic XDDD yeah dude, there's surv perks that literally power the gens and open the exit gates for you, lmao lmao lmao
1 i have no clue what you even mean. How is undetectable useful in chase? Its just not. Jenners refills one blink sure but 1 blink can be mindgamed. you seem like one of those people who thinks nurse is this uncounterable demon that must be deleted.
also what? the second part just makes 0 sense.
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488495#Comment_3488495
You need to do what for corrupt to get value? Also no they're not, 3 blink, lunge distance, jenners, etc. I've also heard scary things about how the undetectable addon impacts chase
just remembered what jenners does lmao. its alright... it only gives one blink though so its easily mindgameable. i
sidenote for corrupt you need to win chase...? it just corrals survivors to you, it doesnt automatically down them for you.
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488495#Comment_3488495
You need to do what for corrupt to get value? Also no they're not, 3 blink, lunge distance, jenners, etc. I've also heard scary things about how the undetectable addon impacts chase
3 blink should be reworked to be fair. but the cooldown increase isnt worth it if you are a good nurse. it extends lunge by like 0.1s. jenners is so useless I forgot what it does. campbells is the only addon you can argue to be broken. also if undectable is really an issue for someone facing nurse idk what to tell them.
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@ReikoMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488378#Comment_3488378
You say that because you didn't have go through the pain of playing that version of the game.
DBD pre-engine update was indeed atmospheric and spooky to look at, but it also was overly taxing on pc resources. It was also just flat out bad to play in as well because things like letting players control already sorta too dense fog and map wide lighting meant that most matches were spent trying to chase people around in fog that would stun an Englishman with basically not enough light to see what you were doing.
The animations that are very expressive and smooth looking are actually "new" animations made for the game. Now from what I understand survivors at the time didn't like them because they apparently made it harder to run loops in a super tight manner and it removed the ability to dumb things like moonwalk and spins. So if you really want the old animations of old DBD then you're in luck cause that is what we have now more or less.
The old versions of maps were horribly balanced for both sides and I'm glad their gone and in some cases twice removed. I get having nostalgia for an older period of the game, but in hindsight it kinda just sucked. There are many things about old DBD that made the experience far worse than what it is now.
all i said was I like the visuals😭
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fair enough with deadlock, but corrupt? you at least need to do something for corrupt to get value. deadlock just makes the game slower for free. also nurses addons are fine now, most are useless. except maybe campbells....
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@jayz666 said:
What do you mean the survivor buffs ? You mean the Brand new part nerf the prove thyself nerf oh yeah the healing and medkit nerf COH being absolutely gutted so it’s only useful in a coms with a swf dead hard being activated after being unhooked the only good thing a survivor has got this year has been made for this lol and every killer main on the face of the earth has started a witch hunt for that perk we don’t need secondary objectives
SoloQ hud update.
Basekit BT.
The obliteration of gen regression.
Spirit addon nerfs.
Nurse addon nerfs + basic attack change.
Soon to be basekit deliverance anti camp.
But no, our precious BNPs and med kits! two things that completely broke the game, finally being... balanced? survivor needs buffs.
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488422#Comment_3488422
Hatch exists to prevent hostage situations. No hatch, one survivor left, killer could hold them hostage. I don't really care about hatch, but the odds of actually getting that 4% are so low that it doesn't really matter. As for bodyblocks, that's what you have STBFL for.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488436#Comment_3488436
If all your chases took less than 20 seconds start to finish, and it took you a maximum of 30 seconds between chases, there is really no way the survivors should've got all the gens done unless they had toolboxes. Gen speed isn't faster than the killer can do their objective. The game is designed in such a way that you aren't meant to 4k every game.
One survivor working on a gen takes 90 seconfs to complete. Two survivors working on a gen brings it down to around 52 seconds. Three brings it down to 45 seconds. If you have an average chase time of 20 seconds, start to finish, 7 seconds to hook a survivor, that's 27 seconds spent which leaves you with 25 seconds to locate survivors.
So, either your story is cap or you left out important details like whether or not the survivors had toolboxes and perks to make gens go faster.
Killer couldnt hold survivor hostage if hatch was gone. If they choose not to down them they do gens. if they do down them they bleed. Not to say either situations are any fun, but they arent hostage situations.
Expecting chases to finish in 20s is ludicrous. BHVR themselves have said they balance for 48s long chases. If chases were 20s long then gen regression wouldnt be necessary.
If survivors split up on gens when you have no pressure, one chase can finish a whole 5th of their objective progress wise. 20 chases dont exists without alch ring blight. Hell, injuring someone gives 20s worth of distance to begin with.
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488460#Comment_3488460
1 I'm referring to them in camping situations not in general, hopefully you realize that, because they indeed have no counterplay in camping situations
2 High mmr doesn't exist, and I didn't say that, I just said bad killers make it to endgame which is true. So instead of requesting endgame to be even easier for killer, how about asking for good players to be rewarded and not forced into making it to endgame?
3 Basekit bt doesnt help stop a trade at all and the anti camp feature will be disabled in endgame, so theres still gonna be nothing stopping a killer from guaranteeing a 1k in endgame with that
"high mmr isnt real" what
once again camping doesnt guarantee a 1k at all. Only if you already have two kills. 2 survivors can easily coordinate a safe save, its not even hard. plus if you have a 2k you already win so
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😭
in that context i think i was talking about bloodlust though...
which I do feel is far different from endgame.
going against a bloodlust gamer is an easy win
going against 4 adrenalines/mft hope is saddening
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nah its fine as is. 4 is plenty already, that opens for for like 1500 combinations.
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@SantaKlawz1 said:
People are just never happy. The other side has always got to be nerfed to oblivion.
i dont remember saying anything like that. All I said is that endgame is too easy for survivors. the game breaks down after the last gen. everything that its built around is meaningless. Pressure is useless, unhooks are safe because gates are easy to reach. all killer can do is get a very quick down and hope they get a grab. something being removed next update. fact is endgame is just a loss if you dont bring NWO.
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488437#Comment_3488437
1 So what? You want bubba billy trickster etc to stay C tier? I'd think not 2 I agree with hatch being dumb but the killer hardly deserves the chance they get with those perks being deactivated in endgame, just makes camping for a 1k even easier 3 A bad killer will make it to endgame and still get a 1k because camping is also something a bad killer will do
1 what does this even mean? you said you can easily play them and 1k because they have 0 counterplay which is just wrong. and now because I point out that you are wrong you are saying that I want them to stay c tier? thats not a rebuttal thats a strawman.
2 ds would be a free escape. OTR would be a free escape. i dont really get how you can want MORE lose lose scenarios in the game.
3 reasonable, except a bad killer wont have any kills before endgame. making that unhook extremely easy, making that escape extremely easy as well. a few protection hits and a 99 guarantees they make it.
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485558#Comment_3485558
You realize even with that most of those aren't even much good right..?
Corrupt is really only useful for setup killers, deadlock is OK I guess, pain resonance is limited, DMS only really works with pain res.. People are using pop again?
Honestly I see those have much less of an impact than a rancor + game afoot build, have no clue why that hasn't caught on when is really strong when done right
Corrupt is good for all killers. It makes getting early game pressure significantly easier. The survivors get minimal gen progress while you end up with a hook and a half before a single gen pops. Compare that to most matches where one wrong move early game equals a double pop.
deadlock is the best slowdown in the game. Smart survivors split up on gens, spreading progress efficiently. Deadlock makes that so much harder.
pr+dms still busted lmao one hook = 50s slowdown
yeah after it went from 20 to 30 people started using it. it calculates the instant 2.5% first, any gen at like 50% will get you a clean 20% regression. throw that one with PR and its really strong.
none of those are better than anything from pre 6.7.0 though.
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488428#Comment_3488428
1 Yeah you can, play bubba or trickster or billy or someone else and there's zero counterplay for the survs and you get a 1k effortlessly 2 I didn't say that, I said bad killers make it to endgame, which is just true, and they shouldn't be rewarded
1 okay what. bubba billy and trickster all have counterplay. there is a reason they are all c tier. if I want a guaranteed 1k I'll play nurse or blight. 2 bad survivors make it to hatch. being a coward will get your teammates killed but at least you have a chance at hatch. its to the point where if theres two survivors left at like 3 gens, the most opimal play is to LET ONE DIE and take hatch. because hatch lets you escape for free while doing gens requires effort. If survivors get a clutch mechanic why cant the killer? You say killers dont need more just because anti tunnel perks deactivate in endgame. Why do you even think they do that? so the killer can have any semblance of a chance.
3 a bad killer will make it to endgame but their only getting kills with noed. even the worst survivor in the game can get hatch or 4%.
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@Sharby said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488375#Comment_3488375
I mean why should anyone have to play vs a high-latency killer? Its not fun at all.
Don't get me wrong, high-latency survivors also can ruin the game for the killer, but at least one laggy survivor doesn't raise the latency of every player in the trial. And the killer can dodge red-bars as much as they want.
As far as I know ping doesnt get raised based on the killer. That would require the killer to be hosting the game, which stopped being the case years ago when dedicated servers were implemented.
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/384187/endgame-is-too-broken-for-survivor
Sounds like you should be asking for "playing fairly" to be more rewarding instead of losing all the gens, because you know who else loses all the gens? Crap players. Killers already got otr, ds, and anti camp disabled in endgame, they don't deserve more, they deserve less if anything since many killers can just camp for a free 1k, but they do deserve more before endgame
no you cant just camp for a free 1k. thats only if theres 2 survivors alive which you've already won at that point. any other time any hook you get is pointless thanks to basekit bt and 0 risk protection hits. Dont even try "the gens got done so you are a bad killer". The average killrate (last we saw) was 61%. That means 2 survivors escape on average. That means that the gens get done on average. Are you trying to say that on average, killers are just bad players? Thats just wrong. And those stats were from the gen kick meta, a meta notorious for making games unwinnable for survivors.
hmm... remove nearly all regression=gens go faster. who woulda thunk it.
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@Kaitsja said:
You aren't being punished for playing fair and not tunneling. You were outplayed. That's all there is to it.
Sure MFT + Hope is broken, but Hope by itself would've had them escape anyway. Your problem is that once survivors finish those gens, your chances of winning decrease drastically and rightfully so. You, as the killer, failed to prevent the survivors from completing their objective.
What, exactly, do you think Killer should get once all the gens are done since you're clearly upset about hatch and that 4% self-unhook chance? Free hook states? 5% Haste?
Here's the thing about not tunneling: It isn't a free pass to do whatever they want. It's a chance for them to get well away from the hook. If they jump on a gen, try to blind you, bodyblock, or do anything aside from healing, then they're fair game.
I get that and all but then by that logic hatch and 4%s should be removed. They failed to stop the killer from downing them all/killing everyone else, so their chances of winning should decrease drastically. with 4%s thats mostly true, in most cases people will end up shredding themselves. But then again why should there be a 1/25 chance they clutch up? Or, if the killer got 3 kills, why should there be a way for the last survivor to escape instantly?
because its not over til its over. I think it'd be nice if basekit BT had its duration decreased to 5 or 6s in endgame, so you at least have a chance to down them after an unhook. Or maybe all survivors lose collision so they cant take protection hits. That sounds kinda drastic and all, but protection hits are balanced around the risk and tradeoff. If theres neither then why should they still be allowed? or maybe the exit gates take 30s to open and regress to 25/30 if left unopened. At least that way they'd need to deal with EGC, a largely redundant mechanic that really only stops hostage situations. im just spitballing here.
Its just dumb how easy endgame is for survivor. If you want, you can just open the gate and leave whenever you want. Its that simple. And unless you are playing a mobile chase killer, you arent catching someone before they reach the gates if they started healthy. Which they absolutely will since adrenaline is the second most used survivor perk.
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@sizzlingmario4 said:
Of all the things you just listed, MFT + Hope is the only one that’s actually a problem.
ah yes because dealing with 3 protection hits with 0 risk involved has innumerable counters and in no way is a free escape
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i started playing august 2021. Seeing old clips of dbd, I wish they'd kept old visuals and stuff. green autohaven especially.
However I disagree about perk balance. Certain perks actually need major changes, like dead hard which you mentioned. Simply clicking a button to instantly gain distance isnt fair. and neither is tanking a down with the same method infinitely.
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@Sharby said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488364#Comment_3488364
I gave an alternative that doesn't prevent anyone from playing.
i guess seeing ping might be ok. The lobby dodging would be crazy though.
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@Sharby said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488354#Comment_3488354
Well yeah actually, this is definitely not just a me thing nor is it just a "it works so deal with it" moment.
The game was not made to be played at 150+ ms, and falls apart really badly.
Its especially unfair for the survivors who get their ping raised despite having good connections.
I dont know how else to say this- you cant just lock a continent out of the game.
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@Sharby said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488347#Comment_3488347
BHVR's inability/unwillingness to put a server in the SA region isn't my problem, and while I empathize with those players, nobody has fun getting artificially high ping that renders most of the game unplayable and thus they shouldn't be allowed to play.
Alternatively they should also let the survivors see the latency of the killer before the match starts so I can dodge if the killer is permanently red knife'd.
"i dont like playing against high ping killers therefor all of south america should be incapable of playing dbd"
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RIP south america players I guess.
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increase chainsaw speed+yellow chili basekit done
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488313#Comment_3488313
When did I complain about stealth itself? You can have stealth without commiting to hit and run every opportunity you get. Getting an easy initial injure on someone will make the following chase with them much quicker
stealth is inherently about ambushing them, which will always be their biggest strength. That is to say hit and run will always be their best strategy unless we just turn them into another chase killer.
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bloodlust doesnt need any changes. It exists as a patch to bad loop and map design for m1 killers to actually have a chance.
besides if their getting bloodlust 2-3 consistently they are overcommitting way too much and are gonna lose that game.
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488290#Comment_3488290
I know only stealth killers can reliably play hit and run, that doesn't change the problem. Infact that's basically the entire problem because it's not like anyone else besides legion is really doing hnr anyways. Having to use a perk to counter something is literally never a good argument. And it's just not as simple as "Just dont get snuck up on, be more aware." You can't see the killer from behind walls, it's that simple, you can't just be more aware and all of a sudden see the killer when they're behind a rock or whatnot
then still killers are functioning as intended. They are meant to be stealthy, hows that a problem? Hit and run really isnt an issue.
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@darksouls3600 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488272#Comment_3488272
Yeah, is in this way that my matches are going, I don't know how to play the S tier killers and plus I play on console, so is pretty difficult to have the insane flicks and sensitive to use some killers, is at least usable but, really difficult
if you want a strong killer to play on console I'd say go with plague or wesker. Wesker can turn his cam mid dash so flicks arent a necessity and plague is plague.
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488266#Comment_3488266
https://us.v-cdn.net/6030815/uploads/F58F6RPNJ66H/image.png
https://us.v-cdn.net/6030815/uploads/WJJG3LSYHOU8/image.png
Hit and run does not encourage chase, it is the exact opposite. Sneaking up on an injured survivor and getting an easy down is not chase
thats why the terror radius exists. Only stealth killers can reliably play hit and run, and even then theres SB. Just dont get snuck up on, be more aware.
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It was horrible.
The hatch would spawn in BEFORE there was just one survivor. You could still use a key to open it... making a game at 3 gens = a 4 out.
And for most of dbd the killer couldnt close the hatch. But... they could grab people off of it. Meaning if the killer found it first, if they wanted to win they needed to just stand there and wait for the survivor to go through. But obviously that survivor wouldnt just jump in knowing they'd lose...
which led to hatch standoffs. A situation where both sides are too stubborn to let the other win, choosing instead to just wait there for minutes and minutes until the other cracks. Some went up to like 30 minutes.
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@Evan_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488274#Comment_3488274
And soon it will be defined by a game-mechanic.
the game mechanic doesnt decide what face and proxy camping are, thats the communities job. The range just means its also punishing proxy camping the same way it does face.
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@Evan_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488020#Comment_3488020
It's Kindred distance. If you're inside that, you're basically facecamping, just shy about it.
It's also said that it's speed depends on the distance - inside 5m is the max.
theres a pretty big difference between face and proxy camping.
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cosmic horrors my fav! that and the first one
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proves getting gutted soon if that helps. but then we'll just have to deal with survivors splitting up on gens instead, brilliant work bhvr.
but yeah honestly current survivor meta is just braindead and will carry you in chase. If you are using MFT+resilience+WoO you dont even need to think in chase. Just run this pallet loop for 40s, go to the next one very clearly shown by WoO, repeat. And then you can make wall loops last forever too with resilience mft
and to top it off, everybody is unkillable in endgame!
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What then? What playstyle or strategy do you want encouraged? So far all im seeing is endless complaining about literally anything the killer can do on these forums.
Things people want killers to not be able to do:
- 3 gen
- Camp
- Tunnel
- Stack slowdown
And now hit and run???? Just absurd. What, is the game only ever healthy if every match is 2 hooking everyone before killing? Because so far thats all thats encouraged! Devs confirmed their looking into 3 genning. Devs are removing camping. Devs added basekit BT and are continuing to work with tunneling. Devs recently obliterated all but 1 regression perk, leaving just 2 slowdown perks universally viable.
And you want hit and run nerfed now too? How would that even work? Accelerate altruistic healing? Unnerf CoH and/or med kits? Completely rework killers who encourage hit and run? Plenty of players really enjoy playing hit and run. Twins needs it just to FUNCTION.
Hit and run does encourage chase... they still need to actually down you. Dont be out in the open, not a hard concept.
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@Mockingjay_S451 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488110#Comment_3488110
You don’t go against as many SWFs as you think you do.
I dont remember mentioning anything about playing against SWFs. All I said is that some killers rely on the survivors lacking information that SWF easily provides, so we should stray away from designing killers like that.
thanks for the assumption though, I'll add it to the pile.
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@blithes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487658#Comment_3487658
do you think it would be like game changing if they just made it so that the survivor hitbox doesn't lag behind if you know what i mean? like just moving it forward in line with their head?
that'd be good. The only possible problem I could think of is that it'd mess with some huntress mains aim. On injured survivors the model arches over, but the hitbox doesnt so huntress have really trained themselves to instinctively hit behind injured survivors. But thats a small thing that i'm sure those huntress players could fix easily... having the hits actually visually connect without changing hitbox sizes seems like the right way to go.
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@Nikolaifly said:
Im honestly a fan of NOED when I play survivor, it makes you have to think about if the killer has it or not and adds some more stakes at the end. I do have one issue though. THE SPEED BOOST! It's an overpowered perk AND gives you a speed boost!? It is completely worth a slot without one and the 6% speed boost just makes it 20% harder to escape chase! I honestly love how scary it makes endgame but I think it should entierly remove the 6% speed boost. (I find it funny how abunch of killer mains are complaining about Made for This giving a 3% speed boost, yet NOED, one of the most already overpowered perks in the game gives 2x that!?)
Noeds speed boost is 4%. 1% more than MFT, except it only triggers in the endgame. Meanwhile MFT gives you nearly the same effect every chase.
sidenote noed is absolutely not OP. Quite simply, cleanse the totem. it is not that complicated.
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Stay and be increased. The base penalty needs to be 10 minutes. Its so simple, if you are dcing because you need to be somewhere then it'll be over by the time you are back. And if you are just a ragequitting child then you dont get to play the game for 10 minutes.
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@Jeff_Jay said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3464061#Comment_3464061
I'm sorry what downside beside the aura? Do you think that's enough? Because I really think it isn't, a GOOD downside would be the survs knowing beforehand, then you remove the aura or reduce it's range. IMO of course
you get 1-2 downs from noed just because its a surprise.
Just cleanse the totem, its not that hard to understand.
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487754#Comment_3487754
I'd argue haste stacking is the issue
that should also be changed. however MFT is already just kinda bad design and sometimes straight up broken and needs some changes anyways while hope wasnt problematic until MFT was added.
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hope is fine MFT is the issue
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487737#Comment_3487737
it could be that too, awesome right...
starting to think it should just be reworked now lmao