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random1543

random1543

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  • So if a new killer is abusable we should just remove them rather then changing it?

  • @Gh0st2317 said:

    Been playing a few games as survivor and these have been getting a bit way too out of hand...

    Genuinely, why were they scrapped in the first place?

    Too many people blindly listen to content creators, where scared of changes or compared it to how the lowest tiers would feel while not mentioning blight and ghoul. I mentioned top tiers should not be getting incentives on feedback thing they did and got downvoted :/

    Yes there where things in the ptbs that could of been adjusted, just because it leaned to one side does not mean it should not of been added or ghoul release would of been canceled/ delayed if we went by that logic, oh wait the ghoul makes money so its ok.

  • Things like the go next prevention should never of been added to the game when people are still facing hackers commonly that are able to give the go next prevention penalty like op got.

    there is a hack I haven't personally got but seen a lot of people get since last update, just killer killing everyone in a few seconds not even having to move they do that because they know survivors will get penalized.

  • As a Survivor main try hitting them to see if it makes them loop normally.

    A few times ive tried to be goofy with killer and they slap me I go "aight we gotta go back to looping" 😂

  • Gonna try running no mither, resurgence, self care and object when changes come, see how many dodge 😂

  • @tes said:

    Using Leverage for hard tunnelling when it works more effectively as slowdown is truly something

    When as actual hard tunneller, you have to trade hook and hit through BT since it takes 15 sec now.

    While other people return to gens because you don't have info and pressure. So instead of choosing slowdown on them you choose pressure person who is already in weakened state just to save, say few seconds.

    I don't understand it. Like people fr finding this an effective strat?

    I think its more so people want to make it hard on the tunnel out even more then it is.

    Because only time I see perk is in matches where hard tunneling occurs but I would think it would be more effective to do slowdown like most do unless they are scared about the tunnel being healed up.

    (ps. not saying this perk is used a lot, but I've noticed only being used in hard tunnel matches and it harder for solo q to heal up the tunnel out then a swf hence my post about changing it)

  • @jesterkind said:

    Do people really run Leverage while hard tunnelling?

    I feel like that's kinda self-defeating, isn't it? I mean, you're already returning to the hook, they're already probably not going to be healed unless they have something like Resurgence which Leverage doesn't even really help against.

    Still, I think playing whack-a-mole with the perks killers who hard tunnel use is a waste of time, hard tunnelling just needs dealing with outright.

    That's honestly the only time I've noticed the perk is hard tunneling situations. It does counter faster healing such as well make it and do no harm. agree resurgence does not counter unless the combine with Haemorrhage

    I agree hard tunneling needs to be dealt with but after last two ptbs it don't look like we will get so was thinking of band aids for perk ive seen the hard tunnerlers use that is harder for solo q to deal with.

  • I agree with the above no need for the grunts to be removed

    but I'm in love with the animation the survivors do that has to stay !

  • @tes said:

    I don’t have any problems towards ghoul except two add-ons and free hit scan. Oh. And bounce logic with his animations. But that's all about QoL and only addons asking for nerf.

    I feel people just asking SM treatment for him. Or Krasue one, just make this killer forgotten enough because their presence apply some psychic damage to unprepared minds. Too much at this point already.

    I feel like all these killers have / had the same issue, there skill floor is too low or non exisitent

    - V1 skull merchant, the legendary chess player that could make a match time out in a hour by just patrolling her gens

    - The ghoul gets a unavoidable first hit, extremely easy to pick up and has very short cooldowns compared to others in roster easy to play no matter the skill level of the player.

    - Krause came out and matches where basically easy wins for her, spit on someone, down them in headform rinse and repeat until dead (all though personally i feel like her issue is she was in the anti tunnel PTB everyone said she was too weak because the ptb had them changes so she got unneeded buffs out of the ptb)


    Compare this like other newer killers like spring trap, he has good map control, a good power that can deny flash saves, undetectable out of the doors and decent ad ons (one that comes to mid is seeing gen progress in doors) but you cant just play him with your brain turned off like the others above.

  • @drag27 said:

    my goodness, how many more nerfs till you guys are satisfied. He had at least 5 nerfs so far, thats enough

    Three patches with nerfs mixed with QOL for ghoul players, one where he was buffed.

    image.png
  • @Lit said:

    What does the community think of Ghoul's cooldown after their lunge?

    The fact that ghoul can use their power and come out of it and use an M1 almost immediately seems strong to me and I feel it needs to be addressed.

    It really feels that BHVR Dev's don't care that this is extremely broken as there's literally nothing you can do in open/dead space around the map.

    Interested to know what others think and if BHVR should do something about it?

    They need to remove the lock on hit if they want to keep his cooldowns so low. if they don't want to remove the free lock on hit then he needs to have longer cooldowns

  • @BbQz said:

    Umm excuse me I PAID for this character and deserve to win. I honestly wouldn't have bought him if he didn't have advantages other killers don't. I'm not that great at killer so it's a win/win.

    https://www.youtube.com/watch?v=BwSts2s4ba4


    I paid more for the Maria silent hill skin should I win every game because I paid.

    should everyone that brought v1 legion get refunded?

  • @トメ86歳 said:

    There are too many survivors connecting to VC parties behind the scenes (via Discord, etc.) and sharing in-game information in real-time during matches, causing the game to collapse from the ground up even when playing as the Killer, making it impossible to play properly.
    This is especially true for matches where players share not only real-time information on Discord but also video footage via live streams like Twitch.
    Their actions are far more problematic than tunnel or crawl-through abandonment—I consider them the worst kind of legal cheating.
    We urge the BHVR team to seriously consider this situation once again. Who in their right mind would want to compete in matches where their opponent's entire strategy is exposed in real time from the very start?!
    As one suggestion, I think we should separate the game into different groups: those who want to use VC Party and those who don't.
    We kindly ask BHVR to consider making this a positive and wholesome game. Thank you for your cooperation.

    There was a game called Texas chainsaw massacre that proved that sort of system wont work.

    You could see if people where lobby up together in that game and the lobby dodging was absurd.

    If you let killers see whos lobbied together will lead to mass lobby dodging and some people not being able to get matches

    If you make another que nobody is going to join as killer in the SWF que. so killers would have to deal with really long wait times in the solo q lobby as every killer will want to play against solo but now all the lobbies are split

    (probs would be worse then when we have 2v8 in regards to killer wait times)

  • If a killer decides fo DC it ends the whole match ends and everyone is sent back to the lobby to que back up, so yes they should get a penalty.

    You could same same for surviour side tho

    "If i get downed in the first few minutes then tunneled, proxy camped and all of that, i do not want to play the game"

  • @Leon_van_Straken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/461635/see-the-wiggle-progress-of-teammates-bridging-the-gap-between-solo-and-swf

    Yeah sounds good. I see no problem with that.

    I am asking myself quiet often If another hit could have saved someone. And I am tierd of counting the carrying time in my head.

    Ill count the time and think my block is good timing then get hit with iron grasp I didn't realize was in play 😂

  • @Zuiphrode said:

    Stuff like sprinting faster than a surv should reasonably be able to go given their perks, or getting up instantly with no perk that would let them do so. This shouldn't be rocket science.

    Yess i commented this on another post about hackers.

    surely they can add something that detects when people are doing stuff you physically cant achieve in normal gameplay.

  • @LeviathanEmperor said:

    Good afternoon, dear developers, I am one of the players and ardent fans of your game, I want to suggest an idea. Can you examine it? The idea is to place 1 or 2 "houses", places where survivors can hide from the maniac and he will not be able to reach them, the camping system will be active, like hooks, so the maniac will have to switch to other survivors. This system will make the gameplay even more exciting. And the survivors won't hide there forever, they'll have to get out to fix generators or otherwise help the team if they want to get more blood points. I hope you will consider my idea.

    I like it as a concept but I think if something like this where to be added needs to be to address concerns of it being abusable

    - the safe area would have to be in a inconvenient place such as basement (too avoid them being to easy to cheese and access)

    - one safehouse/room at max as well as entrance / exit so the killer can just wait for you to come out if they really want the tunnel out (Too avoid survivors abusing / leaving another way)

    - Limit too a Survivor that is being tunneled out or last hooked if too hard to define, if a killer hooks someone else the entity will "close" the safe room for the pervious survivor and make you leave (too avoid everyone just going in there all the time and spending all game in there as well as not being abused by non tunnels)

    - Disabled when gens are completed / one survivor is left (to avoid end game abuse)

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4036157#Comment_4036157

    Lets give SWFs a massive buff that does nothing useful for solos.

    You could easily add a condition of solo q only or "you can access once everyone in your lobby has been sacrificed in the trail"

    This game needs new fun features.

  • @Xray said:

    let dead survivors take control of a crow and fly around the map.

    I honestly love this idea, does not effect gameplay for ones left and its also cute af.

  • I've seen so many clips lately of the "spawn into a match and all the survivors are just killed on the spot within a few seconds" without the killer even going near them last few months. I'm thankful I haven't seen yet.

    Its like how is that even enjoyable to play for the hacker at that point.

    I think sadly hackers are stuck in the lower MMR as they get banned by the time they build up matchmaking mmr, I see a lot of new players on fb groups posting clips all the time of hacker encounters and i could probably count on hand the hackers I've personally have versed this year but I also play alot. (outside of things I would have no way of knowing they have eg aura hacks)

    there needs to be some better anti cheat 100%, like im no game dev but surely you could have something like if someone is doing something that is not possible within a normal match flag it. if it happens x amount of time a few days ban. eg:
    "ok the killer is swinging his weapon faster then it would ever be possible too normally"
    "The killer was able to kill everyone within 30 seconds no hooks"
    "OK that players movement / action speeds are faster then it should be possible to get"
    "that player just teleported into the sky and went across the map"


    situations where there is no way to do these things with normal gameplay or perks

    On a more light note the funniest hacker i seen was like 2022 ish, just a flying Myers in the sky revving billies chainsaw and sending out pinhead chains from the sky 🤣 (hacking is never good just a funny encounter)

  • @WoodenFox said:

    The Devs say tunneling is in 46% of all matches. But how much of that is the survivors fault? As a killer main id break down my matches roughly like this:

    • 15% of the time the survivor body blocks with BT or tries to get a flashy save with BT. Their fault
    • 10% of the time they run into me after getting unhooked. Their fault [I don't play stealth perks]
    • 5% of the time they run to me or go afk to die because they want to give up. Their fault
    • 4% of the time they tbag or click/ emote at me. Their fault
    • 11% of the time I tunnel because I need pressure and im falling behind. My fault

    Most of the time survivors get themselves tunneled. If you accidentally run into me I am not going to spare you. Learn the game and run away from me. I have a terror radius. Run away from that not towards it.

    Even in the survivor matches I play, almost every time I get tunneled it's my fault. Not every time but almost. I can count on one hand the amount of times I seen a killer hard tunnel right out of the gate. Actually a P100 Blight 3 hook tunneled my friend in his very first match of DBD with me. I even used STB and Babysitter on him but he still got cooked. We laughed and I apologized for the short match and we moved on.

    As I soloq survivor I would say tunneling situations are more like the following in my matches where tunneling occurs


    -35% of tunneling occurring when the first survivor has had a good chase, multiple gens have popped before the first hook or they take awhile to find someone they can down

    -40% of the time the killer will just tunnel for seemly no reason from the survivors perceptive , even if only one gen done and even if you try to take protection hits for the tunnel out they ignore or slug and still go after the tunnel out.

    -15% the survivor players genuinely just ran into the killer again right after being unhooked or are afk under the hook / other situations

    In my experience, people giving up and afkers don't get tunneled out and are just ignored by the killer or slugged on the ground as they go for the others.

  • One of the main reasons killers tunnel is because survivors double up on gens? 😂

    So doing gens inefficiently will make someone feel the need to tunnel. such a low bar.

    Killers have plenty of perks to counter deja vu and prove, its a non issue, and there is legit discordance so you know whenever two people are on a gen together at all times,

  • @Artimenius1307 said:

    It's no secret that a party of 3-4 non-casual players was always an outlier in power in dbd, and with BHVR aiming to make the game not as wide as it I believe a change could be at least tested to see if it works out.

    The main idea of the change came to me after playing survivor in 2v8: the limit. In 2v8, you can only pick up to 4 of the same class, so why not try something similar for 1v4? It's not an original idea to be fair, many unofficial tournaments and competitive leagues play with a limit for a long while, and I find this change will end up healthy for the game

    How the limit should work: It only applies if at least 3 survivors are in a swf. If you are solo, or in a duo, there is no limit, naturally. Maybe for simplicity, all the perks and items (Could be changed for less impactful options) would be limited to 1 per party, so that in a team of 4 only 1 could pick let's say sprint burst and medkit (Though items could probably use a limit of 2). It can also apply to addons above very rare rarity, though that can be done later or not done at all.

    The pros of such changes:
    1) It will drastically reduce the power of people using same perk with great impact, like decisive strikes, dead hards, etc. In turn, it will give more freedom in the design of the perks themselves, since the issue of thinking how 4 people could use this perk in a group will be lesser

    2) It will have an effect on the meta, I don't have any data to say for sure that majority of player base always play in a group of 3-4 but I strongly believe that to be the case because solo is misery

    3) It will open potential new ways to improving the experience of both survivor and killer since the outlier which is swf would have less of an impact on the game balance

    Of course, there are also cons:
    1) It is a forceful limit, so naturally people will not like it. I am unsure if anything can be done about that, at least I couldn't think of anything

    2) It will kill certain strategies, and while I will not shed a single tear over gen rush strategy with the stakeout + hyperfocus, some are definitely not as problematic (Maybe the perks which are part of them could be buffed)


    A very important note - a change like this absolutely MUST come with something to decrease the power of the outliers on the killer side. It just wouldn't make sense to make swf weaker, and then leave S/A tier killers running around with 4 slowdowns, strongest addons, and hard tunneling right away. However, I am unsure myself how to change this in killer side, an idea I had was to classify certain perks and then put a limit on the perks from same class, say 1-2 maximum. Addons I don't think can be limited, it will be same as removing them, or maybe a certain condition like facing non 3-4 swf lobbies? I will think about it more and maybe create a separate thread regarding killer side

    You cant nerf SWF, unless dbd can make a deal with discord to make it not work when they are playing dbd.

    You have to bring the power of Soloq up too what SWF levels of comms are.

    but if these changes did come to the game, can soloq survivors get the same treatment if a top tier killers are just sweating with the best perks? limit them to one perk if they are versing soloq :D

  • @Ghost77 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4035838#Comment_4035838

    It used to be anti face camp, now it's anti camp. They said in the developer stream, i think so.

    In the patch notes they do use Anti-facecamp but wouldn't surprise me if they have also just called it anti camp.

    image.png
  • @grumpelfox said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4035772#Comment_4035772

    you say 5 years … i'll raise you 8. i have been in this games community since 2017. i have seen things and experienced things in this game that you wouldnt even begin to understand. this dev team has always been favouring survivors, never once has the dev team referred to survivors players as "evil" before but they did exactly that to killers .

    when asked by a player who said that killer was too stressful and asked if the devs had a plan to address killer problems

    matheiu cote famously said

    "I would say maybe try survivor for a bit. It's true, change it up, maybe you are just tired. Maybe play something else for a week, try civilization or something " - this quote wasnt from last year , or the year before that , or the year before that , it was from 2018. things have not changed .

    if your a survivor player the devs will drop everything to cater to you . if your a killer " go play something else " and maybe we should . every single horror ASYM that has come out that has catered to the side that isnt the 1 person has died .

    VHS -dead , Killer clowns from outer space - dead, TCSM- dead , evil dead : the game - dead , dead by daylight - on its death bed .

    piss the killers off and you wont have a game to play . history has proven this .. without us your game dies .

    killer clowns is dying because they dont add new content.

    TCSM died because they tried to charge more then dbd for dlc and let players see who they where going to verse and if they where on comms leading to mass lobby dodging if you are comms. also as a Australian there servers sucked and would boot you 90% of matches due to high ping because they couldn't even do a oceanic server.

    evil dead nobody played, didn't even know it existed until it was cancelled.

    dead by daylight will die if they don't do something for SURVIORS this whole year they have gotten nothing
    fog vials nerfed due to killer complaints
    both of the last ptbs reverted because "the update was too hard on low tiers"
    they have to deal with the ghoul who its been crickets on if he will be changed.

  • Replied to wrong person soz

  • @WoodenFox said:

    I'm glad the changes didn't go through. Just ran into a match of compy survivors. All 4 same name with 8-10k hours each. I was able to beat them by slugging strategically here and there and some camping to force 2nd stage. Almost lost it towards the end but I forced them off gens by tunneling.

    They were so desperate to keep their mate in the game that they all kept taking hits. It's very VERY fun to be able to play in interesting ways to beat a very good team. Rewarding brains and tactics instead of brainless plays. Needless to say I would've lost badly if all the handholding mechanics were implemented.

    Id rather we not water down the unique aspects of this game for people who don't have the skill to counter these things. That team almost beat me anyways and other teams have beaten me despite me using those tactics. I think we need a causal mode for the people who don't want to learn how to play against those things. Then the "ranked" mode would just be normal DBD.

    The problem with a rank and casual mode that unless there are significant differences between the two you are gonna have sweats go into the causal que just to get easier matches on both sides.

    And also its not that people don't want to "learn" its that solo q lacks information that swf can do. If survivors had a comm wheel and could see each others perks in lobby it would take away a lot of frustration of "omg what are my team mates doing" where swf can just call it out on mic.

    edit: i also don't think it good to compare a 4 man 8- 10 k hour each lobby with a standard match. the majority of matches you have are not 8-10k hour players.

  • @shalo said:

    Is there any way to see the ping once in game? I know we used to able to, why the big secret?

    They have moved it to the tab button on PC in the most recent update

  • The anti slug and tunneling should of came to live, yes change is scary, yes it may need adjustments once its live but something needs to change

    I play basically only soloq survivor, i used to play more with friends but they either stopped playing or moved to the killer role due to the state of survivor. and good luck trying to get new people to pick up the game and play with you because they play a few matches and get sick of it (because they are the tunnel out over and over)

  • It wasn't only skull merchant that was doing it killers like knight did it as well v1 skull merchant was just the best at it.

    "if the survivors cannot keep track of which side of the map they are completing gens in .. that is their fault , not killers"

    what if the killer just decides to pick the best 3 gen on the map, ignore all the other gens and FORCE the survivors into a 3 gen because they wont leave the area because they know they can just hold it. that was the issue that was occurring.

    I honestly don't think I've seen a killer not be able to kick a gen since it was introduced.

  • I agree with the other comments, Plague is fine but her iridescent addon Iridescent Seal could be nerfed, and honestly TBF I cant remember last time I saw plague run it, they tend to run double apple or apple x something else.

  • @Leon_van_Straken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4035229#Comment_4035229

    We are talking about abbandon when nothing else is to do than hitting survivors out.

    Is hitting a survivor out such a cruicial part of the Survivor gameplay?

    If they want to donate the Killer extra Bloodpoints and the Killer doesn´t want them still no one loses something. It is only time wasted and cutting toxicity out of the game.

    So I can not see the Problem with this.

    If it only went off when all survivors where at the exit gate then it would be ok but then imo it would rarely work.

    If we just go with three, one of the survivors could be still out in the map doing a totem for a cleanse totem challenge or the green glyph challenge that is easier to do at end game due to it showing you the location of them.

    The reason I'm so against it is because the match just ends, if it was just a afk bot it would be fine imo.

    where as for the killer the match just stays active and they can decide to leave after they have done challenges or objectives they may of wanted to do.

  • The problem is Killers do not have bots.

    If killers did have bots when they dc, or heck even just stood there afk we could give the killers more abandon options

    But since when a killer leave the match ends they need to stay strict for the killer side until there is at least a afk bot left for the survivors (and survivors could abandon if they wanted like how killer can abandoned when its all bots)

  • @Leon_van_Straken said:

    Hey everyone, it´s me again.

    Late at night I came to the conclusion, that perks which have tokens like Pain Res or Grim Embrace should be disabled after sacrificing the first survivor but should be buffed as long as all Survivors are alive.

    Why do I think this is a good idea.

    1. It promotes a spreading of hooks and removes some kind of tunneling
    2. If a survivor is tunneld out the game becomes much harder for the Survivors and the Killer doesn´t need another 2 Pain Res or the effect of Grim Embrace when the second one gets tunneld out.

    This change would in my opinion nerf some of the stronger Regression perks if the Killer goes for the natural Slowdown of a 3v1 and gives the not tunneling Killer some more time because if you spread hooks you get more Regression.

    I like the change but think it should come with this condition:

    - if someone dies before 4 hook states (to avoid people getting it when they where not hard tunneling)

    Then we can just apply it to all gen regression perks since its such a hard line for the penalty

  • I think option 3 would be the best, hatch play needs to still be a thing and gives option to team mate to give up for you allowing you to get hatch, slugging when there are just 2 people left is basically denying part of the gameplay or play the hiding game the whole slug timer (which is unfair to the slugged person)

    And everyone saying "oh but it denies my 4k" just remember the MMR system excludes hatch escapes. so a 3k and 4k are both a win at that point.

  • @MrRetsej said:

    Considering the amount of abuse that's thrown in end game chat, I don't see this working out in a way that doesn't result in an even greater degree of toxicity.

    Also, it would be another nerf to all stealth killers. So no. Do not add this.

    How can a chat wheel be used in a toxic way. spamming "the killer is coming"? 😂

  • Yes it is desperately needed for soloq.

    Dead by daylight mobile was able to have a chat wheel, meanwhile main game cant add one?

  • @Chucky_main said:

    It’s nice but they need to nerf survivors cuz #### they got to do 8 gens when it should be ten, a #### ton of god pallet, killers not receiving good enough buffs, on demand sprint burst that can be shared, two medics being able to instant heal, them scouts being able to rebuild pallets that were already annoying to deal with, it’s so ####### survivor sided they even took ####### legion out of it and we still have a gen kick limit, tech have base kit blast mine cuz yea every killer loves an uncounterable stun like god dam at least be less obvious about it killers don’t get any significant basekit perk so why tf do survivors like so wat I can see their aura doesn’t mean 💩 when I can’t catch them because a 💩 ton of pallet I have to rebreak

    They cant nerf survivor in 2v8 the que times are already too bad.

  • @jamally093 said:

    It is extremely useless

    If the survivor has kindred good luck the bubble hides the aura of the killer depending on how far away they are so by the time the bubble is gone boom aura is probably gone since they moved far from the survivor or even when their close I could be in a gen that's still hidden so progress can't be easily seen but nope bubble hides the killer so sorry your not going to see if their walking to you or your safe. Seriously tell me the reason for the bubble because fun fact auras exist. Also I get yeah it's when you don't have auras aka third seal but...you know the direction their in and I don't think survivors suddenly forget which direction to run in.

    Yes it needs to be removed.

    its been proven in one of most recent updates they can remove it to nerf solo q ( gens that are completed are having no bubbles so the location it was done is more vague ) we can remove it on the hooks as well.

  • you could give people unlimited auric cells but they could never tunnel again and they would still tunnel. punishments are only way to make it less appealing as previous comment said.

  • @Shinkiro said:

    Moaning about Friends to the end? Really? It's not even that good, its a mid aura with a weak expose thats countered by vigil constantly.

    This is a SWF problem though with the unfair external communication. So much killer stuff relies on the surprise that its in play or lack of survivor information to get value from it that most of it is mid to garbage or barely taken precisely because theres almost certainly some of the survivors in some sort of SWF so you're already starting at potentially half value. Then we all just take more slowdown instead…

    Are we going to show killers when all the survivor stuff is in play thats hidden too then? Stuff thats considerably more game altering? No more guessing about DS, OTR, Deliverance, Endurance, Vigil, Boons, etc etc etc? The list goes on!

    Lack of information is part of the game. And its why SWF is problematic. Otherwise its time to ultra gigabuff a ton of kiler perks.

    You can never nerf SWF as you said they are using external communications. so the goal should be to bring soloq up to SWF level, that is what this perk change suggestion does.

    no killer perks don't need giga buffs until SWF and soloq are around same information wise.

  • @Wezqu said:

    Yeah I just want confirmation of what to do with the old reports. Do we move ours to the betahub or is there some other way they are going to go through the old ones

    It also shows that devs are there and see the reports and we can now get progress info of what bugs are being fixed.

    I assume all bugs reported before they closed off posting new ones on here will be looked at but any new ones go on betahub otherwise I feel like they would of announced it.

  • @jamally093 said:

    Not even as killer...survivor yes if I get a survivor who brings I flashlight I already know what to expect.

    Will follow the injured survivor around the entire time instead of doing a gen or simply refusing to take a protection hit even though that would be better then just standing there waiting. Yes I know there are challenge that require flashlight saves but...you don't have to hug the flashlight to your chest just take a protection hit. What's funnier that flashlight survivor is same survivor who will refuse to do generators I get it can be a boring objective but if your wanting to distract the killer or just be in a case you gotta not be hiding the whole time because you want a flashlight save plus guess what your then screwed because turns out the killer has lightborn and your entire build is flashlight focused.

    When I get people who are being more altruistic i tend to stick to grinding out gens.

    It can be annoying if they are bad at it but what if they get the save. longer chase, no hook perks can go off. also they can never learn to do if they don't try.

    Now when its two people doing it its annoying, but if its just one teammate and they do get the saves tends to be a net positive if other two are doing gens.

  • The ghoul spefically needs changes to address how much of a bore he is to verse.

    I saw another fourm a few weeks ago saying most people who play him dont play him for the lock on hit

    imo they should remove the lock on hit and make him a mobility / cut of the survivor sort of killer. Give him buffs if needed if he is too weak but the lock on hit is just to much of a bore to verse and needs to be removed

  • @MechWarrior3 said:

    You can only change your binds so much. This topic gets brought up time and time again yet why cant we move these lockers a little bit.

    Yes there is this one gym that spawns the locker right near the window as you turn the corner and I always get caught by it 😂



  • As pervious comments have said still needs to be able to be used defensibly

    I've personally used a flashlight before to blind and then walk away with fixated to loose the killer trying to tunnel.

  • I hate it when they give up after the first hook.

    I've seen uptick of people brining luck offering to attempt on hook, I've been running shoulder the burden a lot and noticed some will try to win again if you shoulder them after they have tried to off themselves on hook 😂

  • @Leon_van_Straken said:

    Yeah would be good till the cherry picking start.

    Oh the Killer has 61 Ping? Next

    Oh my mate has a 200 Ping? Next

    Oh nice this lobby is well but someone saw the Killer only has a ping of 40 and thats to high for him… Next!

    There needs to be something, the match is just so unfun when the ping advantage is so much.

  • as a solo q survivor I was having issues with it around when it was first introduced but last few months i haven't seen it.

    I have two theories but.

    Did you move at all after the unhook? the game may of assumed lack of movement.
    its always good to move to nearest pallet/ safety before heal anyways unless healing perks are in play regardless due to tunnel meta.

    Where you hitting skill checks on the second stage hook?
    I've heard that also helps prevent it as you get full 70 seconds and also get bp from the skill checks.

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