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sanees

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  • @johnboy said:

    She's using her rework mixed with slow down perks like Coulrophobia Thanatophobia to force condemned Morrie everyone in a game with no hooks and draw it out for 20-30 minutes

    you understand that clownophobia only works in TR, and the sadako is a stealth killer, thanatophobia slows down only by 2%, if the m1 killer was able to injure four different survivors and the survivors were not cured, then you are clearly very much mistaken

  • @CyberianFaux said:

    A large portion of the community dislikes this strat and the ability to do this leads to server timeout games becoming common by killers like Skull Merchant and Knight. This even becomes their ideal win condition unless the survivors choose to give up. This strat also limits the creativity of the dev team to make specific killer designs as it favors one side too heavily when this strat is employed. Simply put, something needs to change. Onto my idea to potentially fix it.

    Idea:

    • When 4 generators are complete, if all of the 3 remaining generators are within 32 meters of another generator, this mechanic activates.
    • When activated the anti-3 gen mechanic turns off one of the generators more than 32 meters away from all the 3 original remaining gens. Then a randomly chosen generator in the 3 original gens is turned on and entity blocked. This leaves still one generator to be completed to power the exit gates.

    Explanation:

    • This automatically prevents 3 gen situations from ever occurring
    • This makes it so killers wanting to guard a limited number of generators still can so long as they prevent a 4th generator from being done (4 gen situations instead of 3 gen which is more hard to defend for free with killer powers)
    • The purpose is to automatically split the generators to have at least one generator more than a killer's terror radius away for survivors to try to complete.

    the only problem with 3gen is sm, for 7 years in a row, early destruction of 3ge was considered a good game for survivors, and for a killer, competent protection of 3gen

    Just because 1 problematic killer spawned and you didn't want to take potential energy doesn't mean survivors should auto-win on 3 generators

  • bro from summer 2022 to march 2023 i was running with dh when playing survivor i more than know what i'm talking about, in for honor at high levels people often don't use light attack (it lasts from 300 to 400 ms + you need to hit 100-200 timer to parry) because it can't be cancel and gets parried

    if you lack 2 times more time, then the problem is clearly in the skills

  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492519#Comment_3492519

    Running a mediocre perk just to counter a singular killer you might not even face for a couple games is not a good solution.

    You have a problem 3 gen killer you have a perk to completely counter it, but you just don't feel like removing 1 perk to completely eliminate the problem

  • @crustydustysock234 said:

    Be brutally honest and explain why you think that way.

    it's literally a 20% boost against m1 and 30% against m2 killers and at the same time you can use attrition perks and at the same time you get endurence and at the same time the perk does not require anything from the survivor + the perk affects weak killers the most

    a perk like this shouldn't exist

    imagine if noed worked from the start and couldn't be destroyed

  • survivors often used 5 second ds to attack rather than defend

    5 seconds was only because at the beginning the killer perks worked on ds

    + survivors now have basic protection and if in 10 seconds boost you did not manage to reach the pallet / window, then you definitely made a mistake

    in DS Buff Comment by sanees
  • @MaTtRoSiTy said:

    Now the no life trolls who have seen Hens' video of the nearly 1 hour 3 gen match are doing the same in public matches. They will not sacrifice you so the only way out is to DC but of course that has consequences so you are forced into these ridiculous matches that take up to 5 times as long as a regular match.

    This killer essentially creates a situation where you are held hostage in a game if they refuse to hook you and hold a 3 gen. Enough is enough!


    potential energy still destroys SM and any 3 gen killer, seriously remove your 1 meta perk and take potential energy to fully counter 3 gen killers

  • @skrrr said:

    It's impossible to hit dh with 0.5 second

    Please buff to 1 sec,you Devs just killing those perks with this changes

    bruh skill issue

  • @BearMerchant said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491441#Comment_3491441

    gens take longer than before to do. they increased them from 80 to 90 seconds and gutted self healing. if your gens are still flying then there's clearly other factors at play.

    hyperphorus and toolbox allows you to make a gen solo in 40 seconds

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491504#Comment_3491504

    Maybe the devs could make it so that every hook increases the length of darkness. It would mean the dredge became stronger as the match progresses.

    hey good idea

  • @DrKetchup said:

    Injuring a survivor puts them in Nightfall for an indefinite amount of time, until they get healed up. While in chase with that survivor, you benefit from the nightfall bonuses such as increased teleport speed.

    I would rather extend the night a little for example by 5-10 seconds and make the teleport a little quieter, and add 2-3 percent to the movement speed at night because the dredge on maps with bad spawn is too weak

  • no, we shouldn't punish people just because they want to play some killer

    all the more it means that swf will be able to block 8 strong killers and will specifically go only against weak ones

  • @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488753#Comment_3488753

    I mean it would be nice of them to mention which killers they are trying to biff, but let's not forget that those are also basekit buffs for Nurses and Blights, which is insane.

    And everytime people wanna buff killers they always mean M1 killers, but forget all the in between ones who may not have much trouble of have other ways to slow down the game through their power.

    thank you very much for the feedback, in fact it is taken into account (for example, m2 killers are only slowed down by 5%)

    and do not forget how massive the surv buff of adding +1 generator is, this means that it can be so that on 1 part of the map there is 2 generator and on the other 2 in such layouts even a nurse will be difficult

    and yes, initially there were nerfs of some killers and killers perks (for example, a nerf of blight addons), but the fact is that when I saved the theme (it was 2 times more) in a draft, for some reason it did not open the next day and therefore I had to start from the beginning

    So I shortened this topic a bit and added that a more detailed analysis of each killer and most of the perks will probably come later

  • @Zokenay said:

    Im beyond tired of this stupid perk making loops way stronger, making chases too long, making sure hits into misses.

    Im done, this perk should not exist, giving survivors a free permanent speed boost was the worst idea the devs had in recent DBD.

    tAnd i dont even wanna hear how "3% isnt much", NO, it is, survivors have a smaller hitbox, allowing them to run loops than any killer can, add this nonsesnes of a perk and you make this way stronger, combine with Resilience and its even dumber I dont wanna hear how "3% is nothing", IT IS, survivor have a smaller hitbox, allowing them to run loops tighter than any killer, add something like Resilience and you make this nonsense even worse, specially for 1M killers and basically unbearable for 110% ones, and we can also add Hope or the Teamwork perks.

    And this is without mentioning the secondary function, giving you endurance after healing someone, cause one of the most busted Perks wasnt enough already, lets give it another strong perk.

    And im seeing at least 2 survivors using it nearly each game, that alone goes to show how stupidly strong this perk really is.


    will be as always, tanata has ceased to be garbage - nerf in two weeks

    mft perk level S+ which by its mere presence will increase the shift w chase time by 20% (and if you are in loops, then many times more) + combines with dead hard and does not receive any nerfs

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449195#Comment_3449195

    Always the same nonsense.

    If they would publish new data right now you would still see that all Killers have decent Killrates and are not performing really bad.

    At some point the Killer Community needs to accept that Killer is not in a terrible spot right now and that every Killer (including Trapper) can win against the majority of Survivors.

    you literally called the trapper not waek

    It makes no sense to prove something to such a baby surv

    you would shout that the killers are op even if the killers were deprived of the ability to walk and m1

  • @Phantom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/378320/i-am-worried-about-upcoming-end-game-mori

    This ruins all the awesome comebacks with Deli and Unbreakable. 😐️


    bro 4 slug happens once in a billion games against very bad players

    I am sure that even if this function is introduced right now, for several months no one will know that it works

    and no it doesn't ruin the comebacks because you can still get up and pick up all the survivors

  • @Saiph said:

    So weak he still has a > 50% killrate, aka. a better winrate than the whole survivor role. No need to be that dramatic.

    Trapper is not weak. At least not against the average DBD player. I win 90% of my Trapper matches on ladder, the rare ones I lose are almost always against SWFs and making Trapper work against those would be extremely oppressive for the average soloQ gamer (who probably has half of the Trapper's winrate btw). His winrate is good enough considering he's also an extremely unfun killer to face, based on camping and 3-gens.

    firstly KR is not equal to winR

    secondly, these statistics were taken a year ago immediately after the dh nerf, when the survivors had not yet learned how to use it and the killer had eroption cob and overch

    Since then, survivors have received a lot of buffs and killers a lot of nerfs, and a year has passed.

    so stop doing sophistry

  • How often do you see 4slug ?

    this is incredibly hard to do + survivors have to play really bad

    + if the survivors have 1 perk out of 16 is unb, then 4slug will immediately reset to zero

  • buffed a lot of regression perks las

    Look at all those buffed regression perks

    pop - worse than before

    ruin- worse than before

    tanata - worse than before

    cob- MUCH worse than before

    overch - MUCH WORSE than before

    painres - worse than before

  • Bro, survivors don't have to learn to loop, or learn to play, they can just cry until they get their candy.

    in Tunneling Comment by sanees
  • @Jivetalkin13 said:

    As is the only way to remove deep wounds faster is to have someone else remove it and I think we can all agree it's a bit dull. Would skill checks be a fair way to be able to remove Deep Wounds faster and make it more interesting?

    do you seriously need to speed up the 12 second deep wound healing?

  • @jeffkillsyou96 said:

    Oh no killers now actually need to play the game now instead of depending on cheese to get at least a 2k but at the same time here killers should get some sort of other buffs like base kit deerstalker and whispers and just remove those perks all together

    3 survivors can complete all generators in 2 minutes while the minimum chase time without pallets and windows is 50 seconds,

    Yes, given that the survivors can fix the generators faster than waiting in line, camping is definitely a problem.

    By the way, how many anti-camping perks are in your build?

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3441591#Comment_3441591

    there is no mind game with the current hit validation, the hits she gets with how fast she travels she is always hitting where you used to be, Until the server tick rate is increased she has no right being as powerful as she is.

    She can hear you through walls and people will still run several aura reading addons, there will never be mindgames with the current synergy she has. Only answer is to run distortion, or Off the Record, and running a single perk for one killer who isn't played often just isn't worth it.

    There would be more mind games if she couldn't phase through walls tbh, that wouldn't stop her going through windows and pallets lmao

    You know the nurse is pretty slow, right? she is considered a fast killer only because she can walk through walls

    anyway my advice still works

    instead of saying "I can't play so bhvr pls nerf"

    try to play turn on the brain when you run and play for it to better understand how to dodge better

    even the most banal and easy option to run to the nurse works in most cases

  • @Rokku_Rorru said:

    I just think making her teleports unable to go through solid objects without an iri addon would be enough really, and even then she'd still be broken.

    the nurse is not a nightmare, this minde game is a killer, face the fact that you cannot win by simply dropping all the pallets, and start thinking

    the easiest way is to run behind the wall and then run out to meet the nurse, even such an easy move will allow you to dodge quite often

     and don’t do 1 and the same tactics all the time

    @WinterDraft7 said:

    As survivor, although I don't see or play against Nurse much, I would like to discuss a few things about Nurse. First of all, where do I begin? The Nurse has always been an absolute nightmare to play against, since her power is so broken and unfair to play as and against. No matter what you do, she is somehow going to hit you whether you're hiding, running, looping or juking nurse. It's about to be a guaranteed death, no matter what you do or how hard you try... She is going to get you. I want to discuss about a lot of changes you guys can make to the Nurse, whether it's giving her a hard-hitting nerf, recreating the character entirely, or a complete rework to the Nurse's power to make her less broken to play as/against and more balanced to play. The Nurse should not be allowed to warp through any walls, anywhere at anytime. She only brings more chaos to the game.

    Thanks for understanding and I do hope you make these changes for her soon.

    again, this is minde game killer

    if you have no idea how to outwit the nurse at all, then start playing as her see what people are doing, or think under what conditions it would be most difficult for you to catch a survivor

    then return to the role of survivor and use the information received

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3441161#Comment_3441161

    How does it guarantee this if you arent anywhere close from any vaults or pallets?

    you obviously made a mistake if using 10 sec bt + 3 sec killer stun you couldn't reach pallets or windows

  • @Boons123 said:

    This perk was a great choice against the tunnel

    But now this perk is weak and against some killers this perk does nothing

    So these are my thoughts

    -It will be activated twice even if you successfully hit the skill check

    -Increase activation time to 80 seconds

    -Survivor gains 7% Haste for 10 seconds and gains Endurance for 5 seconds (so that the Survivor won't get hit by zombies or guards)

    -Increase the stun duration to 4 seconds

    This makes the tunnel fraught with danger

    Oh right, you can leave the survivor on the ground and not pick it up (but we have unbreakable)


    you know that before it was 3 seconds and everyone considered it very good

    time increased to 5 seconds only due to the fact that the hillbilly perk reduced the stun by 50%

    so it was just reverted to its original state and it still guarantees you escape if you don't stand afk

  • @Adaez said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3440440#Comment_3440440

    Every single Skull Merchant game is the same gen camp, drags the game forever and you cant do anything about it.

    have you tried repairing the generator?

    serious survivors repair the generator 16 times faster than the killer can regress it

    and SM is just an M1 killer

    If you are wounded, the drones absolutely do not interfere with repairing the generator (or if you are not injured, then spend 3 seconds to destroy the drone)

  • @Murgleïs said:

    Can anyone show me any video record of a killer defending 3 gens from the start while the survivors cannot do ANYTHING about it and being held hostage for an infinite amount of time ?

    In the CURRENT meta.

    Thanks.


    Hey, half a year ago, 1 survivors who were poorly coordinated and down quickly could not fix the generator

    So survivors will complain about gen 3 even when it is absolutely not a problem and a consequence of their actions

    and we will also forget about the potential energy which solo counters any 3 gene killers (progression with potential energy is 3x faster than killer's regression)

    Most of the complaints about gen 3 are just bad survivors or survivors who want to win without using their brains.

  • @Kirarozu said:

    Except fov for killer being limited is an integral part of the game. I guess you just want the game to be unplayable?

    words of a bad player,

    increased fov won't make shift w chase faster, and won't destroy god's pallet

    and also your stealth will not be destroyed, because unlike the survivors, the killer plays from 1 person so cannot see through the textures

    so if you're behind a rock with 80 fov or 360

    the killer won't see you

  • @drsoontm said:

    The PTB is in less than 24 hours. I can imagine 5 outcomes with the anti-camp mechanic. I'm hoping for "1" but I fully expect it will be "4":

    1. It will be perfect. Only hard campers will be punished with a self-unhook in about a minute.
    2. It will not work. Killers will be able to exploit it and make it useless.
    3. It will be bad. Going back to the hook to punish gen-before-friends will not work anymore.
    4. It will be awful. Survivors will self-unhook while killer is being looped around them by another survivor.
    5. If will be a nightmare. Survivors will be able to exploit it and make hooking pointless.

    What about you? Which anti-camp do you expect will be in the PTB? (Please pick a number even if you want to elaborate.)

    edit: If I'm wrong and the anti-camp PTB is for later, it changes nothing about the choices. Only about when we'll get the results.

    4

  • @Clockwork_Enigma said:

    In the current state of Dead by Daylight, perks and add-ons that currently cause regression can stack. This is an unhealthy part of the game that can lead to games lasting far longer than they need to be and limits Perk variety and potential.

    For those that need examples, regression stacking is either of the following:

    • Call of Brine and Overcharge can combine to go up to 155% gradual regression after damaging a Generator.
    • Eruption and Jolt can combine to go up to 18% instant progression loss after both activate.
    • Overcharge and Huntress Lullaby can combine to go up to 10% additional progression loss.
    • Pop Goes the Weasel and Call of Brine can combine to apply 20% loss of progression to current progression and 125% gradual regression after damaging a Generator.

    Now this in and of itself is a problem not just because it can make games last longer, but also because it can cause unnecessary changes to Perks that wouldn't have needed them had the ability to stack been removed.

    So what should be done about this? The answer is simple:

    • Perks that cause instant loss of progression and/or increase regression speeds of Generators can no longer stack with each other.

    And to really ensure that there would be a lot more perk variety and less incentive to try to use as much regression perks as possible in your builds:

    • Perks that apply regression now have a cooldown of 15 seconds that prevent other regression perks from activating, with exception to Pop Goes the Weasel (due to it having a timer).

    This would create a significantly healthier game as regression would not be nearly as problematic as it should be, and some perks can be changed or altered to have greater effect without the risk of them being too powerful.

    bro cob give 3.7% regress in minut

    you cant be serious

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434008#Comment_3434008

    1. Quick question, just please, think it over for a second: That survivor that's standing 16 meters from the hook (Not doing a gen, by the way), if he wasn't pulling off that tactic, how far away would he be from you as the killer? More, or fewer than sixteen meters away?
    2. Dev also said 'the problem is being denied the ability to make a save'.
    3. Okay, so now you're arguing that it is a tremendously inefficient method of play, so why do you care that it's getting nerfed, then?
    4. See 2.
    5. I will ask again: Was I wrong, or did you get your knickers in a twist and fail to read what I wrote? But judging from the fact that you're repeating 'don't be stupid' as some kind of mantra, I'm going to guess that you saw someone disagree with your take and just saw red from that point onward.

    Just as a thought experiment: Consider the situation you are painting up with the two survivors on opposite sides of the hook, and compare it to the situation as it is at the moment. What are survivors going to do under the current system, and how does that compare to the 'abuse' situation? Because from what I'm seeing, that 'abuse' situation is literally flat-out better for the killer than the more likely situations that occur under the current system.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434007#Comment_3434007

    'Just clog your build with perks that only work for camping and then execute a perfect strategy in perfect coordination with total strangers and no communication to counteract the killer putting in effectively no effort whatsoever.'

    Okay.

    because this nerf affects everyone, even non-campers

    these 16 meters = 32 on the gideon

    The survivors will exploit it

    all you want is constant free escapes, but please think for at least 1 second and understand that it is wrong to punish all the killers

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433982#Comment_3433982

    1. What do you mean 'Free'!? They're investing two survivors' time on a one-man job, AND they're making your job easier by making you not have to go only 16 meters to get to a survivor instead of the breadth of the map, AND you don't have to find anyone. This is legitimately starting to sound more like 'anti-camp is fine, so long as it doesn't interfere with me camping'.
    2. 'The devs said it was for facecamping' - No, the dude that introduced the system stated that the problem is not being able to go for an unhook. That's ALL camping, not just facecamping.
    3. Take the right build, camping is still broken as F. It requires a lot of coordination from survivors to break even with it and the slightest slip-up on their part makes it a landslide victory for the killer. It continues to be a problem, and a lynchpin behind other balancing issues.
    4. See 2.
    5. Was I wrong? Or is this you getting your knickers in a twist and failing to read what I wrote?

    you are literally wrong, to save a survivor or make camping ineffective you need either 2 perks or 3 survivors who will simply rescue the survivor from the hook in a crowd

    just use 2 perks, increasing the time on the hook by +60 seconds, then wait for 99% of stage 1, save the survivor, and even if you fall by the end of your stage, all the generators will be completed and your allies will just have to run, three surv bb killer and easily escape through the gate

  • @Marc_go_solo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433929#Comment_3433929

    There's not a huge difference, especially in your illustration.

    Killers got the buff because quite rightly at the time survivors had the ability to do gens too quickly and chases were strung out for too long.

    Survivors got their buffs because of similar things which were made because killers had the edge. Nothing to do with them just asking. You imagine what this game would be like if everyone got what they asked for. It would be a clusterfuck of the highest order!

    As for how much quality of life has come out - I honestly don't know! Why don't you go through every patch in this games history and confirming with absolute certainty what the total is for either side and why those changes were made.


    no need to compare the whole history compare from 6.1 to today

    while the survivors got

    hud then hud+

    then vt killers got nothing

    Seriously, many killers can't fully play the game because they get motion sickness, but killers don't deserve quality of life upgrades QL only for survivors

  • @SpiritsHusk said:

    "The Singularity's power is the ability to spread Biopods around the map, and implant your consciousness into these Biopods. Any survivors caught inside of it's reticle will be infected, allowing The Singularity to teleport to them and attack. An infection can spread to other survivors, inflicting discord and a sense of distrust among the team, and allowing for powerful snowballing."

    If I understand this correctly, this is basically like the skull merchant's drone, rather.. you can teleport there instead?? If so, get ready for 1 hour games

    moste like pinhead + witch

  • @Marc_go_solo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433905#Comment_3433905

    That's because the comment was in response to yours about how survivors get this, yet killers get nothing about another issue. Your statement was hypocritical.

    Besides, my response was to your question which did not require such info anyway.

    there is a huge difference in the buffs of killers and survivors

    killers got their 10sec generator repair time because the queue time for survivors was approaching 15 minutes because no one wanted to play as killers

    survivors get their buffs because they want to

    Seriously, how much improved quality of life came out for survivors and how much for killers

  • and do not forget that 16 meters on the gideon turns into 32

  • survivor is hooked on the 2nd floor of the garden

    you just run from below and win

  • @Marc_go_solo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433585#Comment_3433585

    It's not "one for you and one for you"; it's reactive to what's pressing at the time. The game doesn't work in that way. In a patch not too long ago, killers gained an extra 10 seconds per gen, reduced times to recover from huts, break pallets and bloodrush to make chases quicker. That update was killer-sided because it was needed.

    Whenever I have been "genrushed", it's often because I made errors. I may have chased too long or missed hits that should have landed. Maybe figures will change in future if needed. However, for now altering unfun and deliberately problematic problems like face-camping is more important. Currently, gens aren't a major issue - at least not from what I've experienced.


    you are talking about killer buffs completely ignoring surviving buffs

  • @Nos37 said:

    Stop acting like if you step one foot closer than what's shown in the last pic that the survivor on the hook immediately unhooks themself, the exit gates magically open, they teleport to the gate, and their t-bagging sets your machine on fire.

    Go patrol gens.

    and then you start crying that the killers are patrolling gen 3

    will you ever be satisfied?

  • @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433575#Comment_3433575

    My post was sarcastic. I play solo survivor, I know we're the majority despite being last on the totem pole. It's simply that many killers would rather not address this if it can be avoided. Some won't even entertain solo survivors buffs, because they'd rather see SWF being brought closer to solo survivor than the other way around.

    If you know the problem with the toothpaste, you will understand why killers will never camp and tunnel less unless the game changes dramatically to force a different gameplay style. Basically the toothepaste theory says, if you squeeze out all the toothpaste how can you put it back in from the way it came from? You really can't. Same with camping and tunneling. The problem isn't the killers specifically, is that those strategies are too good. And that killers have wised up. Maybe those strategies have always been extremely good, but killers hadn't discovered that. After 6-7 years of DBD some parts of it have been optimized, so those strategies are at the forefront atm. You cannot turn back time and make killers unaware of the strength of camping and tunneling. That information is accessible from every killer main with a small following on Twitch or Youtube and as the game doesn't have a good tutorial, people will look for outside sources.

    My topic is about this

    make "fair" play more profitable than camping and then camping will be much less

  • @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433484#Comment_3433484

    If I'm not wrong, Reassurance also has a 16 radius and you cannot Reassure from above. If camping won't be possible for weaker killer, what stops them from running Iron Grasp and taking their victims to basement. They can camp shack. Even if you don't have the perk and you hook them in basement you can still camp it no?

    How can it oppress non-camping killers, since they don't camp? Players just want to win, the game cannot force you to 12 hook survivors. I have many games where the killer just ignores the guy with no hook states and just gets him in end game and hooks them last (so as to instantly kill them), basically skipping 3 hooks to get to 4k. This is already a strategy. The game would have to change significantly to force killers to go for 12 hooks.

    There's a reason camping and tunneling happen, it's because people know how strong those strategies are and that can be medium risk high reward. It's also why so many killers complain about gen rushing survivors, because that's the most efficient strategy to win the game. The guy who will loop the killer for 5 mins usually doesn't even make it out alive, the ones who have a higher chance of escaping are the people who stayed at gens. Doing gens is much easier than learning how to loop EVERY killer and being decent at it. Of course many survivors would rather do that even if it is more boring. There are also plenty of killers complaining about looping and whatever makes chasing a survivor last longer. That's why we saw every killer and their mother (even Blight and Nurse who probably didn't even need it to begin with) run 2+ gen regression. Because even if it was a ######### boring playstyle, it was pretty consistent in giving them 2 kills and definitely more. Or doing the whole 3gen strat.

    How can it oppress non-camping killers, since they don't camp?

    gideon, you hung a survivor over the basement, as a result, now you have a 32-meter dead zone in which you will be punished, and since 6+ divine pallets may appear there, the survivors will run there, and due to the fact that the timer does not stop, the survivor will run away off the hook

    so some ghoustface will lose pressure simply because he went after another survivor who was on another floor

    or for example the killer will have to make a big detour around the hook and lose time, this will severely punish weak m1 killers and be completely ignored by the nurse and blight

  • @Marc_go_solo said:

    The slugging thing is something I worry about too. Yet I wouldn't say this is something they haven't thought about, because what ought to be happening now is people will be noticing unfun mechanics are now being punished. This is more the responsibility of the playerbase now and, although long-term thinking and empathy is a skill some lack, at least from a selfish standpoint they need to understand actions now have consequences.

    If people are intending to slug in some sort of petty response, they must know that Unbreakable may come in so they need to just take a chill-pill and calm down.

    We'll see how the changes are in the PTB, but at least they're reacting to the playerbase. Really, we need to work with them with feedback to get the right balance.


    we punish effective but unfun tactics on 1 side (while not encouraging the "fair" ones in any way)

    and at the same time we will not do anything with the genrush

  • 16 meters is 32 meters of dead zone on double-deck maps, they should reduce this radius to at least 10, and preferably 8 meters

  • And once again you punish without encouraging alternatives

    at the same time, the anty-camp system will also punish people who do not camp

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/376119/what-if-we-dont-punish-killers-for-playing

    Last time they tried to give killers the carrot instead of the stick, the killers just started camping and tunnelling more, immediately forgot about the carrot, and just generally started whinging even more. I know it's a popular forum meme for some folks that 'tunnelling and camping will totally go away if you just buff killers out the wazoo' but it's not meant to be taken seriously.

    survivors also received bonuses

    + Survivors have hyperfocus, so surv can solo repair generators in 45 seconds.

    + Survivors can already increase hook time by +120 seconds with Reassurance and Kinship.

    so to say that killers got buffs and just continuing camping would be a lie

  • Many did not understand what this topic was

    The problem is that depending on the radius of the anty-camp zone, this can oppress non-camping killers and at the same time will not stop the basement bubba

    and option 2 if the zone is small, then the killers will continue to camp

    The “Take and give nothing” approach is already incredibly bad, but combined with implementation, it becomes either depressing or useless.

    now if you play "Fair" then you literally get nothing so why not start encouraging "fair" players

    instead of just limiting

  • @Mooks said:

    for example, if the killer is not within a radius 16 meters of hook, then the survivor dies faster

    so it’s okay to punish survivors for -let me check- nothing in their control instead of making a boring playstyle for everyone in the match - killer included - less rewarding?

    really, facecamping doesn’t need to be defended this much. In EGC collapse it still works the same and otherwise it needs adjustment. Also we haven’t even seen the actual implementation which comes on a PTB to test and where we can give actual feedback.

    if the anty camp update comes out in the form that the developers announced, then it will simply be the creation of dead zones for the killer, for example,if the anty camp zone is 16 meters, for the gideon it will be 32 meters of the zone into which the killer should not enter

    in this position, the killer is punished for what he did hook

    or if the killer made a hook on the second floor of the garden, since the progress does not stop, only slows down 1 survivor can run in the main building and the survivor will escape

    thus weak m1 killers will lose the already weak pressure

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432714#Comment_3432714

    Maybe stop focussing on one Patch to keep your narrative going. Just look what was possible before and what is possible now when it comes to Survivor-gameplay and you will surely see that Killer is not bad at all in 2023.

    I'm looking forward to the video how you defeat a good swf team with hypercofcus and toolboxes

    while you to play as freddy

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