throwaway79465468797
throwaway79465468797
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1 of each boon per map is good. Any more is overkill in my mind. Especially if they plan on adding more survivors like Mikaela.
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Its possible hes using a VPN to get faster games outside of his region. I have no way of knowing that though.
VPNs can cause all sorts of trouble online...
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The worst part is that we cant push for a harsher DC penalty. All thanks to cheaters that could be running rampant with no repercussions.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2591148#Comment_2591148
This only works when you are up against survivors that you stand a chance against.
Mostly, when randos or people of a similar skill level attempt to bully, they leave themselves open for a good smack.
When it's an SWF group with thousands of hours between then up against you and your sub-200 hours, and they just walk all over you - that's when it's really annoying. Because these groups are always the absolute peak of BM.
I've definitely run into some red rank groups and not had too much fun. That's for sure. But having done that I've learned how to deal with SWFs that is beneficial for me when I need to do my job as a killer and create pressure where I can. Whether that be on gens or slugging people and looking for that one friend who wants to help at just the right time.
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Doc Trapper Billy Leatherface Nurse and Huntress. They all do nicely in the basement.
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I mainly get bullied when a survivor or survivor group believes they can bully a killer for free and expect the game to progress normally. After slugging them a couple times they stop bullying you. Often times they don't want to play after that.
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Chain summons is good for window loops and catching survivors between loops so you have ample time to catch up before they retreat somewhere safer.
Chain hunts briefly prevent survivors from interacting with gens until the box is either solved or picked up. This puts emphasis on finding the box to prevent global chain hunts. The caveat here is the survivor who picked up the box will have to deal with their own chain hunt, meaning they also can't stay on gens for very long.
If the survivor is holding onto the box you should prioritize gen pressure. You will eventually find the survivor with the box because they will be the only one being attacked by chain spawns. You're already an M1 killer without the box, and searching for the box holder can cost you valuable time. Don't fall into that trap.
If you down someone, then don't bother teleporting to the box unless they are injured. Two people in their dying state slow down the game tremendously.
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@mynameisBlade said:
https://forum.deadbydaylight.com/en/discussion/comment/2590145#Comment_2590145
The most appealing part of horror games are the look. How DBD made it this far with the terrible graphics/optimization it has is just BHVR getting lucky that it has the fan base it does. Of course that is a huge generalization about scary games, but the graphics/pacing will hit the hardest up front. Over time people become less sensitive to anything. That obviously goes without saying. My point still stands.
A game that looks appealing is not the same thing as a game that looks scary
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@mynameisBlade said:
Dead by Daylight can't be scary as long as they keep the current graphical look the same. They need to just get this game out of Unreal Engine 4. Would be quite a bit of work, but it'd be worth the effort. The games unrealistic lighting/shading not to mention the pacing of the matches and map design is just poor. A scarier game requires more build-up for scares. DBD is just goofy. I don't think the devs want this game to be scary at all.
Updated graphics won't make the game any scarier... people will get used to that. Games are scary when you let them be scary and when they have genuine surprises
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Survivor: did I escape somehow?
Killer: did I kill at least 2 survivors?
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Sounds like normal struggling when learning how to play new killers. Demo was pretty hard for me to grasp too. The way I see it is kind of like Hag, in a way... you need to set up a portable perimeter around the map.
More or less in the same vein as the generators... keep one portal near the center for quick access to everything. Then spread out your portals depending on which gens you want to protect more than others.
Then it's just a matter of hunting!
But yeah, sounds like your Hag games were probably better because you're used to playing Hag. Or at least played Hag a few times. Once you get the hang of Demo, it will be another walk in the park
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I've not dodged any games yet.
There are some killer players I would rather never play again, but I'll never know its them before the end of the game. Thankfully I've not run into the same killer twice in a row either.
I just feel like disconnecting is cheap, so I wont do it unless I have an exceptional reason.
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If done right it draws out more time from the killer, which you need all the time you can get. Better still, if done correctly the killer shouldn't waste more time chasing them... I've found more success in gen pressure when survivors literally start searching for me because they want to use their dead hard and get value. No clue why...
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Insidious could fit that bill but I cant imagine how it could be changed... nothing scarier than a killer walking up to you with no terror radius. Most people right now use it to camp hooks I'm sure, so changing it would be beneficial for everyone in that regard
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In what little time I gave myself to research this I've not seen one, even one complaint about a console being bricked specifically because of a cheater. In any game, or even any console.
What I have seen is that the new firmware update for, you guessed it, PS4 has been having issues... and that update was sent out last month.
So I think our culprit here is really just lack of information... the guy was obviously furious and needed to blame someone. But he also didnt provide any information about the events prior to the crash. Or even what state his PS4 is currently in... anything really.
For all we know his console is refurbished. There are plenty more reasonable explanations for their problem than a cheater who mysteriously crashed their console on purpose. No reason go straight for the pitchforks when we know so little as it is.
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Would be nice if there was an explanation for this from the OP. It's extremely unlikely, borderline impossible that a cheater could have affected your console system. The things they were doing in the game may have had an affect on your gaming experience... but your console being bricked is all but guaranteed to be a console problem.
Could be that you had that console for many years, or that you've had problems with it in the past... could be that you're getting an error message and don't understand why. Could be that your console is overheating and not able to keep up. It could really be a lot of things but I'm not inclined to say yes, a cheater could brick your system just by playing the game
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Late night games are the worst time to play, especially if the game has SBMM. The game will obviously try its best to match you with similarly skilled players, but... if the skill disparity is too big (or not enough people in your skill bracket), it should eventually match you with anyone it can find. That way you're not stuck forever waiting for that balanced game.
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There is a live event right now, too. As well as a new tome and a new character. Plenty plenty reason to play right now
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2578952#Comment_2578952
Before it was "slightly different", now it is "very" different.
Sorry, Voice Comms dont make a potato godlike. And no comms dont make a good player bad.
You're not really going anywhere with this... the proof is already there.
Now information is power in this game and everyone knows this. Voice comms do trivialize this game and make it way easier to play. Yes, in fact, a bad survivor can play better with the right information.
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@Aven_Fallen said:
"Actually surprised at the killer w/ no items/perks results"
What? You mean Killers dont have to stack 4 Slowdown-Perks to get decent results? Surprising! /s
https://forum.deadbydaylight.com/en/discussion/comment/2577857#Comment_2577857
Comms dont do much when you have experienced Survivors. If those Survivors all had 5k hours+, they know what they are doing. Sure, it will not be entirely optimized, but this is not needed. As long as you eliminate the Potatoes who waste their time doing anything but Generators or just crouch around the Map, you are immediatly in a better position as Survivor. You probably dont really have a weaklink or at least this weaklink is not THAT weak.
On the other hand, if you have a casual SWF, Comms also dont help that much. Someone who is not good at Chases will not benefit from Comms.
You cant tell me that voice comms dont make the whole game trivial. This numbers would be very different without comms.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2577794#Comment_2577794
https://forum.deadbydaylight.com/en/discussion/comment/2577804#Comment_2577804
Yeah sorry, but if you failed to defend all five gens with all four survivors still alive, that is on you and not the survivors. And it’s really on you if you allow all four of them to find and escape through the hatch after doing those gens as well.
I’m not saying the trial is over once the gens are done, but a hatch escape of any kind after that point is really the killer’s problem. We’re told key escapes were an extremely small percentage of total escapes anyways. Now all these expensive maps and keys + add-ons have almost zero value in regards to hatch tracking and opening. Just remove them from the blood web if they’re going to stay in this state, really unfair to survivors having to buy them.
Sorry but this just doesnt fly anywhere.
Its not out of the realm of possibility that all survivors could be on death hook and they still manage to complete all 5 gens. There are a plethora of other scenarios that the killer could be in that aren't specifically due to their own faults. Sometimes the survivors are good, or playing with lower ranking friends... etc etc etc.
That doesnt give survivors a chance at a free hatch escape just because they completed the game normally. That's not the purpose of the hatch. The purpose of the hatch is to give some players a chance at escaping when they are down a survivor or two with too many gens to finish.
Very different scenario. It should never be given to survivors simply for finishing the game.
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I know it's not pertinent but I feel those numbers would be slightly different without comms. Being an SWF makes the game way easier in my opinion. No guessing, constantly aware of positioning, etc. I know SWF is more common at higher ranks but still... it should be considered skewed data because it is not possible to create a good SWF atmosphere with just the game.
In fact I'd almost guarantee that without those SWF stats it would probably show how the game is much more killer sided. As you saw the killer stats didnt change much if at all, but for SWF without items they were severely lacking. So not only does it require comms but the best gear possible on every survivor to have a better chance of winning against the killer.
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I just feel like cryptocurrency should never mingle with video games, ever. Let them stay separate in their own realms and stop trying to integrate them. They're so unlike each other. I get thatthe events here are final and they'll never truly recover from it but please... cryptocurrency does not belong here; I would appreciate if they were never enabled again. Games are for fun, so let's try to keep it that way.
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I think as it is now is fine. If hatch spawned as soon as all the gens were done then everyone would run straight for the hatch with a key, especially with SWFs. At least with the exit gates you have a good chance of catching someone off guard. Hatch play in general is pretty meek and isn't good for killers at all.
I imagine giving survivors an out without having to play the rest of the game normally is the only reason the hatch even exists. Giving every survivor a chance just because they completed the game normally would wreck havoc on EGC games.
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@MarcoPoloYolo said:
https://forum.deadbydaylight.com/en/discussion/comment/2577611#Comment_2577611
That's not the case. All this would do is make pallet zoning better for killers that don't have it as part of their base kit. Other than that, it just means you can't reach a pallet at the other end of the map.
You know this is an exaggeration... unless you mean in the only scenario where the survivor drops every pallet between you and the other side of the map, which is the purpose of pallets...to create distance. Buffing the killers to make them break pallets, twice, or even thrice as fast will break the pallets for most engagements and make them unusable...
You save way more time than is given to the survivor for dropping the pallet so it will result in a hit or down just for having the perk.
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@wewantbetterfun said:
https://forum.deadbydaylight.com/en/discussion/comment/2577611#Comment_2577611
one and only???? lmao do you even play the same game I do? what about safe windows? what about DH? what about body block? pallets are simply too safe, buffing the perk will simply balance it out and make it worth using unstead of giving literally 0.3 second less distance to the survivors.
DH is a perk that's not a passive mechanic? Safe windows don't always create distance? Body blocking only works once?
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@wewantbetterfun said:
https://forum.deadbydaylight.com/en/discussion/comment/2577177#Comment_2577177
why getting stun if you can just bait the pallet and break it giving survivors less time?
Which is why I don't like the idea of buffing this perk... it shuts down the survivors one and only chance of creating distance or continuing a loop.
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Why stun if they can just have brutal strength and remove an entire mechanic from the game
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Well you can still learn from them and respond to how they play so you can be better prepared for better players in the future. For me that's how I got better against these types of players and even learned how to play against SWFs when they bring certain gear expecting a quick game.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2568425#Comment_2568425
One minute and twenty seconds, assuming one person, no abilities/items augmenting repair speed, and hitting every skill check with zero great skill checks.
And you're saying this is a quick method to regain control of the map?
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2568420#Comment_2568420
Two minutes, and as far as accomplishing the goal of killing Survivors, two minutes is quite fast.
How long does it take to fully repair a generator
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2568385#Comment_2568385
Reducing the number of living Survivors quickly slows down the rate at which gens can be finished, which can give the Killer a significant amount of breathing room to defend the gens from there.
Quickly? It takes something like 3 mins to die on a hook
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@Kalinikta said:
https://forum.deadbydaylight.com/en/discussion/comment/2568285#Comment_2568285
There is no point talking to you, because you don't actually care about facts. Regardless of whether you believe it should always be punished or not is subjective. It is in the game and actually good killers will use it when the situation calls for it.
I proxied a guy to death just yesterday, had them hooked in the middle of a 3 gen. My best play was to stay there. Not run to the other side of the map where nothing is to pressure.
Ignoring the fact that camping, tunneling and slugging actually have a place in the game and contributes to the balance is naive and ignorant. It is a tactic just line any other if used properly is beneficial for the killer.
You only care about survivors idea of how the game should be played. It is so blatantly obvious. There are actual very clear objective reasons to why one should camp, end game, good positioning, a game plan made around it... because yes you can do that as well so blatant examples basement builds on trapper, hag, bubba.
The fact is simple you don't like that style of play, but it doesn't mean it is not legitimate. Maybe you should play it and see how good survivors dismantle it. So you can become better as survivor.
Camping being a strategy that can favor the killer is subjective all the same. I asked if you would provide me some objective reasons for camping being a legitimate strategy.
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@Kalinikta said:
https://forum.deadbydaylight.com/en/discussion/comment/2568082#Comment_2568082
Actually how much progress you make on the generators is irrelevant to the killer actually as long as they can sacrifice you before the trial ends all is well.
The effect it has on the game as a whole? You mean that if played properly as a team of survivors they do the gens and can leave? The same effect as running the killer for 5 gens, just the person not having fun is the survivor instead of the killer.
How killers should play isn't for the survivors to dictate, because guess what... they are not interested in them having a fun time and they don't want to die. There is most definitely a need to camp at times in the game and if used carelessly can lose you the game.
You haven't brought forth any objective reason why it is invalid nor how you would be able to compensate for the shift in power if removed. Survivors are already the more powerful side, good teams can counter the tactic and therefore it doesn't warrant a blanket nerf. Consider the other side, actually go try... how exactly will you punish face camping without punishing most killers.
Theres no shift in power needed 😄 camping should have been penalized from the get-go. Not sure why you're still talking about generators because I think we both agree they are irrelevant to camping.
Camping has a tremendously negative impact for many reasons. Survivors get nothing out of it, and killers never learn to play better. Camping is, by and large, a form of giving up the game in favor of one kill. Sometimes this tactic snowballs into two or more., but the principle is the same from match to match.
I'm also not dictating how a match should play as a survivor. I'm dictating how the game should play from a standpoint that positively impacts survivors and killers both. My best games playing killer are against survivors who are better than me, which in turn helps me learn to play against better and better survivors.
Camping gets nowhere until it does and then it becomes a serious problem. Overall there is ZERO objective reason for why camping is a valid strategy. I think first and foremost you should try to explain why camping is a valid tactic before we go any further.
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@Kalinikta said:
https://forum.deadbydaylight.com/en/discussion/comment/2567080#Comment_2567080
Damn those generators holding you hostage, sitting in one place, forced to hit skill checks and required to do that for 80 seconds straight... multiple times.
Being on the hook is actually part of the game play loop for survivors. Do the gens, run the killer, get downed and placed on the hook.
Regardless of how you want to twist the reality to suit your narrative, if the game progresses and that includes you slowly dying! You aren't being held hostage.
The goal of the killer is to sacrifice survivors to the entity, it is on the survivors to work together and prevent that.
Just because your opponents use tactics, means and actions you do not like does not mean that they are toxic, bad players or malicious. They are trying to win at a game, killers don't like all the tools, tactics and tricks that survivors do either.
Being run for 5 gens isn't fun for everyone else in the game either other than the single survivor doing it. It is preventing the killer from getting hooks, it gives them no good way to kill the survivors and denies them their game play loop. It forces the other survivors to sit on gens and not interact with the killer.... is that the killer playing badly, the survivor playing well or is the survivor now holding the game hostage and being toxic.
Slugging, tunneling, camping, proxying all have a spot in the killers toolset. Use them mindlessly and survivors will and can punish you. Those here complaining about it, are just like the killer being run for 5 gens.
Well I dont think progressing the game by doing generators even comes close to camping hooks. Like I said before, it is the killers job to stop survivors from working on generators and eventually kill them all before they can leave. My job as a survivor is to work on generators, not hunt for the killer immediately and hope he doesnt kill me first.
Camping should not be included as a valid strategy because of the effect it has on the match as a whole. The only person enjoying themselves in that scenario is the killer. It is a very negative aspect of the game that needs to be looked at and seriously reconsidered. Whether you like that or not is also irrelevant.
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@Alphasoul05 said:
https://forum.deadbydaylight.com/en/discussion/comment/2567102#Comment_2567102
Holding a player hostage implies there is nothing you can do about it. You can save them with BT, you can have DS on if you suck at looping, your teammates can bodyblock. You can be given a fighting chance. The only exception to this is if it's a 1 shot killer like Bubba, but then it's a specific killer issue. You can also just ######### on hook. You evidently don't understand what the term hostage means. Yes, it sucks for you but if your teammates slam gens, it's going to suck for the killer.
If I hook one survivor and I see all 3 survivors on 3 gens, and then rather than any of them coming to save, they all choose to do 3 gens and be greedy. That exact scenario means they need to be punished for being greedy, and the best way to do that is to force the person on the hook to shift health states then tunnel them out of the game, or to camp them because you're probably going to lose anyway. Why should someone who never really camps be punished when they use it strategically? You're just making it safer and safer to play survivor at that point.
I don't really condone camping ever because it's boring for both sides, but at the same time it isn't like I see survivors go out of there way not to pound gens out real quick and avoid interacting with me if I play killer. That's not really fun, either.
Is it not then your job to interact with those survivors instead of giving up the game immediately and holding a player against their will? How did you find the first survivor if not by interacting and playing the game? What changed between you downing a survivor and hooking to immediately giving up the game?
I get there are no rules to govern this stuff but that's why it's important that there should be. My objective as a survivor or killer doesnt change. I either have to do generators to escape or killers have to kill everyone before they leave. It's on the killer to find survivors and prevent them from escaping.
In no way is it fun for a player to be tied up with nowhere to go and nothing to do because your definition of "prevent survivors from escaping" means "prevent at least one survivor from escaping, because that's a win in my book"
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@HaunterofShadows said:
https://forum.deadbydaylight.com/en/discussion/comment/2567080#Comment_2567080
which is exactly why we can't use your logic. If we used that logic even being placed on a hook because you can't do anything on a hook and it would be considered being held hostage. The game decides what its own term for a game being held hostage is. If its not being held hostage by the games definition then it isn't being held hostage. Say a killer slugs a survivor because he sees another survivor about to flashlight him so he chases them. If we used your logic that is being held hostage. But its not. If we don't use the games definition of being held hostage that's not abiding by the rules of the game. If camping was a game being held hostage by the games definition it would be reportable. But according to the game your not being held hostage. Say a 3 man swf leaves their solo teammate to die on the first hook. Is that being held hostage? If we used your definition then yes it is. If we use the game's definition then no it isn't. If it isn't in the games definition of being held hostage then it isn't reportable. You play the game by its rules. The rule of dbd is if the game is progressing then camping or slugging isn't holding the game hostage. You're using your own rules to make camping and slugging taking the game hostage. Taking the game hostage in the game's rules would be something like the killer body-blocking you in a corner for the entire game because then your unable to play and the game won't progress. Now lets say you do this in the EGC. There is a timer till the survivors death so it isn't holding the game hostage. If you don't use the game's terms then your invalidating your own point.
Being placed on a hook is part of the game. Camping a hook or downed player is part of the game but definitely shouldn't be, because that counts as holding a player hostage. There's no more to it than that. No justifying, no changing the terms, no amount of what-ifs and maybe scenarios will change what camping is.
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@HaunterofShadows said:
https://forum.deadbydaylight.com/en/discussion/comment/2567052#Comment_2567052
for a game to be held hostage the game has to not progress. If your on the hook the game is progressing. Same as if you were slugged. And you also ignored the entire part about how survivors can be saved from a camping killer so watch who your calling out for faulty opinions. If we are using your logic being on the hook at all is taking the game hostage.
You don't really get to define what a hostage is with just the game's terms... a hostage is still a hostage, whether they are stuck bleeding out on the ground or stuck on a hook for 2-3 minutes and no good way to escape or even keep playing the game. That person is being held hostage and unable to play.
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@HaunterofShadows said:
https://forum.deadbydaylight.com/en/discussion/comment/2566989#Comment_2566989
Camping does not take a players game hostage because A: you'll die within a few minutes, and B: Being face-camped doesn't mean your impossible to save. I've saved people from face-camping killers, I've been saved from face-camping killers. I don't know why people pretend face camping means a guarunteed you cannot be saved.
If there's anything that's faulty here it's the opinion that "oh well you can just die on hook, or you'll eventually die anyway". As if that's a clear justification for camping being an acceptable strategy... it's acceptable because the player can purposefully die or AFK until they do die, so that means it's a viable strategy and doesn't hold a player hostage.
I think they call that a paradox
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2566968#Comment_2566968
It's not a reportable offense, though. It only seems ironic because you're working off a faulty assumption.
If it's not against the rules that doesn't make it faulty. There are rules that support camping being an offense regardless. Furthermore, you're still holding a player hostage which leaves them with the only option they have to leave the game, i.e die on hook
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2566964#Comment_2566964
I didn't say anything about holding the game hostage. If you look clearly at the reportable offenses in game, I'm almost certain it mentions specifically targeting individual players. That is a reportable offense.
It's not, though, and the mods have already pointed that out many times.
Which is why it's rather ironic, and basically a joke, that it's a reportable offense and still acceptable.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2566947#Comment_2566947
You aren't being held hostage on the hook. You can always just suicide on the hook.
Yes... how could I forget 😂
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2566947#Comment_2566947
Camping is not holding the game hostage. For the game to be held hostage, it needs to be unable to progress. A camped player will die within 2 minutes, max, thereby progressing the game.
I didn't say anything about holding the game hostage. If you look clearly at the reportable offenses in game, I'm almost certain it mentions specifically targeting individual players. That is a reportable offense.
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@Crowman said:
Hook camping is just something that is sometimes nessicary and punishing it because it hurts your feelings is not how you balance the game.
If a I hook a survivor near gens or a totem you can bet your ass I will stick around that area because it allows me to pressure multiple survivor objectives.
Camping isn't an issue because it hurts anyone's feelings. If it hurt their feelings then they should take a break because they've probably been camped numerous times over a span of several games.
Camping is an issue because it holds a player hostage against their will which coincidentally is a reportable offense. Whether or not camping is acceptable or not is irrelevant information. In fact it's more damning that camping is even considered an acceptable strategy.
Why have the option to report someone for holding a player hostage then say camping is an acceptable form of gameplay... kind of ridiculous if you ask me
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2566569#Comment_2566569
Wanna see something cool?
https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system
Camping is a part of the game. To nerf one side (that is already at a disadvantage) and give the other side a massive buff, you need to balance it out.
I've tried to argue with you in good faith, but you are totally uninterested in the facts I've presented. You only seem to care about how it feels and as such, there is no way for me to convince you.
Ergo, there is no point for this discussion to continue.
I'm not worried about what is or isn't considered part of the game. The fact that it's considered part of the game is an issue in and of itself. And there are ways to fix that, which you asked me to present to you. But for some reason your only desire was to try and prove that "camping can't be balanced", which again I told you was also true. So where are we going with this exactly?
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2566562#Comment_2566562
Oh, okay. They aren't supposed to be balanced, got it. Glad we established that.
Right, camping is not supposed to be balanced. I think I tried to tell you 3 or 4 times now
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2566547#Comment_2566547
If they were bad ideas, and you knew they were, then why did you say them? Of course I'm going to point out their flaws, who wouldn't.
Let's say we do it your way. Killers are no longer allowed to camp. What's the compensation?
I didn't say that I knew they were bad ideas. They are not bad ideas, even when you try to pick them apart as you've done already. The purpose of those changes are there to be a disadvantage for the killer. If they choose to camp a hook knowing that, then it's their own fault.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2566519#Comment_2566519
Relocate the hook ~ What is this predicated on? The Killer's proximity to the Survivor? It can't be, since other Survivors can sit within the Killer's LOS to force a relocation.
Create a boundary ~ That would remove hook grabs entirely and make any rescue guaranteed.
Slowing down the Killer ~ Looping near the hook just became a lot more popular, congratulations.
Disable their power near the hook ~ Again, looping just became hugely viable near hook. You are creating potential infinite's. But, of course, that wouldn't ever be abused.
Disable grabs ~ Ah, yes. Take away any skill required to unhook someone. Go for a stupid unhook? No worries, you can't be grabbed!
Camaraderie Basekit ~ No, because this will allow people to leave each other on hook to rush gens. Camaraderie is already 34 extra seconds of time and you want to buff that and make it basekit? No.
Slipper Meat basekit with Endurance ~ No. 4% should stay 4% because being able to unhook yourself is extremely powerful.
Unhooking is faster the longer the Killer is nearby ~ Again, this gets abused instantly. Loop the Killer nearby for a second and farm a free unhook.
The Killer has to chase 3 other Survivors who will be having the easiest games of their lives if any of your proposed changes go live.
I didn't tell you that so you could pick them apart. Though I totally understand your reason for asking and saw this coming a mile away. I'll repeat it one last time so maybe you'll see my point: camping cannot be fun for killers and survivors. Give survivors an opportunity to play. Killers have 3 other people to play with. Not going to argue beyond that.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2565798#Comment_2565798
If there's a billion ways, surely you could list a few.
Relocate the hook. Create a boundary around at the base of the hook. Slow down the killer near the hook. Disable their power near the hook. Disable grabbing near the hook. Make Camaraderie base kit and last longer. Make Slippery Meat base kit and if you succeed, give the player endurance. Make unhooking a player faster the longer the killer is near it.
A lot of ways. As I said before: theres no way to make camping fun for survivors and killers both. That doesnt mean the games balance is a tragedy. The killer has 3 other survivors to chase and play with. So it should stay that way.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2565727#Comment_2565727
Find me a fix that doesn't massively imbalance the game.
Go ahead.
I'm sure there are a billion ways to make it bad for the killer to camp. Also just because the killers have an issue with camping deterrents doesn't mean the game is imbalanced... it means you need to leave the hook and find something else to do with your time.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/2565682#Comment_2565682
We do not have a harsh camping penalty lol.
That's just it... you see people regurgitate a lot here. The "harsh penalty" is to dismiss your feelings entirely and just finish out the game. Who cares if that person on the hook wants to play or not, just finish the generators. Then everyone can move on.
Only that's not a penalty at all, much less a harsh one. A penalty should mean the killer is being denied something for holding a player hostage. That in itself should have never been possible for a killer to do.
There's simply no good way to make camping fun for the killer and survivors at the same time, either. One will suffer and the other will have to move on. Thankfully the killer has 3 other survivors to play with, but a survivor is stuck on a hook just spectating the game. One fix sounds a lot better than the other.