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twistedmonkey

twistedmonkey

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  • It depends on the save point they take as mentioned.

    They don't release exactly the one they use so they have an array of people of different levels for better testing.

  • You can save up points.

    The PTB is to test everything out which means those with no perks, some perks and all perks or addons and offerings etc. If everyone had infinite bloodpoints they may just use the best they can always.

  • It's possible but not guaranteed.

    They are obviously thinking about it since the last surveys have asked a specific question about cross play and cross save.

    As long as they have an option to opt out I think it would be fine on all platforms.

  • Just in case it is Pinhead he has a couple of aliases in later books "The Cold Man" and "The Hell Priest"

    It could be a beast to may "The Lycan" or "The Lagahoo" the latter being a shapeshifter often depicted having chains around its neck.

  • Jacob Marley coming to DBD 😯

  • @LustForBP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1087123#Comment_1087123

    Not really, I’m just saying it’s unfair for one side to have an informational advantage of the other.

    Just because one person says they’ll do one thing doesn’t mean everyone will. Sure, low-skill Killer players might use the information to tunnel, but it already happens despite not having the information. More intermediate - advanced killers will be able to formulate strategies around knowing who has the key in their possession - this can also play both ways as survivors can use it to mind-game a killer.

    Explain to me, if this would encourage bad play-style, then how is it fair that survivors (regardless of SWF) are given the knowledge of Hex Totems? A literal notification that informs them there is a Hex. How is it fair that survivors know who the obsession is and when they’re being chased? Survivors also have information about add-ons killers bring. When a survivor is hit with a certain perk a huge notification pops up informing them. How is fair? Yes, they do this for the solo player, but this is abused in strategy by SWF. I do not care, because I use it when I play survivor, but simply asking for information on keeping track of a key holder isn’t much in comparison. Anyone who brings a key can equip themselves with counter perks.

    Primarily because for one reason notification of a hex was not only to close the gap between solo and swf but to also get survivors to look for totems taking them off gens and slowing the game down. It has an effect which can not only aid the survivor but also the killer in essense. It's a mechanic which doesn't make it instantly unfun for one side as you can choose not to bring in a hex perk after all. It's understandable why then but that doesn't mean I have to like being shown it. I still believe after a set rank these should have been removed from play as you should learn to know things rather than be held by the hand and shown.

    Take NOED as a prime example. Before we had the moments where you may not have noticed it was a one hit down and were left to wonder. For myself this made it more fun and you tried to be more alert instead of just well knowing.

    The obsession well unless its yourself who is it I really don't see the need for others to know. It makes rancor weaker on swf for one as they can communicate when they see the likes of rancor.

    I touched on a couple of perks which I think shouldn't have notification already and there are more.

    Equipping perks like DS or BT shouldn't be a given to not be tunelled and they need looked at themselves for the ways they can be abused. We should be asking for changes to gameplay which makes for less unfun games not asking for things that can create more.

  • @LustForBP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1087048#Comment_1087048

    I have no bias. I’m an open-minded individual that would rather have a counter to a counter to a counter for gameplay.

    You assumed the only reason for having this information was for tunneling. You never stated you opposed the information that survivors are handed. Yes, I made the assumption, a logical one at that.

    Giving the killer this information is not solely promoting tunneling. It allows the killer to keep track of who brought a key. When I see a survivor with a key, I don’t avoid and target only that survivor. But it’s very hard to keep track of who has a key, especially when the team might coordinate clothing and characters. Giving this information let’s a killer know if the key is still active in play or if it’s swapped hands. That is only fair. It makes no sense from a logical standpoint that survivors can communicate cross-map without a communication device yet are given a plethora of information to locate a killer, chests, totems, exits, and each other.

    Giving a killer information to keep track of where a key is isn’t simply encouraging tunneling, if anything it would actually allow the killer to focus elsewhere since they know where/who has the key. You think on the negative of this information when it can have a positive impact. Survivors with keys are tunneled because a killer cannot track the key so the easiest way to do so is to get rid of the person with it, via tunneling.

    Your posting on this matter says otherwise as you instantly did the but what about the info the other side has and tried to insinuate bias was in play.

    Not really as going by what most people say in key discussions they actively tunnel already when they see a survivor has one. Yes it's an assumption but its based on what has been discussed in the past so not a baseless one.

    Again going by past discussions while some may use it as you state and it could be positive for them the others well they will simply know who to target. Just look at one of the first responses on this post about how a player could do just that. Giving this information then can promote a playstyle the devs actively want to discourage and why I personally don't think as an addition to the game it would be a good one.

    It's the same for certain perks like myc or lullaby. Already perks which are highly situational and made worse by a notification.

  • @LustForBP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1086799#Comment_1086799

    Let’s backtrack then, per your post here’s your view:

    “The only logical reason I can see is to be able to tell so you can tunnel them out the game quicker.”

    Your words, not mine. I made an assumption based on the information you gave. That being a one-sided view on why Killers do not deserve any handed to information. Simply adding a key to a survivor icon is not detrimental to the survivors as much as the information given to survivors is against killers.

    You don’t want assumptions made then don’t assume the “only logical” reason to wanting this information is to tunnel.

    That is because the point of the mechanic wasn't clear as when I made that post it hadn't been stated that it would ONLY show once the hatch had spawned.

    It is logical to think that wanting that info from the start since it was open to interpretation would be used for tunelling the survivor with the key. What other reason would you say it would be useful for?

    Where did i say killers didn't deserve information at all handed to them? you are expanding it making more assumptions as I was speaking solely on this one topic. The fact you took bias from that technically says more about your own.

  • @LustForBP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1085880#Comment_1085880

    So, you’re perfectly ok with survivors being given information such as hex totems, who the obsession is and when they’re being chased, and various other given information? But you’re opposing a killer knowing who has a Key in the game 😂 you know what that’s called?

    Nice to see you instantly make an assumption as I reply with my actual thoughts on thr topic at hand. You know what that's called? It's always better never to jump to conclusions regarding how someone thinks.

    I have spoken up many times about how I think the info on the hud actually ruins the not knowing experience and wish it wasn't there. It was added due to trying to close the swf/solo gap but imo unsuccessfully as it just buffed them also hence I don't think it adds anything to the game.

  • @HellDescent said:

    https://forum.deadbydaylight.com/en/discussion/comment/1085880#Comment_1085880

    It lets you know that when the hatch spawns there's a survivor in the game who can open it with a key

    Thank you for the clarification on how it would exactly work.

    I am not sure if it's something that adds anything to the game which would be beneficial to killer apart from putting more pressure on them to protect both gens and find the hatch.

    If the hatch spawns and the key icon pops up the survivor is also at a high risk of being camped which I don't think is something the devs wish to promote.

    For keys I would prefer then to actually be a lot more rare with some overall changes.

    Maybe one in 15-20 bloodwebs for pink ones and they are the only ones which allow more than one to escape through it and can no longer spawn in chests.

    Purple ones can be found in chests and are more common but they only allow one to escape and the time for its other uses is increased to 30s like the pink one.

    Once a key is used if the killer then closes the hatch it cannot be reopened by another one for 60s.

    I think making pink items themselves be more rare and that they can never be found within a game would solve the biggest issues. I know doing the plunderes challenge in the past I found 3 pink keys out of 6 chests I opened.

  • I would have to say the trapper even though I play with lots if differnet ones now as when I started playing there were only 4 killers and he was the first one which I picked up and levelled so always have a soft spot for him.

    I usually play around with few killers. Hag, Huntress, Doctor, Myers, Leatherfave, Billy and Pig.

  • First Yes if it's hit 10 times which lets be honest has little chance of happening and players tend not to use the key for other purposes.

    Secondly its very rare to see these add-ons when aomeone brings in a key and you specifically mentioned finding one in a chest as per your OP.

    I am responding as your post is confusing. Why do you need this Info? What does it add to the game? The only logical reason I can see is to be able to tell so you can tunnel them out the game quicker.

  • @HellDescent said:

    https://forum.deadbydaylight.com/en/discussion/comment/1085536#Comment_1085536

    They whole idea behind playing killer is to kill survivors before egc in the first place. And how is egc and closing the hatch relevant to my post?

    Well since a key can never be taken out the game and any one can pick it up once the one using it is dead then the other survivors has a chance to be the person whom you reference so its extremely relevant.

    So this information will tell you who you need to tunnel out the game and hopefully kill the others before the hatch can spawn. If ypu fail there is a chance you will need to do that the next one who holds it and so on until it comes down to just two left. Then it's as my post stated.

  • Right now closing the hatch gives the killer a better chance. Knowing someone has a key why then close it? It could just prolong the game for a long time until the survivor attempts gens which could be 1 or 5.

    The whole idea of the original hatch and now with the egc is to end the game.

  • It's always better to address major problems than not due to what may happen.

    Yes some may resort to suiciding on the hook and if that is shown to become a large issue then the devs can then look at doing something with that mechanic.

  • @Feyd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1085291#Comment_1085291

    It is directly related since that is, in my experience, the majority of survivor DC's. They get in, get instadowned by a huntress hatchet and pull the plug. Or any other various killer ability or mori that comes off as unfun to them personally.

    Perhaps we need to make the lobby give 30 seconds for survivors to adjust liadouts, lock them, then show the killer and the rarity of their addons/offering. Can't tailor your perks to the killer that way, but if you hate playing against it, you can leave. If one leaves, it gives the 'match canceled' result and let's everyone requeue.

    You'd learn very quick which killers need to be reworked.

    That was my way of thinking too. Lock survivors in 30s before the killer which gives them time to setup perks as that's the purpose of seeing items etc.

    Killers dodge and then survivors last minute switch then either may dc in game.

    I've always said the same if people want proper stats for balancing then dcing or dodging doesn't help as it should always be played with everything the game has to offer otherwise they get skewed.

  • @Feyd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1085060#Comment_1085060

    Then the killer should get the same penalty for leaving a lobby with 4 toolboxes in it. If I get punished for not wanting to be a punching bag for an iri head huntress then they should be punished for not wanting to be genrushed to hell.

    I've already stated my thoughts on that many times. I agree dodging needs looked as everyone should accept the game as it is.

    That isn't the topic at hand though.

  • @Dokta_Carter said:

    https://forum.deadbydaylight.com/en/discussion/comment/1085060#Comment_1085060

    Wait people literally d/c'd to those? I thought Bubba was a meme play

    You would be utterly amazed at some of the reasons players dc lol.

    It just shows exactly why the punishments were asked for and cements the actual need for them.

  • @Ivaldi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1084535#Comment_1084535

    You want a reason to DC? How about when you get a bad spawn because DBD is so buggy that 90% of the time, 1 survivor spawns within the killers terror radius.. Or when you get a killer that decides to camp the hook with a Mori? or how about the fact that Iri Huntress is a thing? Or a bubba that sits afk in the basement until endgame and kills everyone so everyone depips?

    Those are not reasons to DC and all part of the game.

    Dcing due to the things you mentioned is exactly why the system has been implemented so congratulations on helping with the decision to implement it are in order I suppose.

  • @HauntedMandalorian said:

    https://forum.deadbydaylight.com/en/discussion/comment/1084018#Comment_1084018

    Could that be why they've been going on sale a lot lately? Hmmm.

    Sales tend to always happen near event times. Since we had halloween, Christmas/New year and then lunar so at this time of year it can seem to be happening more than usual.

    Numerous times a year the game and everything to do with it does go on a sale.

  • Bugs aside which they should have a system to detect and not punish for I don't see why anyone should be allowed to dc.

    To be honest the only ones I feel that have an issue with this is the ones who would dc if things aren't going how they wish them too.

    Dcing has been one of the biggest complaints about this game for the past two years. Now they put in a system the players have actively asked for. I would say they have engaged with the community in this case and have listened to them.


  • @Snapshot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1083723#Comment_1083723

    but you could be in a locker... then you also don't move

    The game could easily recognise that. Its not about simply not moving but not being able to move when you should be able too.

    @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1083776#Comment_1083776

    Imagine someone with the knowhow that writes a little program that blocks keyboards outputs.. the client receives the input, but the program blocks the output from actually being sent to the server. Nothing happens, oh this player's stuck, let's get him out of there, penalty free, in the middle of a chase or whatever situation they feel like getting out of. Tadaaa.

    Anything that requires checks on the client side of things can be broken apart and taken advantage of.

    i dont think that is quite as simple as you think. That itself would more than likely have to interact with the game on a level which would easily be detected as it would need to block certain things within the game itself as you connect to the server from within it.

  • @Saitamfed said:

    https://forum.deadbydaylight.com/en/discussion/comment/1083901#Comment_1083901

    I don't DC and my apologies if that sounded rude.

    And... about the fact of online games... don't missunderstand me, it's an horrible game experience that there are a lot of DC's. Just yesterday two people DC'ed and I thought the killer would be at least a bit mercifull but no. Anyway, It's a game and being that interesed to win might be good if you're playing in a tournament. Don't missunderstand me, I like the DC penalties and think it's necesary, but there are part of me who doesn't and not because I DC, but because I understand that there are people who has a lot of issues. Without talking about bugs and stuff that are out of your control as well.

    Again... don't missunderstand me, I know there are a lot of DC and there need to be some sort of punishment.

    And... thinking that a person should stop doing something because everyone else doesn't like or might have a difficult time... it's a dangerous philosophy.

    I dont think its a dangerous philosopy in a game to want each person to have a pleasant experience and try to cut down on those who make it less so. In other aspects of life yes but in games? this is why most online games out there have a system like this in place.

    As for the DC penalties another user posted the results @PeenutsButt3r thank you for this info.

    First time: 5 mintues

    2nd time: 5 minutes

    3rd: 15 minutes

    4th: 15 minutes

    5th: 30 minutes

    6th: 30 minutes

    7th: 60 minutes

    They arent overly bad and while we dont know the time to reset them they are quite user firendly for DC's due to outside circumstances.

  • Personally I dont see the issue with price of skins as they are or the battlepass as its the market which drives these prices. If no one bought it then they would not be a viable product or they would be reduced in price.

    I feel a lot of people forget skins are never needed in the game. They are and always will be an optional extra and its down to an individual wether they consider them worth it and make the choice to part with money.

  • @Saitamfed said:

    https://forum.deadbydaylight.com/en/discussion/comment/1083244#Comment_1083244

    Don't missunderstand me. What I am going to say might sounds a bit rude. I don't DC often but...

    Why load up the game? Because it's a game... I won't be an hour playing if I have something to do but perhaps 20 mins. It's my time and I use it however I want. Why should I explain myself to you?

    As a person who lives in a dangerous neighbourhood, sometimes I hear stranges noises (quite a lot) and yes, I need to close the game if I am supposed to be alert if something happens. I can't be playing a game if let's say there is someone who is trying to break into my home, or to robber a neighbour in the street. Talking about power cuts. I had two last week and one three weeks ago.

    Some people has children. Accidents happens and you can't prevent it.

    It's not odd that today a power loss happens and in two weeks my mother has an accident in the bathroom. Right? I am being fatalist, I know but I am just telling that accidents do happens against your will and sometimes quite frequently.

    I don't know how much time will be until the penalties resets, but I hope it's a short one. And yes, the first penalties will be 5 mins or so but until the system resets, the penalties will increase by time to time. Of course, I can play something else in the meanwhile but that's not the point I am trying to make.

    To be fair yes it is your time and you do have the right to use it how you wish but why should others be left at a disadvantage due to yourself having issues out with thr game? I think that is the bottom line as it can seem like a very selfish attitude when you only consider your own wants.

    Issues with power or service providers is why the first time outs are more lenient to start with as it give a you time for it to be sorted out.

    Things out with your control are always looked into with such a system but if you have to leave a lot of games due to these circumstances happening a lot then I'm sorry but you have to think if you should really be playing an online game as going back to my first point its putting what you want over and above the other players experiences in these matches making it less enjoyable for them.

    You can always choose what to do with your own time but that shouldn't be at the detriment of other players.

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1083723#Comment_1083723

    And then grievers and toxic players will just start abusing that, and we're back at square one.

    I dont see how the game checking for normal inputs within the game such as a key press not moving a character as normal will be abused.

  • Personally I think there should be an option when pressing escape so you can ask the game to check for these circumstances. The system should be able to see inputs happening from the user side and not working within the game.

    It should then give you an option to leave free of punishments and thank you for the bug report.

  • @Chicagopimp2019 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1083213#Comment_1083213

    The initial penalties are designed to be short just for that reason. If you have to leave to do something you arent going to try and jump back into another game immediately and the penalty will be gone before you return. Now if you always "have something to do" and find yourself frequently DCing, you deserve your penalty bc you are screwing everyone else over.

    This 100%.

    If you know you have an dr apt or have little time to play then why load up the game if it means you may have to leave suddenly?

    Before playing always make sure you have the time to finish the game as using the leave option is for scenarios that arise without prior warning which should be few and far between.

  • We will have to see how much they have changed and what has been fixed from the test as what you describe is a game issue which should be fixed to not give the penalty.

    Penalties should only happen if it's on your own end.

    As for someone dcing due to how another plays well that is the game. It shouldn't be a legit option to just leave as big sides have to deal with things that are unfun.

    At the very least it allows stats to be gathered a lot better for balance purposes and to work on unfun plays.

  • If I am being slugged alot I will run tenacity along with unbreakable.

    Seeing a lot of campers I will put on BT just in case.

    Normally it's a mix of Inner Strength, WGLF, Detectives Hunch, Q&Q, Bond, or Iron will.

  • My goto ones are Morf, Scott, Tru3 and Ohtofu as they all engage with their communities and the chat is always nice.

    I will watch basically anyone who is on playing DBD so on occasion I also watch Umbra, Pug, Sat, Noob3 and Zubat.

  • I think almost everyone has had moments like these. Sometimes frustration can get the better of us but feeling bad about doing it once says a lot about yourself.

    The problem dcers generally don't feel bad and take it as a win. Dcing for anything and everything just because they feel they can and should be allowed too.

  • The spawn are rng but on some maps there are some known spots but they are never guaranteed.

    It also depends on how many gens are done. For your scenario at least 3 gens need to be done for the hatch to actually spawn on the map.

    The rule is there needs to be one more gen done than survivors alive for it to spawn closed on the map.

    It only auto spawns open only when there is one survivor left alive no matter how many gens are done.

  • @JawsIsTheNextKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1080100#Comment_1080100

    I didn't know that made a difference. Are only unknown exploits reportable?

    Pretty much yes. Unless its stated to be a bannable exploit.

    When known non bannable exploits are reported it won't speed up the process for a fix but it will clog up the system taking them longer to get to the bannable issues.

  • Killer

    Enduring

    Spirit fury

    Infectious Fright

    Corrupt intervention

    Nurses Calling

    Survivor

    Inner strength

    Iron will

    Quick and quiet

    Bond

    Detective's Hunch

  • No as it is a known issue being worked on already.

  • How about perma T3 Myers?

    Slugging pauses it but also means someone would generally go for the save. Slug two and you can easily snowball especially with one hit down killers.

    Personally Scott's idea while also needs a bit of tweaking with other things is a lot more fair for both sides.

    Allowing someone to be hooked first is not a good idea as instantly you can effectively pressure at least two people off of gens.

    The whole idea of the initial mechanic was to simply allow the time to setup or find a survivor to then start the normal speed of the game.

  • The counter is to not be as greedy with loops and drop the pallet a little earlier.

    He still has a slowdown when using his shock so use that to your advantage.

  • @rephaim said:

    https://forum.deadbydaylight.com/en/discussion/comment/1078015#Comment_1078015

    When is the next dbp event. Never see them. Just bad compendium stuff

    No one knows exactly when they will appear. It's down to the devs and when they make the choice to do one and then they will announce it 😉.

  • Well if you read the forums most survivors are said to use, DS which is also a licensed perk so that tends to go against the killers are willing to spend more idea.

    The fact is BBQ helps with the grind so the couple of times it has been on the shrine along with the low cost if the DLC makes it extremely worthwhile as in the end you just halved the grind for all you wish to feed points into and LVL up be it killer or survivor.

    You don't even need to play Leatherface themselves just feed points into them until you get the teachable. Then you can factor in the dbp events in which you can easily get to lvl 35 with a couple of hours of play with some bloodpoints offerings.

  • I think it would be a good change if made along side some other ones.

    I think the removing of linking to profiles along with names could be hidden as this may allow for more dodging to happen if rematched with the same players within a play session.

    Really linking to profiles on PC serves no purpose other than to allow more toxicity out with the game itself. The same can be said for names as people can search for them after a match.

    This name of course could then be made optional as you can choose to have a name or let the system grant you a survivor number 1,2,3 or 4.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1072767#Comment_1072767

    I have no clue how they would ever program that into the perk.

    Regardless of how the killers playing though, multiple uses would seem really busted.

    If maps were fixed and a lot of the weak killers improved then I suppose that could be fine. Just basing this on the games current state though.

    As I said it could be done via the minus emblem idea with a system like say like stake out. The reason for this is the killer only loses them if there are no survivors within a set range so it shouldnt be too hard to do.

    It wont be the exact same by showing the perk gaining a stack like stake out so actually telling you a killer is camping. This only happens when a stack itself is gained.

    So it will only have multiple uses to help with camping itself which I think is fine as it is what the perk is designed to heelp with. If the killer doesnt camp it will only ever be a one time deal.

  • If it can gain more stacks so use for how the killer plays i.e camping I think so. It's meant to be used for that specific scenario after all and not for farming others.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1072598#Comment_1072598

    So you're essentially saying have it like the perk was in its previous iteration where it protected both but was a 1 time use?

    No it still only protects the actual person on the hook when using it be that yourself or another player 😉.

  • What if running BT did both? Helps when you rescue another or if you are the one being rescued? Like how they changed kindred.

    The only issue I see with BT is that it makes instant farming viable for safe rescue points right now.

    To help with change while on the hook its instant so being farmed gives you the effect but while off the hook it takes 15s to activate but only when not within a set range of the hook giving the killer a chance to leave and counter it.

    I think BT having one use is ok but I also think its usage should be dependent on how the killer is playing. If they camp they lose chaser emblem points so for every so many minus points in chaser it adds a stack to BT making it stronger over time.

  • @Lily0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1069531#Comment_1069531

    Then thats 2 minutes of the survivors deciding not to do anything and getting punished for it?? This is the same argument people used when Corrupt just came out, saying it was trash. And most killers should be able to find someone within 2 minutes, even if all the survivors decide to play immersed

    They won't get punished for it as the game would start as normal once the timer is up meaning the killer still has to find, chase, down and hook one to get the pressure started.

    Corrupt argument doesn't come into play the same was as the survivors still can do gens at full speed and as above the killer still has to find, chase, down and hook one.

    It's very easy to not be found if one so wishes not too at the beginning if you don't run around, touch a gen or do anything as without whispers the killer doesn't know you are in the area. The logical thing to happen then is for the killer to move around patrolling all the gens while looking around. No indication means moving on to the next and timer doesn't change that.

    While this change may help killers like trapper to setup it doesn't really help the other less mobile ones. When they have 7 gens to constantly check you could say after two rotations the timer is basically done.

    The issue with gens isn't always about finding the first one but how long it can take some to down them.

  • While not a bad idea as such I do have one concern.

    While this trial mode is active what is to stop each survivor just waiting out the 2 mins?

    When gens go that slow they aren't really worth doing or just overall boring so they may just stealth around doing totems or finding chests or hiding in lockers moving around.

    Since the video does state ineraction between both side is what is the most fun aspect (I would agree to an extent but some do prefer to try and not be found) the begining interaction has a high chance to be easily worked around by certain playstyles. It seems to go against this interaction idea when it could end up just 2 mins of looking for the killer.

  • I see what you are saying as you must complete the Doctor one before being able to do the generic killer one.

    I tend to agree and the Doctor one should be at the end of the line not in the middle.

  • @Cronk said:

    https://forum.deadbydaylight.com/en/discussion/comment/1065496#Comment_1065496

    Do you even read what I put? DC and afk is bannable so what killer supposed to do if they not having fun? Hook themselves? You have yet to offer anything that can be helpful to anyone you only try ######### on valid options

    If it can be abused then it's not a good feature simple as that.

    I've already said auiciding on hook need a to be looked at many times previously.

    There are too many reasons why it would be used as I stated so it legitimizes dcing as its the same scenario at the end of the day. To think adding something new which can be abused in such a way is really a strange way of thinking.

    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1065180#Comment_1065180

    So? Survivors can already "abuse" that by suicide on hook. They do it for similar reasons too, map they don't like, killer they don't like, first one downed, bad team mates, etc....

    Why should the killer not be given the same type of option, to be fair, like being able to just open the gates whenever.

    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1065504#Comment_1065504

    That depends. If they launch the DC penalties BEFORE the matchmaker update, well...that would be a bad move.

    Then they look to do something about 're suicide scenario. I put forward a couple of ideas one where each stage would last at least 30s before they could do anything. Stage one you can struggle for 30s only out of 60s and stage two is automatic and you can only suicide after 30s or even less if needed

    Two wrongs don't make a right and thinking about adding a new feature wuich we know can be abused in such ways should never be the case.

    I doubt the DC penalties will be ready for the match making update but I can hope.

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