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yobuddd

yobuddd

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yobuddd
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  • Can BHVR track who pushes the <options> and <leave match> buttons? I would think that’s possible. This could ensure we don’t put people with legit connection issues into these groups.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/99077/how-to-integrate-a-2v8-mode-into-dead-by-daylight-my-idea-long-and-updated

    Why not turn this idea into a Hide or Die sort of Battle Royale? Massive map, equipment scattered across it to make your odds of survival greater, objectives like antennas or entity spawns to reduce the success/power of the killer and the concept that anyone could turn into a killer. No gens, no strong emphasis on loops, and no hooks. Stealth is a more essential part of the game and anyone that's in the dying state can instantly be moried. The goal is to be one of the last 5 survivors and make it into a hatch or exit gate. One of the survivors will be given the choice to become killer or pass the role to anyone else. If only one survivor is alive the goal is to Outlast of dying to the killer for 60 seconds with any pallets or items respawning depending on how many antennas or entity spawns were worked on. This is feature concept that can be lure friendly and most likely work in the games late chapters.

    You just gave me an idea! Just like you said: giant map, equipment, antennas, and such.

    The survivors’ goal should be the construct complex devices capable of ensnaring the killers! Different parts work together in different ways allowing for creative mousetraps.

    A free killer can try to break his buddy out of the trap, but it would take significant time and effort to do so (slashing away at cages or ropes). This is time the survivors can use to prepare another snare. If both killers get trapped, the displeased Entity punishes them and allows the remaining survivors to escape!

  • @tony42545 said:

    there lots of improvements to my horrible spelling and spacing i keep having good ideas in very time limited places

    Spelling is fine, no worries there. Spacing is manageable, though just hitting <enter> every few lines would help, even if it’s it the middle of a thought.

    The biggest issue is the punctuation. If you type on a phone, some devices have settings where they automatically insert a period if you hit <space> twice. That could be a useful feature. Without the periods though, it’s just very difficult to follow your train of thought.

    Finally, I want to be clear. I’m not attacking you or trying to make you feel bad. This is merely constructive criticism. I understand time constraints, so I just want to help you prioritize which changes to focus on.

  • @GrootDude said:

    I’m confused as to why xXnamehereXX is bad.

    Maybe your experiences have been different than mine, but when I see a bunch of X’s or Z’s in the name, 9 times out of 10 they exhibit the toxic trifecta (clicky-clicky, hyper t-bagging, spam a pallet vault when not being chased.)

    I play on PS4, so maybe I see a different crowd than you.

    @arslaN You’re right of course. The name alone isn’t enough evidence, but if they ARE toxic then they get what they get.

    If they’re not toxic, their name may lead to significantly higher frustration than they should have to endure in form of lobby dodges. (I don’t dodge lobbies anymore, though I used to when I was a newer player. Even then, I could usually tell from the name that it was going to be “that kind of match”. And most of the time I was right. If I were to dodge nowadays, that would be part of the criteria I’d look at. That being said, I’m sure others look at the same thing.)

    After having yet another game with one of these types, the high correlation between the name and the behavior prompted me to make this thread.

  • @arslaN said:

    Why should someone deserve to get tunneled or camped or whatever because of their username?

    Not that I’m advocating tunneling or camping (I hate them, so I don’t do them), but by the time the tunneling/camping occurs, certain behaviors will very likely have already been exhibited.

    The screen name simply alerts the killer to the fact that this opponent will probably be toxic. This, therefore would put many killers in the mindset of “if your butt cleans the ground in front of me just 3 times, then that’s no accident and you’re mine!”

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/792378#Comment_792378

    Hmmm, I like Dweets but Baby Dweets are my personal favorite species of Dweet.

    Baby anything is a lot of fun! If someone is obviously very new, I like to scare them, but I’ll let them live. I try to still keep it challenging though (because nobody wants to be handed a win. It feels hollow!). They can wiggle free and such, try to run and hide, hop off a gen when I kick it, Suffer one hooking just for the thrill, but all in all I go easy on em.

    You guys all remember your first month surviving. Horrifying, and oh so fun as a result!

  • @Cornpopers

    OwO! 👻


    (Or worse: OoO! I seeeeeeee youuuuuu)

  • I hate to pile on. I really tried to read this despite the wall of text, but I don’t think you used a single period the entire time! If that whole thing is meant to be one sentence, then I’m afraid my brain just can’t string the thoughts together after the first 3 lines.

    As for the whole 2v8 thing, a huge problem I see with the concept is that survivors have no way to win chases. Loops, pallets, etc. If the killers work together to hunt a survivor, they can each go to a different side of the pallet or loop. The survivor is doomed. Nobody would ever play this mode as a survivor after the first week.

    The only solution is make the killers move the same speed as (or slower than) survivors, but that would cause lots of other problems.

  • @yobuddd said:

    “Au Au” by Filatov and Karas. It’s a jazzy type song.

    Be warned, it’s an earwig. If you give it an honest chance, you’ll be humming it for 2 days straight!

    If you liked this one, I can recommend a couple others by the same artists. Different vibe, but just as catchy.

    “Summer Song (radio mix)” by Filatov and Karas

    ”Lirika (feat. Rada)” by Filatov and Karas (this one should be English, but there are several versions in different languages as well.)

  • The -SNAP!- ........... of a Trapper trap!

  • @ColonGlock said:

    I have played Hawkins Hag a few times without Ruin and killed everyone before the 3rd generator popped.

    I personally feel it is Hag's strongest map, assuming you are not chasing with her. If you just focus on traps and phantasm hits you will do very well.. assuming survivors do not have flashlights.

    Hag rule for me is chase until I break one pallet, and then I am back to trap setting and patrolling.

    Now if I could only get Hawkins more often...

    I’ll trade you all my Hawkins offering for all your Red Forest ones!

    sigh: If only. Now there’s a feature I’d like to see!

  • @Mochan said:

    I thought Hag was strong in Hawkins? She traps a corridor and you are gonna need to crabwalk through it, can't avoid it.

    I can't even remember beating a Hag on Hawkins. I don't think I ever have. I have beaten every other killer on Hawkins I think except Hag. And Leatherface I think. I don't think I've beaten Leatherface on Hawkins.

    Crabwalk! Bwa ha ha ha! 🤣 🦀

    Ok anyway, yes. Traps are hard to avoid there, I agree. But I feel like some strategizing is lost. I like to camera-whip survivors’ views so they inadvertently run into corners or dead-ends. At Hawkins, you may have noticed most traps are in the middle of the corridor. The Hag is still effective there, no doubt, but it’s more about mindless trapping rather than strategic placement (with some exceptions, of course).

    Maybe I’m just being too picky. I just don’t like feeling that I, as a player, am being told I don’t get to think as hard as I normally like to when preparing my strategy.

  • Maybe try learning the Hag for a good all-around strong killer that’s relatively easy to pick up, but can develop deep strategy as you improve.

  • See below. Was this your chapter discussion? I found it from your profile. Here it is if you want to copy and save it. Repost tomorrow if it’s not showing up in the forum discussions yet.


    Broken Pass: The Survivors' pass can come back to haunt them. When the trial starts, all survivors are injured and broken for 25/35/45 seconds. Survivors that are downed, will not heal a state after perk ends. Survivors that are not down, will heal to normal state after the perk ends. (Effects like Deep Wound and Sickness will be avoid when the perk ends)

    (Hex) Claustrophobia: Spawns a hex totem. Effect last until totem is broken. You feed on the survivors fear of no escape. When the trial starts, all survivors are effected with the Exhausted effect until the totem is broken.

    Fear Thy Neighbor: Survivors have faced the worse and are scared of unexpected, they somewhat expect their friend to be their enemy. After a generator is complete, the obsession keeps your terror radius for 30/45/60 seconds. Meanwhile, the killer's terror radius is reduced to 0. Started the trial with one obsession. You only gain one obsession.

  • Fear not! This has happened to me several times before. It just gets delayed after multiple edits. I’m not sure the actual reason, but I think a Moderator needs to review it to make sure your edits are valid. Check back in a couple hours and it should be posted. Might take till morning. Might be 10 minutes!

    Go to your profile page. Right hand side.

    <activity>

    <notification>

    <moderation>

    <discussions>

    <comments>


    Check under “moderation” and see if your post is there. If not, then just be patient. If it is, then take this opportunity to copy/paste your post into a notepad document so that there’s no chance of it getting lost.

    Also, for long posts, I find it better to type and proofread them in a notepad first, and then paste here. Sometimes the forum typing is very sluggish. This saves you from that headache, plus you always have a record of your ideas.

  • In all seriousness though, there’s not really a lot you can do against a coordinated group of survivors. SWF often uses comms as well. “Hey, he’s chasing me, you guys are safe to work on the gen.”

    I might recommend Sloppy Butcher and try to spread the pain around before committing to downing anyone. This will make them spend more time on healing than gens. By the time they’re healthy, you’ll hopefully have someone on a hook for them to save. At this point, you’ve increased your map pressure by forcing them to change their focus.

    It may take a while to get good at that, so don’t worry. At rank 14, you actually run in to a lot of very talented survivors who purposely disconnect and derank just so they can beat up on newer killers.

    Just do your best and have fun. If someone taunts you and you can just never seem to hit them, then leave the chase and resume your gen patrol. They may follow you around clicking that little flashlight of theirs, but you know what they’re NOT doing? Gens!

  • Gen Rush SWF? Super toxic to boot? You’re okay with depipping? Perfect! I’ve got 2 words for you then: Blood Warden.

    Act like a super noob. Miss most of your attacks. Attack first when damaging gens, pallets, or when you’re at vaults (it looks like you’re a noob still learning the right buttons to push). Easily lose them during chases. Get pallet stunned and flashlighted. Carry someone to a hook that’s too far away. You get the picture.

    Let them gen rush. Open the gate yourself like you’re just through with all this (to get the EGC timer started). Walk away. Even though you’re far from the gate, the toxic ones won’t be able to resist butt-dancing circles around you!

    When the EGC timer gets below half, you suddenly find your skills! Down a survivor (maybe with your first NOED hit?). Hook him, but defend the hook poorly. Let him come down to speed the EGC timer back up. Follow them to the exit. Watch them panic as the timer ticks to zero while the gates are blocked! Then enjoy as the Entity feasts on all 4 of them at once!!! 😈😈😈

  • Cover all totems up with piles of leaves or gravel. Add about 15 empty piles around the map as well. 5 seconds to dig through one and see if there’s a totem (or possibly a hex!) beneath it. Super short delay caused by this, but saves killers from lucky survivors if they’re too lazy to dig for a moment.

    disclaimer: not my idea, but unsure who credit goes to. Saw this a while back here in the forums.

  • @S_Panda said:

    I could assume the best use of traps would be setting chokepoints in the 'main' hallway. The one leading from the lab towards the third floor, along with the big room that's balanced landing's lover so as to play against their plans. otherwise hawkins isn't that chase unfriendly that you have to shut down 6 safe pallets with a trap beforehand

    I will admit that I haven’t had a whole lot of practice at Hawkin’s, just by RNG chance. But I never enjoy it as killer, so I’m not about to put down offerings for it! You’re right though. With more practice I could learn where to shut down some of these key areas.

    I’ve just returned to my little Haglet today after about a month and a half break (though she DID say some pretty hurtful things to me at the time....) When I got to Hawkin’s, I was just taken aback by how often I COULDN’T place traps. It was almost as bad as Demogorgon trying to find open ground for his giant-donut-portal on, well, just about any map.

  • @Exerlin said:

    I haven't played Hag since that map was released. Is it really that hard to place traps down there?

    When you find a spot you like, you have to move around before you get the “place trap” prompt. When it shows up, you’re usually in the very center of a hallway or in an intersection.

    It works well enough for catching foot-traffic, but placing traps for the “camera swing” effect into dead-ends, corners, and near walls is nearly out of the question!

    Another down side is that the long straight hallways usually lead to losing multiple traps per chase. Teleport hits are difficult as you’re usually facing a wall when you arrive. (Again, because your trap is in the middle of the hall as the survivor runs along a wall.) You have a 50/50 shot to turn and look the right direction.

  • “Au Au” by Filatov and Karas. It’s a jazzy type song.

    Be warned, it’s an earwig. If you give it an honest chance, you’ll be humming it for 2 days straight!

  • PS4? My PS4 wait times are super long today for both roles, but longer for killer.

  • This would require characters with all perks maxed out to simply not use some.

    We would need to implement an option where you can take any tier 3 perk and revert it to tier 1 or 2 if you want. Honestly, I would like to see this anyway. We DID pay for the lower tiers in the bloodweb, didn’t we? They should be available to use. I wouldn’t mind using tier 1 Whispers instead of tier 3.

  • @Micheal_Myers said:

    It could work, but would have really really bad consequences.

    For example, you reported a Nurse for Lag Switching, The session ID:XXX-XXX-XXX would then be checked by the developers, if they conclude that they just had a bad ping then by your post it would be considered "False Reporting"

    So then you would be banned for just guessing that he had a Lag Switch if part of the match lags then it stops then lags again.

    So that is a BIG issue.

    So if they were to introduce this, it will most likely not come to the reporting option unless YOU specifically can tell from a lag switch to just a bad ping.

    But I could see this being added in a "Theater Mode" So it will save a video of the entire game to your version of The game.

    example of this is:

    -Call of Duty Theater Mode

    or

    -Overwatch Highlights/Replays

    So it could work. But also can cause trouble.

    Just depends.

    That’s a legitimate concern, though I would hope that BHVR wouldn’t be so black and white about it.

    In your example, if they determine that it was high ping instead of lag switching, they should also realize the the report expressed a legitimate concern that required their expertise and ability to determine.

    If, however, they get reports that someone is cheating simply because they’re playing as an unpopular killer, use unpopular (but legal) strategies, or they “don’t act scared of the killer”, these are false reports.

    All in all, my original post was simply to express a general idea, not to address every situation that could arise. We would have to put some faith in BHVR to use common sense in implementing such a feature.

  • <options>

    <leave match>

    Surely BHVR can determine if these buttons have been pushed. If the “leave match” option is selected with a high enough frequency (3 times within a rolling 24 hour period), then why not have progressively severe punishments for additional occurrences? An additional 10 minutes to your time out for each occurrence over 3 within that 24 hour period. (As time progresses, the earliest DC’s drop off from your tally)

    Wanna yank the power from the wall? Fine, you’re delaying yourself anyway just getting back into the game. If you only punish those who CHOOSE to disconnect (using the option button), then you are excepting those with legitimate network issues.

  • Well, back to the original concern, I can’t wait for the “husk” system to go into effect. I don’t care if the husk has a mind behind it or not, as long as can extract my bloodpoints from it.

    Also, from my experience and what I’ve seen in other threads, a true “loss of connection” disconnect doesn’t make the global disconnect sound *bwonggggg”. If you hear the sound, then they disconnected using the menu option.

  • Most spiders are fine, but black widows, oh man! Everything about these mini-Entities just screams “evil”! The potent venom. The cannibalistic tendencies. The shiny black latex body. The long slender spikes they use as legs. The high tensile strength of a single strand of their webbing. The freakin’ red hourglass man!

    *shudders*

  • Yes! I call it “dead by daylight” as in you are literally racing the rising of the sun. There’s a lot to it, but I think it would be so fun! Please see the discussion on it here:

    https://forum.deadbydaylight.com/en/discussion/88902/new-game-mode-dead-by-daylight#latest

  • @White_Owl said:

    I don't know how feasible it would be, but it would be a very cool addition, especially if it allowed to spectate a match from all points of view.

    Exactly what I was thinking! If you go against a great killer, you watch to see what he looks at, how he chases, and how his perks work together. This could be very educational for newer players!

  • @Fibijean said:

    This sounds like a good idea, once dedicated servers are implemented properly. I'm not a programmer, so I could be wrong, but I don't see how this would be technically possible on peer-to-peer. I imagine the only way they would be able to store data like game recordings is if the games were played on their servers in the first place.

    You’re right, I didn’t think about the peer to peer issue. Well, I guess this is a good time to start thinking about things like this now that dedicated servers are in the horizon!

  • I like the spirit behind this idea, but i think giving the 10k bps to survivors would become heavily abused. It might cause survivors to take the game hostage more often to try to force the killer to leave so they can score that bonus.

    I think some sort of stipulation is required: ie no scoring events for the killer (or any player) have occurred in 3 minutes, the killer can leave. Maybe more specific like no gen progress + no hits in a certain time frame.

    Either way, when the killer leaves, i’d say bloodpoints earnings stay where they are at the time and all players get a black pip. Also, items, add-ons, and offerings (including those found in chests during this match) are returned to all players, but are grayed out for the duration of 2 matches. (If your toolbox is grayed out, for example, you can still use the same type of toolbox if you have another one, but one of them from your inventory stack will be unusable until you’ve played 2 matches.) The reason behind this is to prevent killers from leaving just to save add-ons. Same for survivors trying to force killers to leave. (Yes they could save their items by leaving on their own, but this would punish toxicity to some extent if they are forcing a killer-quit).

  • You love being left on the hook?!? Wow, you’re a rare breed indeed!

  • The survivors are fodder. It’s a match between killers. First to sacrifice 2 out of 3 wins! Bwa ha ha ha!!! 😈😈

  • @bomb1720 said:

    @LapisInfernalis @UlvenDagoth @JiggleWiggle

    okay guys sorry i have not been back for a while, so i'l try and answer everybody here. first of all i did mean boring! maybe i don't understand them as much as i thought then. cos i thought with freddy once you are asleep it always makes things slower, sometimes more slower than usual (that must be the chains your talking about) plus you made a lot more noise when asleep, so yes i always wake myself up. are you saying i don't need to, if so why not? what is the point in being asleep? also with spirit why would i need to use iron will? when i have been killer using that , it really doesn't make a difference whether i can hear them more. is this one of spirits power that she has much better listening skills? i also don't know what fixated is as i don't have it. also i don't use iron will and obviously not going to know when spirit will be next.

    I see that you haven’t gotten a good answer about freddy’s sleep yet, so maybe I can help. Btw I understand how being away for a while could mix you up between old and new Freddy.

    Freddy has a new ability to teleport to a selected generator. I’m sure you’ve seen that happen before, with gushing blood and all. Well, this ability takes a while to recharge between uses. The more sleeping survivors there are, the faster this recharges. So you can stay asleep without harm, but waking up slows Freddy down a bit.

    Secondly, when you’re asleep, you hear his lullaby but he technically has no terror radius. This is important for certain perks like Borrowed Time. BT only activates if you rescue within the terror radius. If you’re asleep, it won’t activate even if Freddy is stepping on your toes during the rescue.

    tl:dr: There are reasons to wake up, but most of the time it’s not a dire need.

  • Ok so after reading more of this thread, I went to start a match. For probably the first time ever, some flavor text caught my eye:


    Survivor Pudding

    ”a heavily salted pudding...”


    I mean wow! It’s just too perfect!

  • I have my PS4 messages set to private. The only way outsiders can message me is by sending their salt in the form of a friend invite.

    This works well though! By doing this, they are circumventing Sony’s protections afforded to me by my message settings. This DOES give me legitimate grounds to file a report against them.

    Hope they understand WHY if punishments are doled out to them later on.

  • Better shred add-ons oughtta do it!

  • @FireHazard said:

    @yobuddd

    Here's how it works, the percentages DO stack up with other perks, but it's not entirely worth it so you don't see people using things like distressing with BBQ... etc...

    Allow me to explain, BBQ at Tier lll gives a flat 100% bonus when you hook all 4 Survivors in a match at least once, the same goes for We're Gonna Live Forever when you rescue 4 Survivors off the hook (It can be random) and wait until you're given the "Safe Unhook" bonus afterwards, you also gain tokens when you take a hit for someone with WGLF.

    The point is though, BBQ can stack with all other BP perks, as well as offerings like Puddings and BPS (Bloody Party Streamers) But the reason nobody uses the other BP perks with BBQ... is because they're quite niche and worthless to have in your slots as a Killer.

    I highly suggest you don't use perks like Distressing to increase deviousness by 100%, Beast of Prey which gives 50% to the hunting category, etc... Since besides BBQ and these other perks... there isn't many BP perks in-general... and the ones that do exist are terrible except BBQ because it gives a aura reading WITH the BP gain.

    That's why nobody uses Distressing, Beast of Prey, etc... Because their passive ability's are horrible... Just stick with BBQ and a BP offerings like pudding or BPs and you'll be fine tbh, the other perks are so bad that it isn't worth it...

    If you want, you can use Hags BP add-ons, Myers Scratched Mirror, LeatherFace and Billys Speed Limiter, Trappers Padded Traps, etc, to gain more BPs with your regular perks, but that's up to you if you want to cripple their powers to gain more BPs.

    That was exceptionally informative and helpful! Thank you for your well-thought-out response!

    It’s good to know that they stack. I haven’t gotten to play much since rank reset, so I’m still pretty low-rank at the moment. If I were to try stacking these otherwise useless perks for a bloodpoint bonanza, right now is probably my best opportunity. If I earn many pips, there goes my chance at a decent performance with these perks during the match!


    Thanks again!

  • Free on PS Plus. I had never heard of it before this.

    Most of those free monthly games, I’ll give them an hour or 2 to see if they’re worth my time. Most aren’t.

    DBD servers were down for a couple weeks at the time, but when I eventually got to try it, the Hag scared the 💩 outta me! I was hooked! (For the record, F13 went free shortly thereafter, but didn’t pass muster. Deleted.)

  • @bomb1720 said:

    https://forum.deadbydaylight.com/en/discussion/comment/779322#Comment_779322

    you can open chest without anything. what stuff do you mean?

    He’s referring to the Ace In The Hole perk. The person with that perk can open all chests and leave good items, with add-ons attached, laying in there for teammates to use.

  • I always like to give critical feedback, but I honestly can’t find anything I’d want to change about this idea!

    Just for the sake of discussion, we want to consider the various different iterations of the weighting.

    • 4-man SWF with and even spread (1,5,10,15)
    • 4-man with 1,20,20,20
    • 2 2-man Swfs. Would the 2 distinct teams affect how weighting is calculated?

    These don’t necessarily need answers, it’s just something to think about. As you said, it comes down to whatever is balanced.

    As I’ve seen lately, some people are no longer able to play with their lower-ranked friends because the matchmaking is too strict. I think this idea allows for more flexibility while maintaining a fair system for both sides in the match. Altogether, bravo!


    @Ark_the_Bonsai (On a completely separate note, I am in no way bothered that you tagged me for this thread. When I see the list of names that you’ve grouped me with, I must admit, it’s kind of an ego boost!)

  • @Science_Guy said:

    If they brought a syringe into match and you never hit them the entire game, then is the joke really on them?

    It was a killer with very weak perks and I’m no good with him. Just doing a daily. Also a very short “gen rush” match.

    in Lol Comment by yobuddd
  • #5, call it out loud, SWF, comms, sigh.

    So people get irritated when they have to get info (used pallet) the way info was intended to be gathered (by seeing and finding out for yourself).....

  • Maybe each week when the Secret Shrine refreshes, perk values could shuffle around. Each perk displays with a little tag showing the bonus bloodpoints you get by running with it. Somewhere between 0% - 25%.

    It could be programmed so that the weaker perks see the 25% more often, but every perk has a chance of getting 25% for that week. It could be universal, like The Shrine, where everyone see the same bonuses for the same perks (could be troublesome though) or it could be local, like daily rituals, where each player gets a unique, random configuration for that week. This local option might be the best way to get a better mix of perks being used out there in the games. Now that I think about it, there could even be unique mixes per-character!

    I’m not sure if we need to provide bonuses for empty slots, but that would be fine either way.

  • @malloymk said:

    Lol. Just wake up.

    Exactly!

  • By my understanding, you can disarm his snares by yanking on an alarm clock.

  • @Mr_K said:

    Blindness used to not include all auras. Devs thought not seeing hook auras would be too much. Eventually they changed it to work on all auras. I'm happy with how it works currently.

    The way I see it, not seeing where a survivor is hooked is currently the ONLY reason to try to blind survivors. However, to get any use out of this, you need to blind ALL survivors. The Third Seal hex allows for this, but you'll typically hook the first survivor you encounter. The other 3 will still be able to rescue like normal and then, BOOOOM, hex gone.

    The one-minute blindnesses effects are pointless..... How often do you hit all 4 survivors, and then hook one, within a 60 second period?


    This is why there needs to be some direct, scary, inhibiting, "I-dun-wanna-deal-with-that" negative effect applied to the survivor who is actually blind. Whether it's for the duration of the hex, or even for a minute, some sort of visual decline would be useful. The ideas I've seen above could all be possible solutions for this.

  • Question: do these 2 perks stack with each other?

    imagine dying light, thano, and sloppy butcher all in one build! They’d never get healed! Nurses calling seems an appropriate 4th here

  • A simpler solution might be “the hatch doesn’t open unless the remaining survivor has completed the equivalent of one generator.”

    Help your buddies out while they’re alive and you’re fine.

    Hide all game, now you’re on your own while killer patrols gens or looks for the soon-to-open hatch. Whoops!

  • Yeah, camping and tunneling are no fun as killer or survivor. Agreed. But my point is still valid. (And I play both sides equally in case you were thinking otherwise).

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