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  • Please disregard, my GameUserSettings file was read only

  • @Kalinikta said:

    https://forum.deadbydaylight.com/en/discussion/comment/1679411#Comment_1679411

    I don't know what you are on about, the short amount of time to kill a survivor on hook. In those two mins you can do 3 gens, do some bones and leave the last 2 gens to the last 2 survivors that aren't running the killer. If the runner gets caught, you gain another 2 mins to finish the gens and open the gate.

    In essence the killer should even with NOED get max a 2k if the survivors play well and the game does not award this behavior as it stands as it deducts bloodpoints for standing there, the entity isn't pleased with even a 4x 1 hook situation and you gain nearly no other points in the other categories that you simply don't engage in.

    Killers that facecamp at 5 gens are not awarded, but it doesn't take away their agency of engaging in that behavior. It is why it is mainly an issue at low ranks. Making rules won't stop people for finding ways to play in annoying frustrating ways.

    You can do 3 gens IF no one goes to try the rescue. Not everyone is running kindred or in a SWF to know the killer is facecamping.


    Otherwise you'll do 2 gens and be left with 3 for 3 survivors. Yeah he will get max 2k if the survivors play too well but if you play Solo Q (assuming you don't judging by your answer) you know the odds of everyone playing a good game are close to 0. There will always be 1-2 weak links in the team who will make facecamping the first hook pay off.


    Yeah you are right the entity is not pleased with 4x1 but it's enough to "win" the game which is what most players are after anyway.


    In the end here is my main problem - why does the freaking Pyramid Head have an anti-facecamp proc on a mechanic for which he needs to travel the whole map in order to facecamp and all other killers who can literally just sit there don't? It's weird af.

  • @Kalinikta said:

    If the other three survivors do the gens, escape and sacrifice the one survivor the entity will be displeased with the killer. Face camping isn't really all that good to begin with, quite boring and unenjoyable.

    I understand that this can be frustrating, but it isn't something that is easily solved without punishing those that are not face camping. Create a mechanic that prevents a killer being near a hook and survivors are going to abuse it.

    You already have that on Pyramid Head. I think the way to do this is to only have said mechanic work if no other unhooked survivors are within X meters of that hook. Otherwise no doubt it will be abused. But as it stands what I have been seeing is an abuse of facecamp due to the short amount of time it takes a survivor to die when compared to a full gen being repaired

  • A survivor going from stage 1 to sacrificed takes a full 120 seconds.

    If a killer catches a survivor at 5 gens and facecamps him, the remaining 3 can do a maximum of 3 gens in this time and maybe start a 4th - assuming there are absolutely no slow down perks like Thanatophobia. Of course this doesn't count any survivor approaching the hook and assumes they just sit on their gens. If there is a Solo player and no Kindred in play most likely at least one survivor will try to go for the unhook unknowingly, wasting precious gen time. Also, if you are playing Solo q and someone is being camped it's a 50/50 of whether that survivor will let himself die on stage 2. Again, 60 seconds gone on the timer.

    This leaves - at best - 3 survivors to do the remaining 2 gens. Even if they manage that - let's assume the killer can't find any of them for a chase and they can just sit pretty at their gens - the killer only needs to equip noed to get an easy 3-4k. If you say "just do bones" you need to add AT LEAST 70 seconds to the gen timing (one additional full generator, pretty much). That's not counting searching and finding said totems or slowdown perks like Thrill of the Hunt.

    Whether we like it or not right now the game mechanics favor facecamping if you find a survivor early enough and I have been seeing it more and more in the ranks were I fluctuate (5-3). There really needs to be a mechanic similar to the Pyramid Head cage mechanic on hooks. If the killer is within X meters without another survivor being there either the hook gets moved or the timer gets extended or the hook breaks, I have no idea. But as it stands it pays off to bring noed and facecamp assuming you can find and down a survivor in the early stages of the match. If you bring Corrupt Intervention this is pretty much guaranteed.

  • Another idea would be to have this shring spawn randomly in the map. It wouldn't give the buff to the perks OP mentioned but it would make more difficult for survivors to find it unless they run into it by accident.


    Also, could spawn only after 2 gens are done or 2 totems so that you don't spawn on top of it by accident.

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1511759#Comment_1511759

    I figured the purpose is more so that you check the basement to see if there's any left when you can't find one

    Nah, the point is really to make survivors go into the basement if they want to check that. If you read the main post OP mentions that as well

  • The DS+Unbreakable combo is literally referred to as the small peepee build within the community. What are you going on about "it's not frowned upon"?

  • This here is the petition! Don't let it get buried, keep coming back to see if it needs a bump :) we need visibility on this idea, literally the best I've seen so far

  • @SkeletalElite said:

    They should also add the candles around every totem so you can see how many totems are left when you cleanse one/find one.

    That would completely defeat the purpose of the shrine. You would just be able to check how many totems are left every time you cleanse one. The purpose of the shrine is to have a way to get this info without it being directly displayed on the screen. For all you know, you might have to travel the full map to go into the basement and check at the end of the game. That adds to the game difficulty and strategy.

  • I'm glad this isn't buried yet. I'll keep coming back to see if it needs a bump! Really would love to see this in the game

  • I really don't see how it's more usable by swf than solo. When I play swf we just call out every totem we've done until we reach 5 (if we get it). We would never go in the basement to check, bar very specific conditions (extremely long match, maybe someone couldn't remember if they did 2 or 3). But in 99% of the cases we would have no use for the shrine.


    In Solo Q tho? It would make a world of difference. I always thought a HUD display for totems would be too much too easy info, that's not at all the point of the totems. But forcing the survs to go maybe half way or full across the map at the end of the game to check the totem shrine might really make for a good "balancing" action. I think this is a fantastic idea and might give second wind to forgotten perks as someone pointed out earlier

  • Same - and most important, I think a lot of people would find niche perks they actually like instead of running the same 6 perks non-stop like most do right now.