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ralecgos

ralecgos

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ralecgos
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  • @Hannacia said:

    Not the only killer who can defend totems and gens.

    I guess you just watched Scott Jund's new video. The difference is those killers are not as stuffed in their basekit as Jason. His teleport power let's him move around the map INVISIBLE at crazy speed and teleport out to a pallet or window vault which are almost always where totems spawn.

    It's not the same as Onryo where you can turn off a TV. Or as Demogorgon where you can seal a portal. Or Wraith who has to walk across the entire map and you see his shimmer coming and can hide.

    "Not the only one that can defend totems and gens" but the only one that does it with a level of oppressiveness that overpowers the game in a completely unfun way. So many games I play I'm crouching next to a hex ready to break it and I have to wait forever for him to come out of power to do it. Many times he only comes out AS SOON AS I TOUCH the totem. And the game isn't progressing because my teammates are also crouching and waiting until someone else starts chase.

    It HAS to change.

  • I have run counterforce. I know how to counter it. It's still disgusting

  • @Xendritch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089998#Comment_4089998

    I saw Scott's video and laughed at that part, like he's talking about how well designed Jason is and then his solution of what to do to counter him is to just stop playing the video game. Like brother do you hear yourself?

    YEP. And Scott is the FIRST one to say he hates stealthing survivors (like stealth perks) because it inhibits "interaction" between the killer and the survivors which he finds boring.

    JASON'S POWER LITERALLY DOES THIS AND INCENTIVIZES IT.

  • This killer's power lasts forever and barely has a cooldown. Can teleport basically anywhere since pallets and window vaults are literally everywhere. Even to second stories for free.

    He powercreeps the hell out of every other teleporting killer and needs his teleport power reined in. The map pressure is way too much.

    Crouching all game is not fun. After the first 5 games it isn't scary anymore. It's just annoying playing chicken with him until he finally chooses to appear.

  • I don't know why they released the killer as a 4.4 movement speed killer and then proceeded to overstuff his kit and power to the point that he feels 4.6+ speed all game anyway. His haste is genuinely disgustingly broken for a killer with a ranged attack you can shoot across the map and reload in 0.5 seconds. Most ranged killers in this game are slow and some have to reload in lockers even. They need to tune some stuff down on Jason period.

  • The more I play into Jason the more I get pissed at this "Sauna Rock" addon. This thing is WAY too strong. 13 seconds of exhaustion in a wide area for literally doing NOTHING other than using your teleport which has practically no cooldown.

    This coupled with the fact he gets crazy haste from every teleport is making me very frustrated.

    I don't even use the best exhaustion perks in the game. 99% of the time no joke I am using Balanced Landing since it's been a long time favorite of mine. This Sauna Rock for an addon which you barely have to do anything for to get the effect needs a nerf. Lower the 13 seconds of exhaustion to no more than 5 seconds if they are going to keep Jason's power as strong as it is, with the practically zero cooldown his power currently has and the incredible haste he gets from it. Not to mention the free info he gets as well. This rock is as powerful as an entire perk slot and then some for how strong his power already innately is.

  • @TropesDaMan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089371#Comment_4089371

    i just thinks its stupid how people are complaining over a killer whos been out for two days and immideatly say hes op

    No it's players that notice things which are indeed OP about his kit which are only going to become more and more infuriating to play against once the wider playerbase master Jason.

  • I never enjoy facing a trickster. This killer is as boring to me as chess merchant. Tricksters always proxy camp or hard tunnel or stand in the middle of their 3 gen all game. The killer itself is just all around unfun.

  • Jason is way too fast coming out of his teleport power. They need to remove or severely reduce the haste he gets. He cuts you off and you literally cannot escape. And you have no real idea which loop he's about to cut off because he is invisible. At least when a Wraith does it you can see their shimmer walking up to block a window. It's especially annoying on indoor maps with tight spaces.

  • @Ragna_Rock said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051605#Comment_4051605

    Ok lets read the literal next sentence you make.

    "Remove the stagger delay completely or give it another second of haste from 3 to 4 seconds" hmmm wonder why people reacted negatively🤔

    If the perk is bugged you should post evidence in the bug reporting section of the forums and ask for a fix, not ask for a compensation buff in exchange.

    I mean you're not wrong. I could just put lithe on or sprint burst though like everyone else. Hard to get footage of it happening because I'd have to like record my gameplay at all times essentially and wait for the perfect moments and I'm not a streamer. Was hoping others had data or anecdotes about it!

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051612#Comment_4051612

    It's hard to even notice what I'm talking about because it's so slight, but I'm telling you it's there.

    If its that hard to notice, it has very little effect on almost any players it would apply to. I have also not heard of this being a bug that resurfaces every 3 patches, and if so, it should actually be reported instead of making a topic asking to salt the earth as a response. If you've been playing as long as you claim, I'm sure you have seen what those infinites could do to a match, so the response doesn't seem particularly measured.

    I mean it was half venting, half seeing if other survivors have also experienced the issue. You're definitely not wrong!

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051605#Comment_4051605

    I read it, but a solution of removing it is not the answer, which is why you got the response you did. If you only want it to be bugfixed for this bug that others haven't experienced firsthand, maybe give examples and focus your resolution around that? What response did you expect when pairing that title with talking about "back in the day" when it literally ruined specific maps?

    Edit: Since I saw the edit, the stagger was always the issue, not the exhaustion. It couldn't be accounted for in the procedural generation of tiles regarding where it could be applied, which is how it led to infinites that were created specifically by the stagger reduction of the perk.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051606#Comment_4051606

    I am a killer main that posts in every thread. Thank you for coming to my Ted Talk.

    I mean 99% of this game is casuals who rarely survive a chase long enough to do multiple balanced landings in 1 chase. Let alone are there maps that exist today that would allow for this to happen frequently. The hawkins map was literally just changed.

    It's hard to even notice what I'm talking about because it's so slight, but I'm telling you it's there. My point with "remove the stagger" was that if they can't fix the timing issue it's experiencing and it's just going to bug out every 3 patches, then they need to get their act together or remove it and balance the perk another way.

  • @Wyndsor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051605#Comment_4051605

    I mean every reply to your thread thus far are the same killer-mains that post in every thread so /shrug.

    It is dumb that you still get stunned for so long even with the perk, your suggestion wouldn't even make the perk meta since it still has a length exhaustion timer.

    Yeah I never said anything about touching the exhaustion part. But I'm a survivor with 4000 hours. I know for a fact this perk's stagger is JUST slightly too long and has been for a few months now at least. It's like when you're walking downstairs and miss a step. Something feels slightly off. Stagger is slightly too long and my brain can't cope.

  • Guys. Stop only reading the title…

    The stagger feels bugged out. It's like it's 0.05 seconds longer than it's meant to be. Ever since BL was bugged and you could still hear falling grunts. It feels OFF.

    Also, you'd still be exhausted. I didn't say remove the exhaustion.

  • @PigWithTvs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965725#Comment_3965725

    im a bit confused, how is being healthy a requirement, u start healthy, u can heal to healthy in matter of seconds these days

    i don't get the point of "being healthy" and if u are not healthy u got resi and there u go, free vault speed in both states, at least with resi it can't completely deny u the hit

    Unless you’re an absolute DEMON in chase, using finesse and resilience together is a bad idea. You’re better off putting on anti-tunnel and aura reading. Spreading out the build.

    Resilience is actually a much better perk because it speeds up everything you do. And all you have to do is be injured. Which works out across all killers. (Plague, Ghoul, Legion) which injure you often, rendering finesse useless most of the match.

  • @CrossTheSholf said:

    His cancel being removed would gut him, unless you let him down with his power.

    I never said to completely remove his cancel. I said increase the time between his cancel and being able to M1/attack. Should be similar to Wesker. Or even a little bit longer than his.

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965741#Comment_3965741

    The meta isn't the same from 2018 at all. It used to be DS, unbreakable, dead hard every single lobby. The variety is much greater now.

    Baby it's still this in many games.

  • @Jadelysta said:

    BHVR needs to release better perks i guess, lately the perks have been really garbage.

    Every time they try to, like with the walking dead chapter, content creators scream bloody hell and act like it's going to break the game. This causes normies to join in and complain and BHVR caves and nerfs the new perks on release.

    Scavenger from Gabriel anyone? Ironically, they released Made for This unbalanced and eventually nerfed it and made it more balanced after a while. But Scavenger is still in the gutter.

    Now people are saying the mini-unbreakable on Michonne is going to blow up the game basically, so I assume that perk gets nerfed on release too.

    Basically all this to say, the meta stays the same from like 2018 because everyone complains about new perks on the PTB. So they get nerfed or have so many activation requirements that people don't BOTHER.

  • I think nerfing them to 20% was one of those changes that sounded good at the time, but is actually bad for the flavor and longterm fun of the game.

    I feel the same way about when the Moon offerings were removed, which made the maps darker.

    We're not playing a competitive/rated game here. Removing flavor from the game and over-balancing things is a good way to make it stale.

  • With the amount of aura reading there is in the game, I really don't see how dark maps would be that crazy. People would complain regardless about not being able to see. As well as the fact that people use filters to brighten their game which results in unfair advantages between each individual player.

    That being said, I do miss the more "horror" atmosphere also.

  • You can't be serious. This perk already requires you to be healthy and has a cooldown. I'm so tired of every survivor perk having 6 activation requirements. Half the time, you're injured in a match or the killer is able to hit you through the vault anyway.

  • I support!

    A bot at 5 gens is a solved match. Survivors are heavily disadvantaged here. Even at 3 gens a disconnect can be brutal!

  • This has been a problem for since release. Makes it very hard to predict where he is throwing the axe. You basically have to completely guess on survivor or hope the killer player just has bad aim. Very cheesy and boring getting zoned by this axe on top of the visual bug.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3963302#Comment_3963302

    But I know what bothers you with him zoning but look at it going for crazy shots if fun but ir rarely works just like crazy shots with huntress or orbitals with her. He has same problems where people play him simple way just hold axe zone or zone recall the axe and get vault hit etc., simular problem is with huntress and she is even better proxycamper than him and very good zoner too. Getting that crazy shots when you throw axe across the sshack and hit the survivor on opposite side is super rare inconsistent and hard to pull of thats why many players choose the easier and more reiable way to play thoose killers (mainly speeking about springtrap and huntress), on top of that he isnt that super strong just mediocre killer which makes plays like this even less common. Same goes for billy(going for saw on every loop), pyramidhead(going for flicks on every loop), etc.

    Understandable but annoying. Play a different killer if you can't hit a shot. The game designers should not actively incentivize zoning playstyles as heavily as they do with all the ranged attack killers in the game. Actual skill and good aim should be the hallmark of these ranged killers.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3963261#Comment_3963261

    He has sound when he pulls his axe ready to throw it, difference with him is he is still supossed to be little stealthy with ranged attack so you need to pay attention.

    He is quite hqrder than huntress you got only one shot and further the target is the harder it gets, longer you hold your axe more of orbital you get.

    I've played the killer. I know how he works. My problem with him is that most people don't go for skill shots and if they do, it's too hard to tell where he is aiming it. Most Springtrap players get close to your butt and axe you, then you have nearly zero distance because of his speed boost, and he just grabs the axe and downs you instantly.

  • They need to fix the bug where it looks like he’s looking sideways when he’s aiming/throwing the axe.

    They also need to add a sound cue when he actually throws it like Huntress. He laughs when he raises his arm or whatever, but we need something ANY SMALL SOUND to know when he actually threw it.

    He is able to just zone you as you run in circles trying to dodge the axe, because the visual big and lack of sound cue makes it completely random chance for the survivor at dodging it. You have to simply hope they have bad aim rather than being good at juking. Feels really cheap.

    Then after the cheap hit, you have no distance unless you’re at a loop which doesn’t always happen. Which means he instantly grabs the axe and carries you to hook in a split second after he just zoned away all your distance.

    The mega zoning and randomness of the axe feels cheap to play against.

  • I'm really hoping this is fixed. Lightweight is such a nice passive perk.

  • Really upset to find out the perk is ruined now. It was such a nice passive perk to slap onto Houdini builds.

  • I blows my mind that people will vehemently defend a non-fun killer (boring to face AND to play), in the name of defending their killer vs survivor mindset. Always gotta make sure you rep your killer side no matter what the complaint is, right?

    I don’t care how little the killer is encountered, the killer is not fun to go against. And obviously, since they are so not very often played, they are not fun to play either. Nobody really wants to play a killer with minimal skill expression that pretty much guarantees a free win because all the survivors give up. It’s boring after so many games. The Twins is fundamentally flawed in design (Victor mostly), and they’re too scared to change them because the last rework was so terrible it was completely reverted.

  • @HeroLives said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955182#Comment_3955182

    what does that look like to you? Vote number is an easy answer because 5 players. Survivors vote will always outweigh the killers vote though, and I think their experience also matters, they can get out voted most of the time just due to probability odds. Can killers also initiate the surrender option at anytime? Again they still get out voted by probability odds. I think that’s an extremely biased system, when I sit and I think about it.

    Does that matter to you?

    I really don't care about the conjured killer vs survivor drama. The real tea is when you have killers and survivor teammates trolling you and you just want out without penalty for it. People that don't put their hands on a generator for like 4+ minutes. Or if there are cheaters.

  • @HeroLives said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955160#Comment_3955160

    okay, what would make YOU stop wanting to go next or dc? What do YOU THINK THE GAME CAN GIVE YOU to keep you engaged and stop ruining the game for four other players in a MULTIPLAYER GAME BECAUSE YOU DECIDED FOR EVERYONE THE GAME WAS A WASH?

    Regardless of whether it was or was not a wash, why should anyone have the power to decide for everyone else who agreed to play that they now have to adjust just because even 1 person doesn’t like the way the game is going?

    Better?

    A vote surrender system

  • @HeroLives said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955129#Comment_3955129

    I totally understand, that by no means is lost on me. This is not an easy game for the average person, especially if you’re playing survivor. I provide feedback on what I think can make a difference. If your issue is reward feel free to just vent off me on what you feel like would make the game more rewarding for you considering how demanding it is and what you feel like can alleviate that.

    No your advice just serves yourself to make you feel good. Most players here are advanced enough to recognize the answers you're providing. It changes nothing about the overall argument.

  • @bleep275 said:

    Its the same issue with every event dead by daylight does, the players are just miserable people. I was doing killer but the Q times were so long I swapped to survior and holy cow. no wonder why the Q times are so long. It is absolutley miserbale being survivor in this event. Its not even the balance either, I just keep getting paired with the most toxic players imaginable. Most of my matches have resulted in me being slugged and/or humped. The team balancing has been god awful as well. Its like ive been getting hyper competitive killers with inexperienced survivors (i have high mmr for both sides). Like i feel like i can only enjoy this mode playing as killer because its the only way to have a chill goofy match. But when i first started the event I was looping for 5 gens, now its just super high ping killers BMing the whole time.

    basically i think survivors dont really care about surviving and just want points (only reason why i play it), while the killers need the 4k or else they wont be allowed to eat dinner for the next week.

    This is exactly my experience!!!! You nailed it when you said super high ping killers which I've been getting so much more often as well! What is that about? Literally 100+ and more ping killers and even sometimes survivors too, like all of us will have egregious ping levels. Like the servers are just screwed up. It makes the match even worse when it's already so many bad games in a row!

  • @HeroLives said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955030#Comment_3955030

    It’s actually the difference between a growth and fixed mindset. If I’m tired of getting sandbagged I put on bond, because you can see them coming from about 40m away, move out of the way, hide, let them pass, and get back on my gen. If you’re in the area of danger and they can hit you they will, bond you can almost completely negate sandbagging. It’s a free perk too that comes on Dwight which you get with the base game.

    Other ways you can use bond , to get in line for a body block if you need to so the president doesn’t go down because if they die you’re doomed.

    You can also use bond to not sandbag your teammates when you’re in a chase. Sometimes it’s better to go down than run the killer right into the area where someone on death hook is healing, or to a pivotal gen your teammates need to get done.

    Those are just 3 ways you can use this totally free perk to help yourself and your teammates. Doesn’t matter if you’re brand new or just okay at the game. It’s a really useful perk. Bond haters out there, I see you. Respectfully, you’re wrong.

    I don't know why you're speaking to people here like we're all idiots or noobs. We know. Some games are physically unwinnable and that is just a fact. No amount of "go getter mindset" is going to change that fact. A surrender option at the very least should be in the game. Simple as.

  • @HeroLives said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954998#Comment_3954998

    Sounds like something a quitter would say honestly.

    Never challenging yourself with adversity because you can tab out or go next, it doesn’t make anyone a better player. Staying in is always practice to learn more or figure out what went wrong and how to do it better next time. Difference in perspectives. Naturally you can only be held accountable for your own performance, but I think there’s usually almost always something someone can learn.

    Sorry but this excuse and reasoning doesn't work when you get teammates sometimes that actively sandbag out of malice or even involuntarily sandbag you due to their ignorance and naivety. We shouldn't be forced into being puppets for a killer player that already won the game 8 minutes before the final hook.

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954924#Comment_3954924

    Why cant people that just like to win just hop on on the casual mode and wreck them? Cuz to me that would not stop nothing, just make queues horrible

    They could and would. Point is it would be less often. Those types of people and their egos need to see their little number go up. If there was a comp mode, they would not resist playing it more often.

  • @Rapid99 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954934#Comment_3954934

    Resurgence buff happening a while ago doesn't change that people are starting to now catch on to it. I'm seeing multiple resurgences EVERY game. Leverage doesn't even do anything against it, it's completely unnoticeable. It's like with CoB. When it released, no one gave a damn about it even though it was 200% for the longest time. And then it caught on, and then it got nerfed.

    I'm not saying I'm losing every match on planet earth. I'm not saying all hell has broken loose. I'm simply saying, they are starting to create a heal meta that can very quickly get out of hand. Because people stopped using botany since it would directly effect their own medkits. Since that is gone, people are just going to use it for the free value 50% increase in healing.

    I'm sorry, but I am of the belief that heals off of hooks shouldn't only take 2-3 seconds. That is busted to me imo.

    But the only time this is really happening is with the perk Resurgence or MAYBE if two survivors are healing that person and they also have healing speed perks or a juicy medkit.

  • @MoZo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954931#Comment_3954931

    this and add back the vault speed so it can be appealing at higher levels

    I mean they could I guess. But mostly I said this because really, unless you run Premonition and even Scene Partner to a degree on survivor, they have no ways to counter undetectable other than "use your eyes" which is kind of a dumb thing to say, because OBVIOUSLY.

  • Perks like Resurgence have been buffed the way they are for a long time. Botany gets a small quality of life buff, and people go insane acting like this is the reason they can't win their matches now.

    The game needs to give killers better BASELINE gen regression and slowdown so they don't feel forced into playing 4 gen regression perks every game. Survivors got much needed baseline changes to camping and tunneling and they've worked out fine. The only thing killers got for gens was a small buff to their kick regression and no more 1-tap to stop regression.

    They need to do more for this that isn't just "make gens take 120 seconds to repair" because that would be hella boring and solve nothing.

  • Spine Chill should be buffed to work through walls again to counter undetectable/oblivious killer PERKS. But I think killer powers like Ghostface stealth, Wraith cloak, and so on should not make Spine Chill light up.

  • I'm willing to bet there's people who have botting programs (cheats basically) that play their survivor and queue up for them to farm bloodpoints from the event and such.

    I've also seen extremely weird behavior from teammates in my games.

  • @Skillfulstone said:

    Keep in mind that, in events & modifiers, MMR is deactivated (as far as I know).

    A day 1 player actually has a slim chance of playing with/vs people from the top 1%.

    So insane MMR mismatches are very common during events.

    MMR being deactivated also affects some players' behavior;

    -Killers can 4k all they want with no fear of climbing MMR and ending up against strong teams.

    -Survivors care a bit less about dying and farming BP sometimes take priority over actually escaping.

    If this is true "Keep in mind that, in events & modifiers, MMR is deactivated (as far as I know)." it's one of the stupidest decisions the developers could have ever made. I'll make sure to steer clear of the event then unless they do something about this nonsense. It's so unfun it's actually making me dislike playing the game in general. Not really what a gaming company should be aiming for with their playerbase.

    I'll just suffer through the challenges when they release then and get the event items and wipe my hands of it I guess. So much for playing it to have fun LOL.

  • What they need to do is remove the DC penalty or severely lower the penalty, so people don't get trapped in games that are already over before they began. Instead of dying, at least that team would be left with a bot.

    DBD is a casual game. If they added a "ranked competitive" mode, that would be a different story, and DC penalties should be harsher there, but we don't have that mode.

    Honestly if they added a comp queue to this game (they never would most likely because they'd get way more perk and killer balance complaints) that would solve a lot of the problems people have with the "sweat" we deal with in a lot matches where some people play for money and others play to chill and have fun.

  • @I_Cant_Loop said:

    For everyone who isn’t having fun with the event, the best thing you can do if you want changes is to not play it. If BHVR sees that the numbers are down, they will hopefully get the hint that they need to think of some adjustments or even total reworks for future anniversary events. I don’t really like the event either, and I have just gone back to regular mode as soon as I finished my event achievements.

    Fair suggestion but we do already know this specific anniversary event is being retired. Next year will be 10 years of DBD so I assume they will do something pretty spectacular. I just hope it doesn't also come at the expense of quality matches like right now!

  • @Halloween2005 said:

    Is it a perk that was once better or worse or different? Was it a base game change to the survivor gameplay loop? Was it a buff, nerf or change to one of your favorite items/addons/offerings? Or is it something else?

    I know it ruins stealth killers, but I miss Spine Chill. We have SO many undetectable killer perks in the game now and literally the only way to counter them is to listen and look. People will literally tell you, "use your eyes". Come on man.

    Survivors should have a good way to counter undetectable PERKS at the very least. Maybe not killer powers, like Ghostface stealth, because that would make Ghostface unfun to play. Or Wraith cloak and so on. But I should be able to bring a perk that helps against undetectable perks. You're devoting a perk slot to countering it, and it's not a guarantee the killer brings an undetectable perk for sure either. So, I don't see it being that broken.

    Premonition is almost perfect for this, but it's still really random, has a long 30 second cooldown, and literally only does 1 thing which is make a small ding when you see the killer. I think Premonition should be buffed to be more of a modern perk. It still feels very DBD 2018. Would be nice to see it buffed as well since it's a general perk that anyone can use for free.

    I hate that stealth perks on survivor generally are super unviable now, and even detrimental. They've nerfed Distortion into the ground. Don't get me wrong, Distortion needed a nerf, but it was OVERnerfed. Especially now with the new AFK crows being more frequent and aggressive. I think stealth should be a viable playstyle in DBD as long as you're actually DOING stuff. Gens, helping teammates with unhooks and healing. Ect. I'm glad they buffed some of the trick/Houdini perks recently though!

  • @GeneralV said:

    Greetings, friends of the Fog! I hope this discussion finds you doing well.

    By now most of us have already seen that the Go Next Prevention mechanic was killswitched after the disaster that it caused when players got punished even if they did nothing wrong.

    But I think that raises the question as to why such mechanic was added in the first place. And the answer may be obvious at first: the "Go Next" epidemic and the sheer amount of games where players decide to suicide on hook.

    The answer is correct, sure, but I would like to propose a deeper discussion:

    What was the origin of the "Go Next" epidemic? Why did such thing ever existed in the first place, and how did it reach a level so severe that changes were made to fundamental aspects of the game?

    And if I were to share my own answer, I would say it was caused by a gradual deterioration of the survivor role. Because let's think for a second about the year I started playing DBD: 2018. Back then the game simply didn't have DC penalties, one could DC as much as they wanted to, with the only punishment being rank-related (the loss of a pip, if memory serves me right). And yet, people didn't disconnect like crazy every single game.

    It happened sometimes, of course, especially with OG Legion, but I wouldn't call it an epidemic of its own.

    However, back then there was more to the survivor role than there currently is. They still had proper resources, they didn't have to worry about waves and waves of gen-related killer perks, stealth was still a viable playstyle, killers weren't as oppressive, and the list goes on.

    But we all know that changed in more recent times. Survivors lost most of what they had available to them, and nothing was really given. They die more often, their objectives are harder to do (due to perks), and generally speaking they have a worse experience. It is a lack of everything, and it seems to me that was the primary reason for the massive increase of hook suicides.

    Let me know what you think, please share your thoughts, any feedback is welcome!

    Why do you think the "Go Next" epidemic existed?

    The biggest reason why I'd ever hypothetically "go next" is due to outrageous killer ping. Even to this day (yes literally today) I get lobbies against killers with 100+ ping. It makes the entire gameplay loop of chases completely unfun. When you are hit through pallets and windows that you definitely should NOT have been, it really makes you just want to quit because at that point, the game is quite literally out of your control.

  • @DarKStaR350z said:

    If survivors don’t like killers running he slowdowns, aura reading, anti heal, and now haste perks; what perks are ok to run?

    I actually think killer gen regression and defense should be better BASELINE. You should not have to stack all these perks together to make 1 part of the game insanely unfun for people. i.e. doing gens, chases, tunnel/camping.

    The stacking nonsense needs to be looked at on both sides regardless of what the situation is. We're only going to be getting more and more perks in the future obviously. They need to do something or perks ON THEIR OWN will not feel strong, or they will feel TOO STRONG if you can stack things up. It makes balance hard for them. We have so many "dead" perks in the game and most people play like 15 of the "viable" ones. They need to change something. Stop making the game unfun for people and work on actually making every situation feel fun and rewarding.

  • You can't stack these perks together. Are you seriously comparing perks that 99% of survivors can get off in 1 chase before they are downed, to killer players stacking haste perks with no hard limiter on them? Lower the debuff timer on exhaustion perks then! If you want to compare them, let's really be fair. While you're at it, give survivors bloodlust too. That should be fairer.

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