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CrypticGirl

CrypticGirl

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CrypticGirl
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  • I can't say I'm surprised either. These forums have been declining for some time now, and there's just no reason to keep up something that's declining.

    That said, I will miss the discussions here. I can't imagine Discord, Reddit, or any of those other platforms being anything other than a complete mess either, so good luck with those. I certainly won't be joining those.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116074#Comment_4116074

    Which is wild for an effect that's limited to certain people, is barely noticeable, is a time sink, and gets hit by Diminishing Returns.

    I like some of these ideas. It's cool you can place it where you want. It's nice that you're not broken. The graphic is cool. I'd like to see these things applied to 1v4 invocations. Then maybe they'd not be trash.

    How does it get hit by diminishing returns? There's nothing else that gives you haste other than the Escapist sprint burst, and that only lasts a few seconds.

  • @Angy_Quentin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116526#Comment_4116526

    Like i mentioned, attempting to establish 2v8 as a permanent mode could remove the hype from the three weeks it's on everytime.

    Also, simply creating a new 5v5 mode could water down the pool of event modes and it may be even more popular than 2v8.

    Just some ideas to tackle the issue in a better way.

    I don't know about that. If 2v8 became permanent, then the hype will fade, and then people will be less likely to play it after a while. And that would result in even longer queue times.

  • @Angy_Quentin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116378#Comment_4116378

    Sorry, i'm going to reiterate my statement.

    The devs refuse to take appropriate action regarding the queue times. PWYW is not an appropriate action. It is a bandaid. A very good one, to be fair, but it's not feasable to just herd players into playing survivor for three weeks a few times a year.

    There have been ideas to implement 2v8 as a permanent gamemode for example. Or trying a different mode, that balances out the sides like 5v5. Just not another three weeks of playing two survivor matches between each killer match if i just wanna play killer during an evening.

    I'd like to hear what you consider "appropriate action" regarding the queue times.

  • DBD is RNG-sided. End of story.

  • At least on the hook, you can kinda keep an eye on where the Killer is going and plan which way to run when you get unhooked. That's not the case with exile. IMO, it should be more like the 2v8 cages.

  • The only thing that puzzles me is why, when a Survivor is exiled, you can only interact with the certain statues that are near the area where they were exiled, where the Killer is likely hanging around. I watched a streamer yesterday, and when they were freed from the exile, the Killer was literally right next to them. Talk about panic. But just...why?

  • @MiseryandCompany said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111684#Comment_4111684

    Keep in mind because Aurora is new as well, many people run her perks, one of which reveals the killers to all survivors when the survivor with Auroras perk is in chase, which in turn with deerstalker reveals all of you for a bit.

    This is not oppressive per se and just an unfortunate interaction of people running the new perk for testing+adept. It is like running no mither against an Oni or Dredge

    No one ran Aurora's perks in this match.  This Judgment had a full aura-reading build, on top of whatever it was that revealed its aura throughout the match, increasing its Deerstalker value.  If you want, here's the full build.

    Judgment - Lethal, Deerstalker, Gearhead, Nurse's (Add-ons: Electric Torch, Crown of the Destroyer)

    Dwight (My build) - Desperate Measures, Do No Harm, Soul Guard, Kindred

    Leon - Boil Over, Dead Hard, Iron Will, Resilience

    Maria - Saboteur, Plot Twist, Breakout, Background Player

    Daryl - Vigil, Head On, Dance With Me, Quick & Quiet

  • I had a match against The Judgment this morning. I was seeing their aura a lot, mainly when they were readying their divine light. I'm not sure if that's an add-on or a basekit thing. But they also ran Deerstalker. So any time they readied their power, they'd reveal their aura and thus would see any Survivors they were aiming at. That seems a little oppressive to me.

  • @drag27 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109410#Comment_4109410

    I think the better question is: If theres something you do as survivor and us KM's say "No! Stop doing that, its not making our games fun" are you still going to stop doing it?

    I mean that is what all you survivors tell us killers whenever we: Camp/tunnel/slug/3gen, play Nurse/Blight/Kaneki/Jason, 4 gen regress perks, or anything else that inconvenience you.

    And what are we doing to make the game unfun for you? I don't flashlight, sabo, teabag, so what are you going to tell me to stop doing?

  • I think the first question to ask yourself is, what would make it more fun for you? Of course, everyone is going to have a different answer, and none of them would be right or wrong. But for example, if I walked up to you and let you put me on the hook, would that make it more fun for you?

  • I'll dodge a lobby if I see a teammate with default cosmetics. Or if all three teammates are carrying flashlights. (I'll stay if it's just one or two flashlights.)

    Or I'll back out if I notice that I have really high ping, because that usually means I'll be rubber-banding like crazy and that'll make the match unplayable, or even worse, get DC'd mid-match.

  • @ForTheEntity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109276#Comment_4109276

    If there is no toggle, BHVR cannot reliably and directly measure the acceptance and rejection of the feature.
    Also they will only have be able to measure:

    1. Games where the feature is enabled for everyone.
    2. Performance of players with the feature enabled.

    And they'd have nothing to compare it to aside from games from before the feature was introduced.

    If there is a toggle, BHVR can directly measure the usage rate of the feature and they'll be able to directly in the same timeframe compare:

    1. Games where the feature is enabled for everyone.
    2. Games where some players have it enabled and some do not.
    3. Games where the feature is disabled for everyone.

    And also compare:

    1. Performance of players with the feature enabled.
    2. Performance of players with the feature disabled.

    Now can you see how having a toggle would lead to better data to inform their decisions rather than not having a toggle?

    If they wanted to test that out, maybe they could release it for a fraction of the players, like they've done before with new features. (The prestige visibility removal in the pre-game lobby, for example?)

  • @ForTheEntity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109189#Comment_4109189

    This feature will probably be on by default and if it's actually good people will use it or at least leave it on. If it isn't good or they just don't like it, they can turn it off without it being a hassle every game. What's the problem?

    Again: What do you see in what's been shared about this feature that is so good that it should be mandatory for players to use it?

    I've asked this question 3 times in this thread now and no one has even tried to answer it. It's all just "It ShOuLd Be MaNdAtOrY!" *foot stamping*

    As I have said multiple times, allowing a toggle option will defeat the purpose of having it in the first place. Why even add this system if they're going to allow people to opt out of it? I haven't seen an answer to that question either.

    And as Random said, this could cause even more friction between players, particularly those who have the system enabled and those who don't. And we already have more than enough friction between players as it is.

  • @ForTheEntity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109155#Comment_4109155

    What do you see in what's been shared about this feature that is so good that it should be mandatory for players to use it?

    We have yet to see if it's actually good. Looking at the options we have for the wheel it looks like the only use for it that isn't already done by the HUD will be signaling intent to go for a hook save or maybe spamming Help! when chasing a fellow survivor who never looks behind them for a heal/to heal them (I'd rather be able to throw a snowball). This feature doesn't come close to what voice comms can do where it's "I'm looping the killer at shack, I dropped shack pallet, she has 3 hatchets left."

    Until the feature is proven to be a reasonable improvement over gameplay without it and not abuseable through months of testing on live servers it should have a single toggle. Just like how they changed the wiggle mechanic which was in beta for IIRC a year before they took away the option to use the old wiggle system, even though the old wiggle was a clear disadvantage as it always took longer to wiggle off due to not having skill checks.

    We have yet to see if it's actually good.

    Which is exactly why we shouldn't allow a toggle. If everyone turns it off at the start, how are we going to know how good it is?

  • @Yamalive said:

    There is literally no disadvantage to have a toggle option on this. If anything it could be a advantage cause you dont fall for trolls. Also it doesnt really matter if you will have it or not, cause most times people do not understand the necessity of certain actions to be taken. You try to make it look like this would benefit this game heavily. I will tell you it wont. Same as in every other game. People there dont even do ehat you tell them by voicecomms, so what should a basic chatwheel accomplish?

    I think you meant to say, "There is literally no advantage to have a toggle on this."  Because turning it off defeats the purpose of having it in the first place, because your decision to disable it affects your teammates, not just you.

  • I also think we shouldn't have the option to disable it, as that would defeat the purpose of having it in the first place.  If people don't want it, nothing's forcing them to use it, and the messages from teammates are non-intrusive, so I don't see the issue with it.

    Also, looking at the screenshots, some of those messages look redundant.  For example, I don't know why we need a "healing" message when we already have the indicator on the HUD.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107503#Comment_4107503

    If hes in power, the orbs dont spawn. If hes in power 90% of the time like people are claiming, your teammate injuring ppl isn't helping supply orbs.

    But how many orbs are remaining on the map when he gains his power? Don't the orbs remain until he powers down, and then he can collect them all over again and go right back into power?

  • Is it really that hard to let us sell our unused junk for like 10% of the Bloodpoint price? Or I would be just as happy to just discard all that junk and get nothing in return. If I'm not using them, I'm not really losing anything except maybe the Bloodpoints I spent on them, which could easily be earned in the next match.

  • Well, the closest thing we have is Wesker in his S.T.A.R.S. uniform…

  • @ShanoaLegendaryPlz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106465#Comment_4106465

    Thats actually what p100 is like. Permanently at bloodweb level 50. (Not sure if you've seen that yet)

    Yeah, I've seen, but I've got all my Survivors (except my P100 Dwight) sitting pretty at P9, and I don't want to ruin that.

  • @ShanoaLegendaryPlz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106446#Comment_4106446

    In what way do you mean optional? Like getting a character's perks without leveling them?

    Not quite like that, but once you reach level 50, you could just keep spending in that bloodweb rather than be forced to hit the Prestige button and gain another Prestige level.

  • I only thought about my question after the AMA had already happened, but I'm wanting to know if they'll ever look into making Prestiging optional for characters…

  • @Your_Dad_Playing_DbD said:

    The DC penalty needs to be more harsh, IMO. I’m fine with one daily freebie to account for occasional connection issues/crashes, but it’s clear that the punishment is not harsh enough with the number of DCs I see from survivors who leave after they first get downed even when the match is going well for the survivor team. These kinds of players need to be given extremely long, if not permanent, timeouts. The fact that I usually get more downvotes than upvotes when I say this tells you everything you need to know why this continues to be a problem - way too many players continue to feel entitled to leave the match at any time for any reason without punishment.

    If increasing the penalty once didn't reduce DCs, increasing it again won't suddenly start working. You can't punish frustration, crashes, or hopeless matches.  Increasing punishment only hits the symptoms, not the cause.  If the causes stay the same, the behavior stays the same.

    It's like raising the volume on a broken speaker; turning it up won't make it louder.  We've already seen this with games with DC penalties; past a certain point, harsher punishments only increase resentment, not compliance.  Players who want to leave will still leave, and players who crash will still crash.  The only real solution is addressing why people DC in the first place.

  • @Aznex said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103385#Comment_4103385

    The thing is: the fact that you can't see anything is the entire point of Lights Out and what made it so skillful. Your core DBD skills needed to be on point cuz the Killer can come from anywhere at any moment, and your map knowledge had to be on point so you could memorize all the pallet/vault spawns.

    By slapping WoO onto the mode's Lantern item (which you spawn with btw), you are doing something that is directly anathema to the mode's entire appeal: lack of information. You can not only see all your objectives, but now you can see where your teammates are since you'll see the pallets being thrown. Not having information is what makes horror games so immersive, and there is nothing that ruins immersion more than having wallhacks on things. If survivors can have free WoO, then it's only fair that Killers should get free Zanshin Tactics to even the playing field.

    And honestly, slapping WoO in this mode isn't even the worst part. That goes to the fact that they chose to do this post Pallet Density.

    Sure, it's lack of information, but even in Lights Out, there was still a little something to help you along. Such as you can still see Survivor auras when they're downed or hooked. Even the gens started with 5% progress to help Survivors locate them with the noise.

    And on the Killer side, they can still see the auras of gens at all times.

  • @SpyUA said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103385#Comment_4103385

    Same as finding the survivors is also quite hard, that's why legion was a popular killer in lights out as his killer instinct is not removed (but he does need it for his power tho)

    Lots of Killers have basekit tracking abilities (Doctor with his Static Shock, Nemesis with his zombies, and many other Killers have Killer Instinct abilities too). Survivors had nothing to help them track windows or pallets until now.

  • @SpyUA said:

    Lights out was supposed to be a pure skilled game mode with no perks, items or add-ons but bhvr decided it's worth to add WoO to survivors and remove skill from survivors, it's easy to loop with WoO.

    Looping was nearly impossible in Lights Out, since you couldn't see anything. Maybe if there was a loadout-less mode without all the darkness, then it can be considered a true skill-based mode.

  • @SpyUA said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103356#Comment_4103356

    After tunneling one survivor, that survivor is dead so killed. Tunneling is killing and survivors got lots of tools against it.

    There are plenty ways to kill like camping, slugging and tunneling which is the most effective one.

    Not in Chaos Shuffle they don't, unless they get RNG-lucky.

  • @SpyUA said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103243#Comment_4103243

    0 explanation why I am wrong, ok thanks. As I asked already, why can't killer kill as killer?

    Why do killers always equate tunneling with killing? No one is saying you can't kill. But there are plenty of ways to do it without tunneling.

  • @Domicci said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103228#Comment_4103228

    I wonder why that is? Maybe its because its the best way to win just like survivors splitting up and doing gens. Weird how that works.

    If you care that much about winning and can't handle playing without your favorite build, why are you even playing Chaos Shuffle?

  • I will cry if they ever touch Kindred (unless they make it partially basekit...)

  • Potential Energy - Make it so you only lose half your tokens when you get hit rather than all of them.

    Bite the Bullet - Make it apply when someone heals you as well as when you heal someone else.

    That's all I can think of from the top of my head.

  • @Your_Dad_Playing_DbD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102530#Comment_4102530

    What is that supposed to mean? Do you have any evidence that the system is falsely banning people who are playing, legit trying, and getting banned because they are getting eliminated too quickly? Would love to see it if you have it

    It hasn't happened to me personally, but that does not mean it's not happening. This is exactly why I stream all my matches, so if it ever does happen to me, then I'll be sure to save the video evidence.

  • Probably the Go Next prevention system "working as intended"...again.

  • @ChaosWam said:

    Am I the only one tired of this Us VS Them rhetoric? I feel like the forums are getting worse about this.

    While I agree some players blow things out of proportion, it's fine and not 'whining' to point out when something is busted or overpowered. Doesn't matter which side has it. It's especially important in a game like this, being an asym where one side needs leverage against 4 others.

    I mean really, Sprint Burst hasn't been touched in what, 9 years and it's finally getting a nerf and now suddenly killers are taking it too far? Heck, I don't think they went far enough with nowhere to hide, seeing as it should stick to the gen's radius and not the killer for aura reading, and yet 1 less second of haste is the breaking point for some players here?

    Or the endless whining about cross examination being nerfed. It wasn't a good idea to begin with because elusive wasn't meant to be thrown onto things for basically free. Long wall loops made it give insane value for delaying chase or altogether losing the killer with no effort. And on the other end of this spectrum, the 'buff' to repressed alliance is now making it harder to finish gens, and I can only see it being good with wiretap to keep it active longer.

    Seriously, I would like to see people play both roles, especially try a variety of killers since survivor doesn't have as much to them as killer has.

    It sure doesn't help that what's 'busted' or 'overpowered' is completely subjective.  For example, of course Killers would believe that Shoulder the Burden is "busted/overpowered," but Survivors would think it's trash.

  • @myersmain101 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/470313/killers-eat-good-huh

    firstly, how do you solve why people dc when people are dcing over such stupid reasons such as a map they dont want, they see a survivor with perks they dont like, one person made a mistake and failed a skill check? DC! they will literally dc over anything because they can. they are happy enough to play v killers they dont like such as ghoul, they do gens, they even get chased but dc when they get downed once. Do we give survivors a map selection to stop people dcing over a map they dont like? do we make sure people cant get downed once all match to stop people dcing?

    secondly, killers have been in a rough place for the past few years. so much that even myself being a long time killer main has now stopped playing killer completly and only playing solo survivor. if survivor was that bad then i certainly wouldnt make the switch from killer to survivor. even in game chat, survivors have been pretty honest and open saying the game has become pretty survivor sided unless the killer is S tier. so i cant get onboard with this pitty party of hard done by survivors.

    Sounds like you've boosted your Killer MMR to the point that you can't handle the difficulty of your opponents anymore. Survivor only feels easier for you because your survivor MMR is lower. But wait until you get even more escapes. You'll then find yourself in a lot of losing streaks.

  • That's kind of what some of these legendary cosmetics are doing (Naughty Bear for Trapper, Were-Elk for Huntress, etc.). But I don't get why the Trapper can't have a Naughty Bear Mori animation, and the other OG Killers having the animation for these legendary cosmetics…

  • I'm still trying to figure out why they brought back downvoting to begin with… 🤔

  • @terumisan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101444#Comment_4101444

    the actual problem is survivors are too strong. killers are going to tunnel and slug until survivors are nerfed and the devs won't do it so people are going to keep picking top tiers slugging and tunneling till the game dies

    Except Killers aren't going to stop tunneling and slugging even if Survivors get nerfed. Why would they stop doing it when it becomes even easier?

  • It doesn't affect me too much. You just have to not be a one-trick-pony to play around it.

    I run Do No Harm and Desperate Measures. Do No Harm is already strong on its own, but I run Desperate Measures for the unhook and self-healing speed, which aren't affected by the Dimishing Returns. My other two perks are Soul Guard for slug counter and Kindred for info.

  • @HoodedWildKard said:

    Yeah don't be removing hatch. It's the consolation prize and good reason for surv players to keep playing when the killer has obviously won.

    I don't like the sound of this 1v1 thing. It only rewards people who are good at chase. Not everyone plays like that. It's also just thematically a bit naff surv keeps running and suddenly randomly gets out somehow? The hatch endgame situations are super tense, and they can go both ways, either It's a tense stealthy situation, or if killer spots you they chase and you have to try and reach hatch first. Plus the mindgames of finding a key and letting killer lock hatch then sneaking in for the unlock.

    A straight 45 second timer is kinda boring and honestly requires less skill than trying to transfer between tiles AND keep an ear out for hatch all while running chase.

    It only rewards people who are good in chase.

    But it would also be an effective way to practice chase without having to juggle gens and hooks.

  • @OrionQc24 said:

    Yes it literally is. With the new patch it seems to be fixed and it gives me the abandon option when dying like it's suppose to so what are you even blabbing about ?

    You must have been the last one to die then.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101174#Comment_4101174

    It would actually be super cool if you could spectate random matches. I'd totally toss that on in the background and see how other people respond to things. Would be a great learning tool.

    I would support it. But then again, who would actually play the game at that point?

  • @Your_Dad_Playing_DbD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100800#Comment_4100800

    Yes, it is over, unless the killer wants to try to secure more kills or and they are free to do that if they want.

    I play both sides about equally and honestly I really don’t care if the killer gets this end game abandon option or not. But this is about fairness and addressing hypocrisy with the current abandon system. Survivor players are given way more freedom to duck out of a match for free than killer players are. I can understand why so many people here who only play one side are against this because they don’t understand/don’t care about wasting the other side’s time. I think most people who play both sides and are fair-minded about this understand that the only reason to demand killer stay in the match when the gates are open (of course, assuming a bot can take over) is to hold on to this same unnecessary BMing ritual at the exit gates.

    In that case, maybe Survivors should be able to abandon in the end game after all the gens are finished, too.   I play Survivor, yes, but I also get annoyed when teammates just wanna teabag at the exit gate.  I only stick around to see if I need to take a protection hit for them.  You won't see me tea-bagging.

    There's still no hypocrisy here.  Killers have agency in endgame, even though they've lost.  Survivors do not have agency when they're all slugged.  That is the massive difference that everyone keeps ignoring for some reason.

  • @ForTheEntity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100800#Comment_4100800

    If the killer is done the game is over, simple as that. Killers shouldn't have to push them out or wait out the full 2 minutes almost every time because frequently there is a survivor that waits until the last second to leave.

    If you want to use that logic then it can be argued that survivors should not be able to instantly abandon once everyone is slugged because what if Unbreakable, Conviction etc. Heck if the last survivor standing has Plot Twist and are injured they can down themself and insta-abandon, which is ridiculous.

    Heck if the last survivor standing has Plot Twist and are injured they can down themself and insta-abandon, which is ridiculous.

    They actually can't. Plot Twist doesn't trigger the abandon option.

  • @Your_Dad_Playing_DbD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100722#Comment_4100722

    Nobody on either side should be allowed to abandon until the gates are open or until all survivors are dead/downed/hooked. People keep bringing up all these scenarios outside of EGC that aren’t relevant to this discussion. We’re talking about when the game is literally over, not when someone just feels like it’s over because they’re not doing well. It’s a bunch of whataboutisms and nobody offering a single legitimate reason that killer needs to be required to stay in the match ones the gates are open to wait for multiple minutes because people who are bad sports want to rub their win in the killer’s face.

    We’re talking about when the game is literally over, not when someone just feels like it’s over because they’re not doing well.

    But the game is NOT literally over in EGC, the Killer just feels like the game is over because they didn't do well.

    Survivors are given the abandon option when everyone is slugged; otherwise it would take four minutes to bleed out. It does not take the Killer four minutes to push Survivors out the gate, nor does it even take four minutes if they choose not to. Their wounds regarding wanting to abandon after the gens are done are entirely self-inflicted.

  • I don't see how people can judge everybody else's hours anyway. Most of your teammates are going to be on the different platform, which means you can't check their profiles. And about half of the people on your platform are going to have their profiles private, so you can't check their hours either. So you'll only be able to see the hours for what, one-tenth of the players?

  • @Your_Dad_Playing_DbD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100518#Comment_4100518

    You still didn’t explain why we need to require the killer to stay in the match once the gates are open. For what purpose? Survivors are in control too and they can just leave at any time they want once the gates are open. You and others keep avoiding this point. Both sides have control over what is happening in this situation, which means that they both have the ability to waste the other sides’ time. Give both sides the ability to leave without penalty if they choose so they don’t have to be subject to the other side intentionally wasting their time.

    Perhaps for the same reason Survivors are required to stay in a match if someone gets downed too early. Perhaps for the same reason Survivors are required to stay if someone gets tunneled out at 4-5 gens. Or in a 2v1 scenario, there's no hope for us to win at that point, so why are we required to stay?

  • @GentlemanFridge said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100655#Comment_4100655

    The stated reason was that its pickrate was greatly elevated because of the BP bonus, and they wanted to move away from perks granting BP.

    Even if they did bring back the BP bonus, I doubt it would deter tunneling in this day and age. People have become way too dependent on it now. DBD just isn't the same as it was back then.

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100425#Comment_4100425

    Depends on the killer. Some M1 killers you can hit a survivor mid map and not have the ability to get the second hit if they have a straight path to an open exit.

    But they're still pushing the Survivors out. If the Killer really has lost all hope of getting a kill, they can push them out. Or they can choose not to and run around, break pallets, doors, etc. The same point applies to all these scenarios: the Killer is in control.

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