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Infernopxy

Infernopxy

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Infernopxy
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  • Being hit by a killer M1 or right in front of them also qualifies, plus survivors have no issue running circles around the killer when they feel like it.

  • Killswitch it or make it come with buffs to lower tier killers that let them disable all survivor perks for using their power well.

  • Anti Tunnel that helps the killer, as well as anti camp to help them.
    (I.E. No survivors, you cannot rush 3 gens at once, also you will be blocked from unhooking for the first 15-25 seconds a survivor is on the hook so killers are encouraged to search for you and survivors within 28 metres of a hook are revealed to the killer and given blindness for 8 seconds)

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4015390#Comment_4015390

    There was a carrot. Three of them, in fact. Haste, free Pop, and free aura reading on the least hooked survivors.

    Also, how would a tool designed to help slugging reduce slugging?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4015361#Comment_4015361

    They brazenly say "i dont like this map so not going to bother"

    But again, they might've acted differently if they had better match quality surrounding that match.

    To assume that that is the entirety of it is naive.

    Not long ago before they hid map offerings, there was a couple of SWF teams i regularly went against. these teams would DC in loading screen when they saw an offering they didnt like. they could have brought sac wards but their attitude was "why waste an offering slot when we can DC when we see something we dont like". They had the opportunity and they took it. I recently went against one of these teams since then and it was on a map they didnt like….what happened? 2/3 SWF DC instantly. the 3rd SWF player and solo player went next. Now the offerings have been nerfed and hidden the opportunity to DC penalty free has been reduced but not enough to stop them from DCing over something like a map they dont like.

    But you're referring to how many players out of the disconnecters?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4015377#Comment_4015377

    And if the PTB changes went live, I literally would have boycotted playing killer. I wouldn’t have cared how the console players felt about the changes, and I would have refused to “try to adapt” to it. 

    Proving the same point again: Killers can just stomp their feet and demand BHVR balances more harshly in their favour.

    The Free pop goes away when you hit a surv and it doesn't benefit Trapper, Hag, Wraith, Twins, Oni or other killers who would need gen regression across multiple gens at once to compensate for their lower mobility, as such it does nothing for them and only benefits the S tiers. For lower tier killers, make it a free Oppression that affects all generators and ignores the maximum caps.

    The haste, while a STEP in the right direction is minimal and should be higher to let them traverse the map with it being about the same for the high mobility killers, such as Krasue, Nurse and Blight. It just needs higher numbers for low mobility killers to be a good change.

    The aura read was the only good one that functioned, it was what inspired the modified old deerstalker I suggested as it would only work on those with the least amount of hooks among downed survivors and weakens the hide to get unbreakable it would have brought with it.

    Now to address what you call a buff to slugging and tunneling

    "The system is another stick amongst the wall BHVR has built, perhaps if there was a carrot of buffs for hooking survivors (for example, a permament 3% haste bonus for hooking all survivors without killing any of them or having old deerstalker basekit but only for downed survivors with the lowest amount of hooks amongst the survivors who have been downed then tunneling and slugging would be reduced."

    The permament 3% haste requires all survivors to be hooked at least once without any kills, so if someone tunnels a person out, they don't get the buff. It does not encourage tunneling. It also requires hooks, it does not encourage slugging.

    The old deerstalker was conditional on the downed survivor having the least amount of hooks among downed survivors. This stops them from hiding and allows the killer to pick them up, reducing tunneling forced by survivors hiding. This helps prevent accidental tunneling and slugging.

  • @THE_Crazy_Hyena said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4011656#Comment_4011656

    These so-called measures are like putting a band aid on a broken bone.

    They're enough, if you think you should be able to walk to the Killer's face and not be punished for it you should not be talking about game design.

  • @Gh0st2317 said:

    Getting pretty exhausting having to deal with certain killers tunneling or slugging, and I'm finding them WAY too often.

    I get that it's a supposed 'strat', but at the end of the day it gets tiring with having to deal with it constantly.

    It's to the point that I'd rather wait for 2v8 to come out and play that 24/7. That was the only mode enjoyable for both sides imo.

    The system is another stick amongst the wall BHVR has built, perhaps if there was a carrot of buffs for hooking survivors (for example, a permament 3% haste bonus for hooking all survivors without killing any of them or having old deerstalker basekit but only for downed survivors with the lowest amount of hooks amongst the survivors who have been downed then tunneling and slugging would be reduced.

  • (I'm going to sound very mean spirited in this post, especially in the intro due to my opinion on these changes)
    90% of the planned update is BHVR babying skill issues, as a lot of it is clearly untested and something that only affects public matches, hence why they allow them to be disabled in private matches because they know the tournaments won't survive with these changes that prove BHVR and good game design in the same sentence is juxtaposition.
    With that initial negativity out of the way, here's some feedback that could actually make the update somewhat workable:
    1. Remove the punishments, except for the hooking gen repair speed bonus and change it to less than 4 hooks, but make it ignored if there's less than 2 generators left.
    2. Make it so it's 120 seconds spent downed before you can recover and resets each time you are unhooked or you recover, but you can once per trial work with another survivor to heal both of you by one health state (once per survivor and doing so expends a charge for both survivors).
    3. ALLOW THE KILLER TO HAVE INFORMATION ON THE SURVIVORS WHEN THEY ARE UNHOOKED, also allow killers to see the hook stages on survivors.
    4. make the unique hooking rewards regress the highest generator and the generators being worked on by 70% gen progression speed for 30 seconds and block the generators for 30 seconds (also enable gen regression of blocked generators) unless you are a fast mobility killer such as Nurse, Blight or hillbilly, in which case you get the gen regression when you hit a generator, additonally make the slower killers who do not benefit from gen regression when they kick a generator have somewhere between 15-20% haste for 15 seconds.
    5. Make the losing collison with other players part of endurance and scrap elusive off hook.

  • BHVR, Springtrap will be the main killer a lot of new players will main, please for the player retention you need to be successful due to them just quitting when they see that their power is useless because half the doors are on the edge of the map, making everyone run the coin offerings to ruin the experience of a springtrap at their least ethical, causing new players to quit DBD and ask for refunds due to how badly their first matches go.