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Jennixya

Jennixya

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Jennixya
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  • @UncleStabby said:

    I've played killer for a while, done so many matches that I can't even begin to remember half of them, and if survivors do escape, the Exit Gate stands in solidarity as a shining beacon of broken that needs to be fixed.

    First off, let's talk about the lever. I don't know about you, but I think its a bit unfair that Survivors can get the gate's progression to 99, leave fore twenty years, and then come bag and open it with a tap. This poor design choice makes Blood Warden (The only perk that really punishes gate-teabaggers for their toxicity) all but impossible to use.

    Possible Fix: Immediate gate regression upon letting go. You touch that handle, you better be leaving.

    Second, we have gate toxicity. Too often have I been matched up with red-ranks with toxic builds (Dead hard, decisive, head on, sprint burst, adrenaline, you get the picture.) who ceaselessly loop the killer shack and other god loops, throw down pallets and then emote spam and teabag if they get the succesful stun. Then they get to the exit gate (most likely after body blocking or something like that), stand right on the cusp of the gate's exit, and teabag because they know theres nothing killers can do about it.

    Possible Fix: If you teabag inside the exit gate, you should be blocked from it for a limited amount of time. I think this would cut down on toxicity even just a bit, which is a good thing.

    What do you guys think? Does the Exit Gate need a change or two or fifty?

    Look at this tutorial


    https://youtu.be/BXS2F3DIdmE


    You're welcome

  • @Anara said:

    For me both sides are ok, i dont complain about game mechanics. I complain about players that always wants 4K or 4 escapes. For me a fair game is 2K 2 escapes and I think you all should think like that too.

    Finally someone with common sense, thank you

  • @Jennixya said:

    2 kills is considered to be a win for killer by the devs, and that's what I think too (at least, 2k while I get 8 or more hooks). 4k is not intended to be achieved each game (and that's the biggest problem with most killer mains as they absolutely want 4k no matter what. That's why we see so much tunnel, camping, mori first hooks, etc)

    From the survivor perspective, I personally think I won when I've done great actions in the game (avoiding mates to be hooked or chased longer etc) and if at least 2 survivors escape, even if I died (and even better when I died to save multiple survivors)

    People REALLY need to stop thinking a win is killing everyone while using the nastier gameplay or escaping while urban evading during 5 gens.

    EDIT : Also there's no Tie in my opinion, as the win or lose experience is individual.

    Both parts can win (killer get 8+ hooks and killed 2, or even kill everybody, at the same time survivors played great and got really good actions and teamplay even if no one escaped)

    Or both can lose (the killer did poorly and hooked almost nobody and at the same time survivors get an easy escape while not even trying, no good actions as they don't have the opportunity to do it)

    @MeatBycicle said:

    2k is a loss in my opinion because those two survivors who escaped don't see it as a tie or a loss for them, they see it as they won.

    As I said earlier, I do think both parts can win or lose at the same time, as the conditions for a win or loss are differents for survivors and killer.

  • @Freki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1755391#Comment_1755391

    it may be 16m, i thought it was 8. but the only time the penalty to the emblem progress (reduces how much you've pushed for that one emblem and thus penalizes you on your pipping system) is stopped is when the game registers you in a chase. doesn't matter if your survivor is outside of the range but just if the game registers a chase it stops penalizing you, and then restarts the penalty if the chase ends.

    What you are thinking about i believe is the perk camaraderie from steve where it stops the struggle timer of the person on a hook if the survivor is within a specific range.

    If survivors are near the hook (crouching for example) and the killer camping, he will not have emblem penalty, even if not in a chase. It was on a livestream when they announced that feature back then. There even was pictures and examples to illustrate. So maybe it changed after but I haven't seen anything about that recently.

  • @Freki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1755283#Comment_1755283

    you do NOT loose points in the chaser category, you loose emblem progress when you are within 8 meters of the hook and not in a chase.

    Emblem points/progress lost in the gardian (not sure of the name in english, the first one, for defending gens) one indeed.

    And no it's if you are near the hook (16m ? I'm not sure of the number) and if no survivor is in the same perimeter. If the killer is facecamping but other survivors stay near the hooked one, the killer will not lose emblem points.

  • @Komi said:

    I propose an alternate path where the three top scoring players of the round should be the ones rewarded, as they actually got things done.

    Sometimes you just run the whole game just because the killer can't get you or tunnel you to death while everyone done gens. And you're the one getting the least points because you can't get more than 8k BP while only running.

    I don't think points are revelant

  • All I can see are straight lines.

  • @bjorksnas said:

    | ||

    || |_

    Are you're trying to communicate ?

  • 2 kills is considered to be a win for killer by the devs, and that's what I think too (at least, 2k while I get 8 or more hooks). 4k is not intended to be achieved each game (and that's the biggest problem with most killer mains as they absolutely want 4k no matter what. That's why we see so much tunnel, camping, mori first hooks, etc)

    From the survivor perspective, I personally think I won when I've done great actions in the game (avoiding mates to be hooked or chased longer etc) and if at least 2 survivors escape, even if I died (and even better when I died to save multiple survivors)

    People REALLY need to stop thinking a win is killing everyone while using the nastier gameplay or escaping while urban evading during 5 gens.


    EDIT : Also there's no Tie in my opinion, as the win or lose experience is individual.

    Both parts can win (killer get 8+ hooks and killed 2, or even kill everybody, at the same time survivors played great and got really good actions and teamplay even if no one escaped)

    Or both can lose (the killer did poorly and hooked almost nobody and at the same time survivors get an easy escape while not even trying, no good actions as they don't have the opportunity to do it)

  • Edit : deleted, I have not read completely, my bad.

  • @BlackRabies said:

    Think BVHR had something like this in the game before and Survivors abused it so badly they just removed the mechanic.

    I'm here since the begining and that's false. The game never had such a mechanic.