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LazyClown

LazyClown

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LazyClown
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  • This is what happens when we let content creators design the game. You get these kinds of killers now.

  • This is why when a dc occurs it should disappear the survivor like in the past.

  • @Crowman said:

    I'm pretty sure Almo left on his own accord to seek a new opportunity. BHVR can't just rehire a dev who left to do something else unless they want to come back.

    Fair enough, but I think most devs can be bought back with the correct price.

  • No conspicuous actions system, dead hard for distance, ds 5 seconds, solid hook timers/ gen timers, camping, hook grabbing, better killer addons/survivor addons, etc.

    Most of these things balanced everything out asymmetrically but got removed because of an emotional community. Back then, you couldn't "3 gen" it was impossible, and your chases were not "given" to you to where a "tunnel" system was even needed.

    We really have tried with these "features" over and over. The game has gotten way worse by this, and I don't see it EVER getting better again unless the community matures. DBD is becoming like every other video game, which is a very bad thing because you do not want predictability ever in this experience, but of course when you have people who don't know how to develop a game develop it, you get this crap lol.

    The community needs to take a step back and realize that they were manipulated by content creators and ask for developers (the ones who should actually be responsible for any changes) to take charge once again. DBD back then was a stroke of genius because it ignored everyone else in the market it should definitely be like this.

  • Just allow dead hard for distance to return, it would literally fix a lot of problems. Then stop listening to the community. Imo we probably should head back to the older ways of DBD because this way doesn't work the game lacks intensity, or at least provide a legacy edition before the conspicuous actions system was added. I really miss when this game was actually asymmetrical.

  • What a horrendous idea, survivors need agency options for the first chase, if anything I think even dead hard for distance should come back. Bring back camping and hook grabs to compensate, get this game back on track.

  • This has nothing to do with tribalism, it has to do with the developers listening to negative mind-set players that are easily manipulated by content creators. It's an actual fact, you can see how this has affected the game as a whole. I don't care if a killer or survivor team has a great match now, the game lacks so much intensity than the game used to, this is a problem.

  • @OrangeBear said:

    I don't think it was a waste of time because we finally saw in practise what both radical solutions and minor encouragements did to affect tunnelling and ultimately both of them were not good for the game.

    I also think and hope that they didn't actually spend that much time on these things but only promised them very far in advance because i'd be disappointed if the things that were put on ptb took any more than a few weeks of design/planning.

    The time they have been spending is hopefully on ensuring quality and stability of the upcoming stranger things chapter.

    If it doesn't show then it will be devastating

    It's not a matter of if at this point, bugs in this game would've been fixed a long time ago if this were the case, face it they haven't still been fixed. They focused all efforts on a VHS design which has hurt the overall experience.

  • @Philscooper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/462018/looks-like-you-guys-wasted-a-lot-of-time

    Because the changes that they promised in the ptb were completely scrapped.

    Would've loved to see anti-slug messures at least, but all they did was add a ramp up to anti-camp...

    oh and before you complain about sabo, they could've reworked or nerfed them to the ground.

    Complain? You didn't read what I was saying, I am implying that there's a very immature side of the community being listened to and that's the reason we have these ridiculous systems in the game as a whole.

    I want the developers to actually develop their game, not rely on people who don't know how to play the game. If it were up to me, the best games I have ever had were when I lost, not only because it drives you to play the game more, but it provides a learning experience. Especially leading to every single trial being full of variety.

    The game is a literal disaster now for the new player, the player wanting to learn, and the veteran player. All three areas, not very good for longevity of DBD.

  • If you ever get the chance go look at Almos post, the guy was 110 percent correct, this game is going through ludo narrative dissonance. This game is trying to behave like VHS did, that game was a complete failure and had absolutely no way of success even though it defended the negative player's mind.

    When you buy a product, it has to make sense, killer needs to be able to kill individual survivors, can't do this anymore against the same skill level. Whether you believe this is skill or not is irrelevant due to gen progression (aka gen camp) happening across the board against the killer who can't do anything about that grievance.

    This game needs to retain this major factor, the majority is always winning at the start and the minority role MUST not know or have a clue where survivors are, they must find them. When also being faced with this, they'll need a kill quickly, but also must develop patience to understand that you as the minority role are not entitled to the first chase or a hook for that matter.

    This eliminates a lot of entitlement off the bat and will provide agency to the player not the content creator, which this is the major problem with the game, with these systems we prioritized the actual minority like they did in VHS.

    Look, I don't want DBD to die off, I want it to improve and not become like every other asymmetrical game (which are failures). I want the developers to look back at the alumni especially with the halloween chapter and the huntress/david chapters and learn why DBD succeeded where others did not. I want them to look at Patricks SBMM system that promoted good matchmaking to occur with solos as well as division amongst the low levels, the mid level and the high level. I want these developers to ignore the content creators because they are the reason the game is terrible and have been manipulating a lot of this community for years instead of providing ways to develop correct strategy and become better at the game.

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4039874#Comment_4039874

    to be honest i would say SWF on comms is easy mode. but it wouldnt be fair to say all survivors need a global nerf. Likewise, blight and ghoul and general speedy killers is easy mode, but a global nerf to all killers? no.

    You're looking at this from simplistic terms, the game needs a restructure, I would say even at least go back to before the Wesker chapter. There are certain things that should've never ever been changed, examples are the increased gen timers, ds 5 seconds going to 3 seconds. Perks that allow longer hook timers, as well as no more hook grabs.

    The game must make sense, right now it doesn't make sense in a high level sense or even a low level sense. Easy mode is not the problem; it's the perfection that was achieved years ago in the asymmetrical scene that is now being pushed to the side, affecting newer players, the veterans, and most importantly aspiring players that want to learn how to play the game.

  • @Green_Sliche said:

    Learn to play as both sides and you will see how things are truly in the current situation. Only then you will realize why killers still try to tunnel and camp and why survivors try to chain loop, always stay near pallets and do gen rush asap.

    The major reason these systems (the ones now) were put in place was for negative minds of the DBD community, ones who choose not to learn the game.

    This represented restructure (bringing back MUCH NEED ELEMENTS) of the game would bring good players back to the game, veterans of this game are getting tossed to the side while the new player still isn't having a great time at all.

    This was a failure plain and simple, I hope they stop listening to this community and content creators and actually make GOOD changes for the GOOD of the game, not because ONE person had a bad time, because that ONE person will always have a BAD time. It's dbd logic, cannot change that.

  • Never lol, if anything this game needs Dead Hard for distance along with 5 second DS and no more conspicuous actions system. Of course a lot of other things will need to be changed as well to compensate. Game's an actual disaster right now.

    The game needs a full restructure at this moment now, the developers listened to the negative minds in the community, now we're stuck with DBD being "symmetrical", it's absolutely terrible.

    The other BEST idea is to add a DBD Legacy mode, and we'll actually see which game does better. EVEN Patrick and Almos design was FAR superior to this one lol.

  • The game is M for Mature, this is not a child's game, killers and survivors need to both grow up imo here, I don't care if the survivors chase gets extended because its asymmetrical. I don't care if the killer gets a kill because he stood at hook and the teammates were incompetent because its asymmetrical.

    I really hope you developers understand what made the game work in the first place and allows the game to grow correctly.

    We really did try this idea, and it was a lot of wasted time and money tbh. How many players you missed out on because you listened to the negative minds in this community, no common sense to say "we offer many protections to both roles, here's a strategy against this if you need clarity on the matter".

    This is also what YouTube is for, you could literally archive all kinds of help to players who don't understand how both roles work, I swear I see so many trusting there opposition and then getting upset when someone "breaks" trust, it's absolutely ridiculous.

  • @jedimaster505 said:

    ya but the killer mains cried the loudest so they got what they wanted. blight, Spirit and singularity all need big nerfs, plus a global nerf to killer role since it's easy mode in 2025

    I'm not talking about nerfs right now, this game needs ACTUAL restructure. They have to go back to the game's freedom aspects.

  • As seeing the comments in here are being rude and condescending as usual with this community, I can tell you want this game to remain in this terrible state? It's just feedback and an opinion, none of this stuff will probably ever happen since it's all survivor biased around here. But I think the game needs to head in a more positive direction.

  • @RFSa09 said:

    nothing the other survivors do can stop this

    some times, not helping your team mates is a good option, let them cook, just do the generators and hope for your team mate loop long enough, also, BT is a really good perk against tunneling, the unhooked survivor will be 4.4 for 20 seconds and the killer can no longer wait for basekit BT to end, i hope it helps

    Common sense. Based

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/409182/the-clowns-power-is-extremely-manipulatable-lets-change-that

    I don't understand what you mean? You can simply throw another pink bottle to remove the speed up cloud before the survivor reaches it, how exactly is the survivor in control here?

    Is the thing bugged in the sense of refreshing the speed despite not being there anymore? And even if it was like that can't you just remove that by removing the speed up cloud earlier? So the survivors don't get speed up in the first place?

    You cannot distinguish the antidote if they go back into the purple, this leads to heinous body block plays or unneeded longer chases. Remember we are trying to stop camping and tunneling and achieve cohesive 12 hook gameplay. With this horrible feature you cannot do that still.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684478#Comment_3684478

    You do realise that what he proposed is actually a buff compared to the current version right? ^^

    If you can get blinded it's a nerf. We are not going back to that.

  • Survivors control the player surveys, I'm sure even if it gets nerfed, they'll buff something else in a significant way. This post is a waste of time, survivors will always be the most protected role in all of gaming history. Just picture it in a certain way like I have for them, if any of them actually lose in this game, it's gonna be completely embarrassing for them. Because it pretty much is.

  • @LazyClown said:

    Never ever, that lightborn change where you don't get blinded ever is probably one of the best and most needed changes for a perk I have ever seen in this game. Survivors got a lot of buffs in the flashlight/flashbang department, let killers have something.

    IT'S a PERK SLOT for GOD SAKES! lol

  • Never ever, that lightborn change where you don't get blinded ever is probably one of the best and most needed changes for a perk I have ever seen in this game. Survivors got a lot of buffs in the flashlight/flashbang department, let killers have something.

  • @GRIG0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/409143/noed-continues-to-be-a-very-unhealthy-perk-in-2024-rant

    I don't see why dowing survivors during endgame is toxic. But I agree 💯 about killers rising their MMR when they should not because of a perk.

    And good luck if the totem spawns next to the downed/hooked person, this person can say GG next even if it was their first down/hook xD

    That said, downing 4 ppl with it doesn't seem very common for what I've seen, no? The only endgame perk I use is No way Out and sometimes Terminus.

    Sbmm has been turned off for a long time, and replace with a useless buffer, the only time it ever has worked when it started out all those years ago. You gotta stop spreading misinformation here.

  • Gens are extremely easy to do, in the nature of dbd there has to be something that can punish this. But hell, just nerf it. I say nerf everything killer like they always have. Just make us useless I say, make it to where it's an embarrassment to lose as a survivor. Pretty much already is though.

  • @Yharwick said:

    From PTB to Live we got 15 charges to taking 10 charges off all generators permanently which is what people wanted but it was still unbelievably awful so now what do we do? I know some people want to make the broken temporary but I think that ruins the idea of invocations in the first place of making a pact with a spirit or entity. They want invocations to be high risk high reward but right now it's high risk low-mid reward.

    You can tell what a joke invocation is just by the fact people were wondering if killers were going to start bringing territorial imperative but I have literally not see a single one this season because you kind of want them to do the invocation because the trade off is kind of in the killers favor with one easily tunnelable survivor vs minimal progress on all gens.

    I would prefer I think if we kept the permabroken but just double the effect, take off 20 charges off all gens. Yes it makes gens faster but there's already a killer perk in the game to counter it and it still makes one survivor very easy to tunnel out of the game.

    I really like the idea of a high risk high reward playstyle for survivors but BHVR needs to not be afraid to push this idea to it's limits, the failsafe's are already in the game so I think unlike boons, invocations are actually much easier to balance and keep in check so they can afford to make them stronger.

    It works against tunnel mania, you're welcome. Since the game is basically balanced off of gen regression since your objective is way too easy to complete basekit that perk probably won't get any better.

  • @Green_Sliche said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682954#Comment_3682954

    Tunneling isn't a thing too - it's killer doing their objective efficiently.

    Why killer must switch focus on rescuer instead of recently unhooked survivor when the very same survivors try to swarm a hot generator even when killer disrupted them instead of going for the fresh one?

    Exactly, but like I said. Who controls the player surveys? The survivor role. Face it ever since Patrick left we have started to see some of the most heinous things being done to this game. Basically, losing all killer strategy while all survivor strategy hasn't really been touched at all other than being enhanced fully.

  • @notyarbllewe said:

    Like tunneling is a huge problem for survivor, genrushing is a huge problem for killers, especially against ones that try to play for fun instead of win, like me.

    As I am entirely an anti-tunneling killer main, I actually don't care to win and instead play for fun, but too many survivors have become tryhards like killers, causing me to often get genrushed if I try to play for fun and enjoy events. Tunneling is probably the absolute counter to it.

    We have to nerf strong items and perks on the survivors' side of the game rather than just nerf killer tunneling and 3-genning. That's actually possibly increased the problem as well: though I never 3-gen, stopping 3-genning now probably might be allowing genrushing to reach the end a little bit easier.

    Though Prove Thyself and the Brand New Part were "nerfed," they still definitely increase gen speed, especially the BNP, which is actually possibly stronger now.

    We need not only focus on fixing tunneling, but genrushing as well.

    Gen rushing isn't really a thing tbh, they are just doing their objective efficiently. Killer it's a different story since the developers balance off of player surveys, we are pretty much at the mercy of the majority, the survivor role, and I gotta tell you since they started balancing it like that, for most of the m1 cast this game has been straight up miserable. I don't think it will be getting any better either, every trial even against inferior survivors is going to be a struggle sadly. Just the way it is now until survivors start wanting to make the game fairer, but they wont of course. They just want those 3 gens to pop so fast and bully an individual, that's all this has been.

  • Just wait until the next player survey, they seem to balance based off of those. Billy is probably gonna go back to overheat mechanic very soon lol.

  • Heck might as well at this point, survivors have pretty much gotten every other strategy besides killing (tunneling) and slugging completely ruined in basekit fashion. Let's just put the nail in the coffin already, let's get more and more players to quit through boredom. Let's make it to where survivors literally have nothing to worry about in a slasher video game. Let's just also make a system where the killer hit box is removed on the survivor you are killing, more and more chances needed now. As if the game already hasn't been the worst, it's been for killer in a long time, just rub it in now, no need to get better and learn strategy yourself, just tie up your opponent until they can't do anything at all.

  • @DrHyk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682234#Comment_3682234

    Yeah but the problem with that is; the cheaters just use an unlock tool to give them whatever they want anyway so what else is the point?

    That is the reason, a long time ago when the grind was the biggest it ever had been they implemented that cap because of cheaters at the time. It could be removed now tbh since the grind has been reduced significantly, but that's the reason it exists still.

  • Simply, it's because of the cheaters. These devs continually gave up on trying to stop them overall. The cap remains because of them.

  • Heck let's just make every killer extremely useless at what they do, makes total sense.

  • Survivors become stronger when they are hooked, it only makes sense for the extreme low tiers to play like this now. This is what we get when we balance the game based off of player surveys.

  • @HPhoenix said:

    Clown main here.

    While Pinky got hit with the biggest nerf bat that came out of BHVR's closet, this doesn't make Clown weak by any means! Well, maybe a tad bit weak if anything, in my opinion. I made a series of meme build with new Pinky finger and I already been told that there 1 or 2 perk build that works well with the add-on.

    With 6 bottles being basekit next week, it open to combos that make him a bit stronger such Cigar box w/ Make up kit or Bleach, Bleach and Either 15%, hell even Gin w/ Soda pop (9 bottles in total) and so on.

    However, he still weak to pre-drop and map pressure and mobility. Split pressure on different gens and your going to be fine!

    I envy your positivity, I used to have that when I started a while back. Unfortunately facing actual teams got the best of most Clown players. Iri pinky was not something that you would run every single trial, but more of an option to the horrid things that a team could do to the character overall. But oh well, doesn't really matter, these devs will always now design based off of player surveys rather than understanding what actually destroys this character. 1k cap killer incoming.

  • @PenguinKnight25 said:

    Why buff him if you change a major add on? I am talking about iridescent add on pinky finger. He has close to lowest rate of performance. People has a easier time looping clown vs huntress. At least wait to actually what the whole community sees. Instead listening to a small group that plays the ptb.

    This isn't a buff though; they are really nerfing a low tier. This is a very sad situation for the players that main the character. Sure his 1v1 is great, but that's the problem just body block the big boy, use for the people and buckle after the pallet hit, keep him at bay while gens pop left and right. As well as being weakest when he picks up a survivor, flashlight him, sabo him, flashbang him. He's pretty much now going to be a 1k cap kinda killer at the higher level. Iri pinky 5 bottles would've saved the character indefinitely. A sad time indeed.

    in Clown Comment by LazyClown
  • @KILL3RStoney said:

    ok so I'm just going to start by saying this game is killer sided straight up! i know people will argue and complain saying its not, but seriously, look at the facts! every perk to do with survivors get nerfed some way, however killers seem to get buffed through their ability giving them a higher chance regardless. look at the patch notes.

    what is the point of the face camping meter? seriously! if anything you've given the killer a better chance to learn and adapt how much distance they need to stand so they can clearly see the hook and just tunnel or god knows what.

    on that note, tunnelling and slugging! lets face it, a problem that still continues. hey if the company has the decency to nerf perks that survivors use, like DS or Off the record. surely they can do that? oh yeah conspicuous actions. I mean DS. a one use perk. not only that, a 3 second stun. so basically the game is encouraging tunnelling and slugging by nerfing the two main solutions.

    I love it how killer mains say it's just a skill issue. What? its a skill issue that i cant do gens because I'm being chased by a killer and being constantly watched whilst on hook or being slugged for that matter. in what universe is that a skill issue?

    anyway, can i have my money back please?

    The skill issue thing is irrelevant, DBD requires no skill. I know it hurts to hear that and it might make most mald but it really doesn't, your rng is heavily dependent on the experience you're going to have. The best thing you can do is just take a break. We all have to once in a while and find other games to play. Because DBD is stressful, and like putting too much stress on yourself for long periods of time can be unhealthy, we all just need to put it down, now's the time my friend.

  • I actually agree with this, ever since the nic cage update this game has put a lot of killers into unwinnable situations. I think a surrender button would be quite fair.

  • @Orthane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/407370/clown-iridescent-pinky-change-making-a-weaker-killer-even-more-weak

    Nah, pinky finger is super boring to play against. It needs to be reworked entirely.

    It's okay to read the whole thread my friend.

  • @glitchboi said:

    The strength of Clown comes from utilizing the power of both bottles at once in order to create a massive speed difference that the survivor can't get away from. The antidote absolutely needed the buff and will make Clown stronger in chase when used at its full potential, allowing for more freedom for more creative gas setups and making his chase power more consistent. If you don't want to use the antidote then run Rapid + STBFL with Flask of Bleach and Ether 15 Vol%.

    Making him too strong at his lowest skill-based playstyle would make him even more miserable to go against. That's why Clown needed the antidote buff, to buff the strength of his highest potential.

    I'm referring to high level play, not the lower end, the lower end always loses no matter how you give them. And they also don't care either.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665157#Comment_3665157

    I agreed with every word on what you said except for “along with making most of the killer roster useless. “

    This just isn’t true. However, I’ve been preaching this for a while. “Survivors tunneling gens” vs “killers tunneling survivors” an objective is an objective.

    I envy you, if I could actually play at your level again, I would have your same mindset, but I don't. Eventually you'll figure it out as well.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665136#Comment_3665136

    Yeah I do that anyways, Decisive being rebuffed will turn the game upside down anyways and stop the current tunneling situation.

    You won't stop the killing situation because killers have to kill. Eventually the killer player base will just lose interest in this game and move on, it's actually quite sad survivors understand their role completely, but they never understand the killer role, killers have to kill no matter what.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665157#Comment_3665157

    Tunneling does not mean killing; it is only a strategy/playstyle with which to kill. And contrary to the belief of Killer mains, is it NOT the only way to win/kill.

    If the "gutted strategies" you're talking about are camping and 3-genning via the anti-facecamp mechanic and the supposed "3-gen nerf," I can assure you those have not nerfed those strategies in any way. Killers have already adapted to work around the anti-facecamp mechanic in several ways, and all the 3-gen nerf does (all it's SUPPOSED to do) is ensure that the match actually ends. The 3-gen scenario is still a very bad spot for Survivors to be in.

    I also think that some people misunderstand why tunneling is a problem. It's not that Killers killing Survivors is a problem, it's the bad experience it brings for both sides. Survivors obviously because they get eliminated early without being able to do anything, and likely leaving them wondering why they even bothered to queue up for the match. People like to tell Survivors to improve at looping, and I would agree, but they can't improve if they keep getting eliminated early. On the Killer side, tunneling requires no perks, no skill, and no effort, but it's an easy way to get kills. However, getting those kills will only cheese their MMR into a bracket that's way above their actual skill level, and they'll face Survivors who are better at looping. Focusing on one Survivor alone will incentivize the other three to bust out three different gens as fast as they can (which I understand is another major complaint from Killer mains). Suddenly, tunneling, the only strategy that the Killer knows, is ineffective. What will they do then? They'll feel as helpless as the lower-MMR Survivors did when they got tunneled out of every match.

    Everything that you just said could be applied to the gen speeds and times and advantages survivors receive on those. What's worse about this is that even if a killer decides to go for straight up kills they are at a complete disadvantage over if survivors want to just do gens.

  • @mahiroa said:

    I play both Killer and Survivor, and I think the current Killer environment is very painful and difficult for Survivors.

    To be frank, the current Killer is limited in all tactics such as destroying generators and delaying with severe effects, and the only way to gain an advantage in the battle is by continuing to chase one survivor, so it is difficult to play the Killer. I don't find it very interesting. I think that's why so many users play Survivor against Killer.

    The reason why tunneling, which survivors hate, continues to increase is because the few killers who play this game have learned that tunneling is the only way to win, and they are matched only with such killers. In order to solve these problems, it is necessary to diversify the killer's tactics and improve the environment so that even people who are not familiar with killer can enjoy playing killer.

    Rather than buffing Killer's unique abilities, I would like them to improve the system for playing Killer. I don't think it's fair as an interpersonal game for killer players who want to win the game to have their strategies hindered by the system itself.

    It's not really supposed to be called tunneling. It's called killing, the role is killer. Survivors have a set of gears in their logo because they can efficiently do generators, if I were to say survivors were tunneling their objective it would sound silly because that's their objective/profession. The killers have a skull as a logo, this means death and there's no way around this unless we want to change the name of the game. I gotta say, I'm surprised to see this up, the developers have pretty much gutted all of the killer strategy, survivors have multiple basekit functions including ones that offer free haste and invulnerability after being unhooked without the fear of a hook grab so it's pretty much free now especially with those healing changes that didn't go through, along with many ways to prevent the killer from actually getting started in the first place, and last but not least followed by an easily accessible objective. The thing about dbd survivor is that you actually have to learn how to survive, the developers have paved the way for your role along with making most of the killer roster useless. There's not much else they can do other than completely restrict killers from well killing. It all sounds very silly I know but at least it's all here on the table so we can move on and understand what killers have to do. The game is Dead By Daylight and killers kill, and the survivors survive.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664047#Comment_3664047

    I mean there is perks which block off gens when a survivor is hooked, why not the other way around at this point? That would feel GREAT

    Bring sabo and flashlights, you have to think and make your own fun in dbd. Survivors actually have the resources to do anything now, killers don't especially if they can't hook.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659922#Comment_3659922

    Lol, even if Survivors stopped doing gens, Killers would still tunnel.

    So that's now the killers fault? The survivor objective is easily accessible. You act like survivors magically get thrown on hooks now?

  • @SuperCop said:

    I'm getting sick of it. Almost every match, almost every killer hard tunnels at 4~5 gens and you know what? They need to be punished. Yep. I said it.

    Before you go saying punishing this action isn't a good idea or that survivors aren't punished, yes they are. Survivors can only vault the same window over and over, the entity "punishes" survivors for using the same window.

    So why can't the entity block the hooks when you're trying to hook the same survivor consecutively?

    This is why survivors become toxic later on btw.

    Just stop doing gens then lol. You realize how ridiculous that sounds as well?

  • In a game where almost no strategy for killers that simply exists, it only makes sense why this perk is around.

  • @Sngfun said:

    You can't equip kindred and you have no reliable way of healing yourself, and to add salt to injury the solo q status icons are removed. Yikes.

    This mode is for skilled/experienced players only imo, this is not going to hold your hand like it does in the base game. Which I think this mode exposes a lot of issues with the main game. How most survivors and killers get destroyed with just perks, not even skill.

  • @Lixadonna said:

    So many people ask for better Solo but no one seems to care. Has Devs ever seen life as a Solo player?

    I don't think it's solo that's the problem, I think it's the matchmaking at the moment that's the problem. I wish for survivors at least sbmm was made far more strict. It just seems like most of the survivors don't understand how most of the meta options work atm.

  • Hatch is still in the game because of achievements alone, it's not going anywhere.

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