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  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016781#Comment_3016781

    Well yeah if theyre dumb enough to unhook right in your face they should be punished. Just wait out the 10-12 secs then smack them.

    Well thats gonna be 15 seconds with the new BT or I would have to outwait 80 seconds with the new off-the-record.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/330022/the-survivor-perk-rework-has-a-major-flaw-in-my-opinion

    "I consider unhooking while the killer is within spitting distance of the hook a bad play. Normally. If it would be punishable."

    Yeah, and it is punishable, by instantly chasing the unhooking survivor. Why should the unhooked survivor be punished for a horrible play their teammade has made?

    "not activating during end-game-collaps at all"

    Well, thing is, the unhooking survivor would literally be your entity snack, if they did a very daring unhook, their unhooked teammate should not be just an easy snack, you've had all game to reduce the numbers for survivors, and with the current changes being made, its made easier to pick someone off before all gens are finished. So the odds of having 3 survivors being able to quickly heal up, 3 people going for an unhook, is going to be rarer in the first place. Meaning its much easier to swap 1 entity snack with another.

    Let alone that these changes are also made so that killers have less chance to secure a single kill, many players have mentioned that killer average kills are going to be closer to 2.5 because 0 kills currently is practically impossible, especially for killers like Bubba. With these changes, 0 kills are going to be possible if survivors play well, even against someone like Bubba(still very hard, but possible). Right now, the most common outcomes are 3-4k's(depending if the killer slugs for the 4k, which sadly still hasnt been changed), or 1k. 0k's and 2k's only really happen when the killer never tunnels or camps. With the changes made, 4k's and 0k's should be closer in ratio, with 3k's and 1k's both changing scenario's to 2k's.

    The only thing left to do is buff Myers' basekit a tiny bit, and nerf nurse and blight's addons a tiny bit and you have a very healthy roster of both killer powers and perks to accomodate them. Without screwing survivors over.

    To your first point: yes I do think if your teammate screws you over you should get punished. It is a team game for the survivors for a reason. The thing right now is (without perks or anything mind you) if I look at the unhooked (new base-kit+Injured) or the unhokee (healthy) it does not really matter for who I go here since both have basically two health states. So only really promotes people to make the choice to go for the unhooked, since he at least was already hooked. (If you are going to maximize kills stricly looking at logic)

    And the Second Point: I brought that point up because of the sudden rise of endurance perks. I can only speak from my perspective and from my games where I had not so great experiences with whats currently there. I appreciate your insight on what you might think the balances shifts too. Thank you for your input ^^

  • @Marigoria said:

    After all the survivor nerfs and camping being buffed you still complaining about BT............................................................................................

    Im not really complaining about the existance of Borrowed Time or the usage, just that it promotes the "let's unhook infront of a killer mentality" that I find quite .... weird? Aren't I supposed the be the big bad and you the one scared of me?

    @EvilJoshy said:

    I too love devour hope and MYC. However, if your running MYC you shouldnt be going after the person with BT. You should be going after the unhooker.

    Exactly my point! I don't tend to "tunnnel" (going for injured people) but I would like to punish people for unhooking right as I hung someone out to dry right away. But thats apparently just me I guess

    @Xendritch said:

    I really don't understand this mentality of killer getting the biggest buff it's ever gotten and the immediate reaction is "this one perk too strong in end game".

    Like tell me no amount of buffs are going to make you feel like you can win before EGC without actually saying it.

    EGC was a given example and if you are not in tune with it thats fine too. That is what discussions are for. To your second point: what is winning? I win if I got some bloodpoints and had fun along the way. My post may seem to paint me as the "give me buff pls perks to stronk" but I really just wanted to know if people are thinking the way of things is fine right now and as planned.

  • I don't really care who or what I'm facing. I open the lobby hit ready and watch videos until the game starts. That being said: I struggle against good teams that are not swf and I also demolish groups that are clearly in coms. For me it really just depends on individual survivor skill. My favorites are spirit, wraith and trapper and I do kinda ok with myers, nurse, huntress and billy. The only one I almost never play is doc. I just don't really got into his playstyle/power.

  • A little rant to begin: "escape has to be possible". You want what mate? That your entitled survivor ass gets even more of a chance to escape because you deserve it? Because for the killer getting someone on the hook should be special, hard and well deserved? Since he only has to hook everyone 3 times? And the games are done after maximal 8 minutes?
    Sorry. No offense really but from my perspective this is what it looks like reading your post.

    Getting more back to being professional: Hook are getting f***ed over and over since the only "buff" of hooks , repairing themselfes (after 3 minutes or so).
    Let's give examples: you can unhook from every angle since 1.8 -> good because it prevents bodyblocking the hook but also bad because it shortens the distance needed for a unhook. In a game about timepressure seconds are priceless.
    Since 2.2 you are invincible getting unhooked as long as you can't control your character -> kinda bad because it let's people getting farmed get away if you are not careful but let's not open that can of worms about going for the weak (known as tunneling) and just say it can be seen as a nerf.
    And the spawnrate of the hooks was adjusted already a few patches ago where they have to be 20 meters away from each other (exception if the map minimum of hooks is not reached).

    To have a bigger chance of avoiding a hook: map/hook awareness.
    -don't do unsafe loops near hooks
    -if there is no escape run into the corners of the map
    -remember hook spots and avoid areas from that you know have many hooks
    Include those thoughts into you routing.

    And considering these perks being useless: they are not. Others are simply overwhelmingly strong without requiring skill.
    Sabotage: Hook awareness. You have to prep the hooks and also be aware if others are nearby that the killer can go to. It requires a lot of prep time, yes but often (at least from my experience) the first hook sabo is enought since the wiggle meter should be on 30% by now (if he did not die infront of the hook) and at least 20% of the people Im versing have decisive strike.
    Boil over is pretty weak since it only let's the killer tumble a bit more and does not fill the wiggle bar faster.
    Some survivor perks are strong without having to think about it so they just outclass other perks.

    Agitations main strength is not really covering more ground(it is neat though) but the main reason I sometimes run it is just being able to outrun survivors so the chance of getting bodyblocked is reduced, hook nearby or not.
    Brutal strength: yeah, good luck. The whole premise of this perk is not getting out and it also helps with thos DS users i mentioned but I personally don't run it because those who are not using DS have very little chance of getting out of it. But from you point of view: useless since there is no chance to escape in the first place, right?

    Hangmans is nifty because it also repairs spend hooks that would not normally repair themselfes so it is a great perk for beginners or people who struggle with hooking since with this perk there will always be a hook available.

    In conclusion: you are not supposed to escape many grasps it is hard and should be. The whole killer gameplay depends on being able to carry the prey to the hook. If a good swf could secure every or nearly all grasp rescues do you really think many would still play killer, knowing they have no chance of winning?

  • Anyone else getting excited for probable april fools cosmetics?

  • Isn't tunneling widely misinterpreted? In my book it always was focusing on someone because you have a grudge and want to to ruin their game (like if you recognize someone or get annoyed with the others playstyle).

    But for what it stands for in this community (as it seems) I also think many people feel tunneled unjustly, like if I follow the only trail there and it is yours who was hooked recently, is it my fault for following a trail or your for leaving one in the first place? The one who rescued you seemed to slip away without leaving scratch marks. (this scenario may or may not have happened exactly as stated)

    Also, as mentioned before going for the weakest link is a valid strategy. If you are rushing for the gate you don't really believe the killer goes for the healthy ones and let's them dash out while he maybe would have gotten another hook of your injured person there?

    Those cases are the ones people tend to blame me for tunneling, so I can simply say I don't except when I do.
    (meaning there is really no other reasonable option left)

  • Interesting Idea.
    My take would be more stages, let's say 6. You would be getting tokens by hooking survivors.
    As you hook more and more people you would get "fired up". A climb of 5% per hook seems managable and puts immense pressure on survivors. 30% action speed increase is to OP? Maybe. We are fantasizing anyways, but thinking a minute you realise to hook 6 times means probably 2 dead or many on last hook and the game is going for a long time already. It would transform this Perk into a huge snowball like "Devour Hope" that if maintained destroys everyone (but it's a hex so almost never), just for comparison. It would reward not camping in some ways (since you can hang them more often if they are rescued frequently) and give a little boost if you are not doing so well with just one or two hooks.
    But all in all this would be a whole perk rework.

    Considering a boost I think your take is pretty ok. The climb I suggest would be 8%>12%>16%>20%>25%, a consistent 4% growth with an extra 1% for the last one because reasons.
    Actually the only thing bugging me about this perk is that it depends on the survivors doing great for this perk to be strong while not being strong enough to actually help much in the endgame like NOED. You can vault windows faster and destroy pallets a bit quicker? Considerably even if all gens are done? Doesn't matter because survivors still tank that one hit and are out of the gates. It kind of is that strange child of bamboozle and brutal strength that got a bit of both, but is in reality not good enought to cover for one of them since you don't really need to break many pallets in the endgame (if you wrecked neaely all of them early/midgame all depending of course on playstyles) and bamboozle is so thoughtful as to block the window you just vaulted fast through. (Well, fire up came first but still...)
    While I'm not suggesting to make another strong endgame perk like NOED it is considerably too weak to be an endgame perk.

  • The problem I had was that I expected him to throw the bottle straight and they went way over the target. Once you got the feeling for the arc and realise this is no huntress then these bottles landed more near where I wanted them. Not intuitive indeed. Will take a whole amount of practice to land those kobes.

  • It is in no way benificial for the killer. This should'nt erupt in a "why SC is or is not the greatest perk" discussion but: A survivor without SC has to search for a team-mate. He is longer away from gens then someone with SC. On the search for others he might cross path with the killer, get downed more quickly because only one hit is needed etc. IF he finds someone the other person has to dedicate time to heal. 2 people not doing gens for the next seconds. SC on the other hand negates a 1-5 minutes chases (depending on luck and skill on both sides) easily if the killer decides to go for someone else mid-chase. That is also the reason many players experience something that is widely known as tunneling. He doesn't know if you have SC but 1 in 4 has it so he is probably not taking chances this moment.

    This got fairly long and I apologize for going a bit off-topic.

  • @Peanits said:
    The main issue I can see with this is that it would add another thing for killers to have to monitor.

    I totally agree and realise just know what a hassle that actually where. In conclusion to what you guys/gals said I would then propose something else that both sides have to do.
    The killer would then be able to curse hooks in advance or drop the survivor in order to curse the hook if he has the guts. Hooking someone on a cursed hook would then diactivate ALL perks of this special kind and a splinter of the entity would then be searchable for survivors to reactivate them. The number of simultaneously cursed hooks would be limited and SWF groups would have to reconsider perk selection aswell as solo players who need to think about how many vulnerable perks they want to equip.
    An addition could also be that the killer shares the ability to see the splinter through walls with less range to survivors so that he can check on it on it maybe even additionally send it into cooldown and relocate it after time as further added feature. Again something to monitor but he can choose to ignore this, camp it or even enjoy the thought of 4 people searching for the splinter.

    Thoughts?

  • I play like every killer (except Leatherface) and I do soft-camp if I don't have something better to do like when exit gates are powered or open. That aside: yeah pretty similiar

  • Sweater collection for freddy?
    Jokes aside for Freddy I would think somethin about photos and/or shrines dedicatet to the memories of his victims. The Trapper would probably have a dozen meathooks and a maybe mining equipment considering his backstory.
    Wraiths basement would probably look like a forest, because of his distinct woody face and cosmetics named "owl" or be like full of tools regarding cars(autohaven wreckers IS his map)
    The Huntress collecting human trophies and drawn pictures from herself or the children she abducted.
    Cannibal treatment for the hag (organs splattered everywhere or something)
    Leatherface having faces hanging on the wall.
    And Halloween decoration and candy for little michael.
    The Pig would probably would have half build RBT and other deathtraps alongside old tvs and tapes.
    The Nurses Basement would maybe be pillows considering her habit of killing people by suffocation and also screaming souls representing the trauma she got for working in the asylum.
    Im have no idea for the hillbilly ^^"

  • A ritual dance that the entity teaches those who are considered worthy.

  • Everyone will probably tell you the same as I do: The RBT's are not for killing in the first place. They are more a timewaster with a consequence if you ignore it. If the Pig would get a notification everytime someone trys to use a jigsaw box it would give this killer a somewhat unfair advantage even more if the number of jigsaw boxes decreases via add ons and the pig then always knows possible locations from which the survivors are not likely to move in the next 30 seconds.

  • Imagine them being hungry. The only thing to eat is each other. These are stories from which killers are born o.o