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Urur

Urur

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Urur
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  • @k3ijus said:

    Literally its always the same analogy

    “I cant go 20 seconds without a gen popping”

    Ive actually had to watch painstockingly gameplay on how they played and i will quickly jot down key points

    -they get mad at 1st gen popping

    -cant seem to get much value from power/perks

    -to many pallets

    To explain this, firstly expect the first generator to be repaired fast, the start of game is the strongest point for surviviors, it’s expected it will pop early. If you arent using a supressive killer expect it to be popped or something of equal value.

    “”Cant get much value from power/perks”, if your power is skill based like spirit, practice it. If it is more reliant on surviviors input like trapper, casually pressure them towards that area, this can be accomplished by hooking in the region or chasing towards it.

    “To many pallets”- this is the only way surviviors can fight against you, you do not have to break every pallet, and you arent required to chase anyone at any pallet. If its not worth it dont do it. Try to chase surviviors near other surviviors objectives to multitask. And the most basic rule is if a survivior juices you once, dont chase them again, it may seem impossible to kill them until you realize they have no protection against hook trades and having half their team dead

    EDIT: Before the killer mains mention swfs, what happened to the game being balanced around the average player? And make sure to mention the official escape rate of swfs bhvr documented, will be very interesting

    BHVR imagine you mismanaged your game so hard, that someone wholeheartedly thinks a ''hook-trade'' is a healthy part of your gameplay. The funny part were loops and outplays, but while u designed static loops like TLs and jungle, u fail to educate the whole looping thing to your community. You removed all power perks from survivors for the last two years but failed to remove the toxic aspects from killer gameplay. Your game was considered to be somewhat of a competitive game, now for casual players like me it feels like im a punching bag for some loners dominance/power fetish. But feel free to design more Feet skins and all the other things that boost the health of your game. I guess the old designers mostly left the boat already

  • @Annso_x said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022963#Comment_3022963

    Even if it's per hook a survivor not doing anything for 160 seconds is a free win for the killer tbh.

    If it really was fresh 80seconds per hook (and we keep in mind beeing healed is not a conspicious action), then 2 mates could heal you no time and you still had enough time to interrupt a killer chase with bodyblocking and 2-3(deadhard?) free hits. Thats insane

  • Did people miss out that these 80 seconds will most likely be a total number per game and not 80 seconds each per hook?

  • In my opinion


    -i think it was stupid, that iron will also removes your normal breathing sounds aswell and makes you effectively more quit when youre injured than healthy


    -i agree that i think its unhealthy for the game that survivors sounds are not equally noisy


    -i think ironwill nerf had to be, but how it is now, devs just took the easy way. removing a % is not a good design (sometimes necessary ofc). I just see the very detailed and thoughtful changes on Pop goes the Cheesel and other perks and love it, but then only a brute force nerf hammer on ironwill ist uninspired. I thought of other solutions like it activates while crouching, only for a determined period after injured etc.


    -i think the "abscence of noise" power for survivors has a place in the game, only the forever time was too powerful. Atleast in lockers it should have its old effect