When you create a game that's miserable for survivors you lose players

When you constantly buff killers and nerf survivors,

keep making new killers that are anti loop,

making perks that block all generators,

create maps that are just straight hallways,

keep incentivizing tunneling and camping,

rarely change any survivor perks in a stale meta,

Somehow make holding W meta,

don't fix window and pallet vaults,

making basic functions not work (spamming space bar 5 times and nothing happening),

slowing down generator speeds,

you lose players.

Tagged: Mod

Comments

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2815698#Comment_2815698

    No what I believe is the reason for the player drops is the last year of just anti loop killers. I don't believe that MMR is the cause for players leaving because it's proven to be better than the last garbage ranking system. Also what makes a lot of sense is that the playerbase drops after every single October until around April and that's because it's a horror game where a ton of casual players just want to play a spooky game with their friends around Halloween time and then drop it, it happens every year. There are objectively more survivor players than killer players so it makes sense that there would be a sharper decrease in players because survivors are leaving, they're sick of not being able to play the game because of only new anti loop killers.

    The last few antiloop Killers haven't been good, with the exception of Artist.

    Artist is not an antiloop Killer, she's focused on long range hits and map control, her antiloop is easily countered by ShiftW.

    Pinhead has a non-existant 1v1 and a really bad 1v1.

    Nemesis gives you 3 health states and a Tentacle Strike that you can just crouch under any obstacle to dodge.

    Trickster got nerfed since his original state, and now has an even worse 1v1.

    These Killers aren't op, Survivors didn't leave because of them unless, now hear me out, they're bad?

  • @tester said:

    https://forum.deadbydaylight.com/en/discussion/comment/2816322#Comment_2816322

    Everyone who doesn't support echo chamber is Sluzzy. Too many people have simple mentality of "us vs. them". It's easier to dismiss opinions of people by first giving them the outside group label of "them". Basic ape psychology really.

    https://en.wikipedia.org/wiki/In-group_and_out-group

    When every single point is either blatantly objectively false, misrepresented, out of context, or cherry-picking points, there is not much reason to consider it seriously at all.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2816330#Comment_2816330

    When every single point is either blatantly objectively false, misrepresented, out of context, or cherry-picking points, there is not much reason to consider it seriously at all.

    Then talk about the points that you disagree with. Labeling people does nothing to prove your point, other than showing you in unfavorable light.

  • Ad hominem doesn't get anyone anywhere. Maybe you should take a pinch of your own advice and quit labeling everyone that disagrees with you. Also, burden of proof falls on the person making the initial claim. To which there is no sufficient evidence of such, for the reasons said. There is no reason to believe their points when the existing knowledge and evidence is to the contrary, unless they can offer substantial and conclusive evidence of the opposite.

  • The last real gen speed decrease to 80 seconds was in 2017, so please.

    Also the metric hypothetical in an exact 4vs1 ratio still is:

    Lose 200 playersfrom a fixed amount of players:

    - those 200 being survivor player -> 50 killers can't play

    - those 200 being killer player -> 800 survivor can't play

    And the reality of the game is even worse. We wouldn't even notice if those survivor would leave during peak hours at this point since queue times for survivor are already longer than killer, in the evening. During the day it might be different depending on region and platform.

  • @gendoss said:

    When you constantly buff killers and nerf survivors,

    keep making new killers that are anti loop,

    making perks that block all generators,

    create maps that are just straight hallways,

    keep incentivizing tunneling and camping,

    rarely change any survivor perks in a stale meta,

    Somehow make holding W meta,

    don't fix window and pallet vaults,

    making basic functions not work (spamming space bar 5 times and nothing happening),

    slowing down generator speeds,

    you lose players.

    if you think this you should go to play killer then... since it's the "easy" mode you won't have troubles...

  • When you create a game that's miserable for killers survivors won't have games.

  • I think it's not good to be losing players. A developer has to ask themselves about player retention and churn rate, and which kind of players are spending money on the game. Why do you think big companies like EA do engagement optimised matchmaking?

    Steam statistics aren't good enough data so we can only speculate amongst ourselves where the losses are occurring. Anecdotally I see survivor queues getting longer. But I also see killer queue getting longer during day time. Is this a snowball effect?

    I play both sides and both can be miserable at times. So I think feedback is important about why. The trouble is feeling like BHVR can only do so much balance work and that it is entirely a zero sum situation: one side gets buffed at the expense of the other. So then it becomes which is the squeakiest wheel to be oiled?

    Mandy confirmed something about dodged lobbies affecting matchmaking and it is such an issue along with backfill that I don't want to play killer until it is fixed.

  • @Ripley said:

    I think it's not good to be losing players. A developer has to ask themselves about player retention and churn rate, and which kind of players are spending money on the game. Why do you think big companies like EA do engagement optimised matchmaking?

    Steam statistics aren't good enough data so we can only speculate amongst ourselves where the losses are occurring. Anecdotally I see survivor queues getting longer. But I also see killer queue getting longer during day time. Is this a snowball effect?

    I play both sides and both can be miserable at times. So I think feedback is important about why. The trouble is feeling like BHVR can only do so much balance work and that it is entirely a zero sum situation: one side gets buffed at the expense of the other. So then it becomes which is the squeakiest wheel to be oiled?

    Mandy confirmed something about dodged lobbies affecting matchmaking and it is such an issue along with backfill that I don't want to play killer until it is fixed.

    Player count is cyclic in any game ever. New content comes out, player count spikes up for a bit then settles back down. People go on break, player count jumps up. People go back to work/school, it plunges down. So on and so forth.

    Killer queue is longer during the day because most people are at school/work. At evening/night, people come home and play together with their friends. When one side needs 4 players to meet 1, it creates that disparity even though people from either side (or both) would be at school/work, just cause of numbers. So evening queues are fairly quick for killers because of that influx, and thus also slow for survivors for the same reason. There needs to be 4 survivors per 1 killer, and there's a bit less of the latter than the former, so queueing up as survivor means needing to wait for another 1 killer to be queued with another 4 full survivors.

  • "killer que longer in day time" is not the case for me, I don't know how, probably because people in my region is pretty much all tryhard sweatfest.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2815707#Comment_2815707

    The last few antiloop Killers haven't been good, with the exception of Artist.

    Artist is not an antiloop Killer, she's focused on long range hits and map control, her antiloop is easily countered by ShiftW.

    Pinhead has a non-existant 1v1 and a really bad 1v1.

    Nemesis gives you 3 health states and a Tentacle Strike that you can just crouch under any obstacle to dodge.

    Trickster got nerfed since his original state, and now has an even worse 1v1.

    These Killers aren't op, Survivors didn't leave because of them unless, now hear me out, they're bad?

    They're not top tier or anything but the game isn't fun going against them. You also forgot about Twins, Pyramid Head, and Death slinger. It's just been nothing but anti loop killers and pretty much the only thing you can do against a killer is loop. If you get denied to play the game what's even the point?

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2816280#Comment_2816280

    They're not top tier or anything but the game isn't fun going against them. You also forgot about Twins, Pyramid Head, and Death slinger. It's just been nothing but anti loop killers and pretty much the only thing you can do against a killer is loop. If you get denied to play the game what's even the point?

    There is pretty much no unloopable anti loop killer.

  • @Maverick_74F said:

    Here's a tip, don't get on fourms mad you make yourself look like a idiot

    You know I was really out here making posts and looking like an idiot to a bunch of killer mains and then I read your reply from Maverick_74F and I really changed my ways. Thanks for giving me such great advice!

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2816349#Comment_2816349

    You know I was really out here making posts and looking like an idiot to a bunch of killer mains and then I read your reply from Maverick_74F and I really changed my ways. Thanks for giving me such great advice!

    Be careful gendoss your bias is showing

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2816280#Comment_2816280

    They're not top tier or anything but the game isn't fun going against them. You also forgot about Twins, Pyramid Head, and Death slinger. It's just been nothing but anti loop killers and pretty much the only thing you can do against a killer is loop. If you get denied to play the game what's even the point?

    Twins isn't antiloop, they're a snowballing Killer.

    Pyramid Head isn't a recent Killer, but he is antiloop.

    Deathslinger got nerfed and now you won't see him again, and again, he isn't a recent Killer.

    Antiloop Killers don't deny playing the game. They can still be looped, just differently. And no, looping isn't the only thing you can do as a Survivor, playing stealthy is an option, ShiftW is an option.

    'Fun' is a useless metric for game balance. You might find antiloop Killers 'unfun', but they don't need any changes, nor are they op, nor do they deny your ability to play the game. Nothing should get changed around the idea of it being 'unfun'. That's how you get the Deathslinger treatment and get a mediocre Killer nerfed to death for no reason

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2816280#Comment_2816280

    They're not top tier or anything but the game isn't fun going against them. You also forgot about Twins, Pyramid Head, and Death slinger. It's just been nothing but anti loop killers and pretty much the only thing you can do against a killer is loop. If you get denied to play the game what's even the point?

    You set the bar very low for what constitutes anti-loop, as every single example you provided is a loopable killer.

  • No wonder my survivor queues have taken so long, It's trying to find other survivors. All this time I thought killer pop was low but thanks to OP I see now its a survivor population problem.

  • Let's keep the discussion civil and respectful, thank you.

    People can have different opinions, this doesn't make them trolls, let's just accept that not everyone has to think like me or you and let's discuss constructively, thank you.

  • I would have taken this seriously if this wasn't so survivor biased.

    If you dont look at the game from both ways you cant be taken seriously.

    Most things you complain about its like saying,take everything that helps killer againts survivor away and make their side so weak I will never have a problem escaping.

    Basically,pls make survivor more ez mode,who cares about killer fun anyway.

  • @gendoss said:

    When you constantly buff killers and nerf survivors,

    keep making new killers that are anti loop,

    making perks that block all generators,

    create maps that are just straight hallways,

    keep incentivizing tunneling and camping,

    rarely change any survivor perks in a stale meta,

    Somehow make holding W meta,

    don't fix window and pallet vaults,

    making basic functions not work (spamming space bar 5 times and nothing happening),

    slowing down generator speeds,

    you lose players.

    The last global Killer buff was the Hatch nerf.


    Corrupt is an old perk and isn't a problem.


    RPD is a very Survivor-sided map. However, it's miserable for everyone.


    Agreed. If they nerfed Survivors so that we tunneling/camping wasn't necessary (not that everyone does it because it's necessary) then I would be much happier.


    Sort of agree. They need to nerf the meta on both sides.


    Agreed.


    This is usually a ping issue. Not always, but usually.


    I have never seen this. Check your PC/keyboard.


    Gen speeds have never been changed.



    The game is losing players for a multitude of reasons. It would seem that it's skewed towards more Killers leaving, but I dislike focusing on one aspect alone. MMR is massively unpopular, the game is stale and very unfun for both sides and there have been some very...questionable and very public mistakes recently. Anniversary needs to be very very good else we might actually be in trouble.

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2815496#Comment_2815496

    Well the gen speed nerf was a huge one. It's also that pretty much every time a survivor perk comes out that people freak out about it gets immediately demolished like Boil Over. Pretty much nobody uses CoH anymore because it was never that good to begin with. Everybody just spent 16 seconds blessing totems only for them to be destroyed instantly. Just bring a med-kit, those have existed since the game came out.

    gen speeds haven't been nerfed since 2016

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/311114/when-you-create-a-game-thats-miserable-for-survivors-you-lose-players

    The last global Killer buff was the Hatch nerf.

    Corrupt is an old perk and isn't a problem.

    RPD is a very Survivor-sided map. However, it's miserable for everyone.

    Agreed. If they nerfed Survivors so that we tunneling/camping wasn't necessary (not that everyone does it because it's necessary) then I would be much happier.

    Sort of agree. They need to nerf the meta on both sides.

    Agreed.

    This is usually a ping issue. Not always, but usually.

    I have never seen this. Check your PC/keyboard.

    Gen speeds have never been changed.

    The game is losing players for a multitude of reasons. It would seem that it's skewed towards more Killers leaving, but I dislike focusing on one aspect alone. MMR is massively unpopular, the game is stale and very unfun for both sides and there have been some very...questionable and very public mistakes recently. Anniversary needs to be very very good else we might actually be in trouble.

    @Peanits said:

    https://us.v-cdn.net/6030815/uploads/090/BOX4MG5TPAK9.png

    We’re back with another Developer Update, a series of blogposts detailing various changes coming to Dead by Daylight in the near future. In this entry, we’ll be going over some of the most notable changes from the upcoming mid-chapter update.

    Repair Changes

    We’ve been keeping a close eye on repair speed in recent months and have prepared some changes to repairing. This comes in the form of two changes:

    Reduced efficiency when repairing with other Survivors

    As you may have noticed, whenever another Survivor comes along and starts repairing a generator with you, your repair meter turns red to indicate that you are repairing slower. This is because for each Survivor working on the same generator, your personal repair speed decreases by 10%.

    Going forward, the speed reduction for each additional Survivor is being raised to 15%. While this may sound like a small change, it is the difference between four Survivors finishing a generator in about 36 seconds compared to the current 28 seconds.

    This change – in conjunction with other changes discussed below – aims to eliminate instances where it feels as though you could not have possibly gotten to the generator fast enough to stop it from being powered, particularly at the start of a match.

    Skill check bonuses

    A successful great repair skill check would add an additional 2% progress to the generator – about 1.6 seconds worth of time saved for each great skill check. Experienced Survivors are often able to consistently hit great skill checks and shave a significant amount of time off a generator. To better control the repair times of generators, this bonus has been halved to 1% (0.8 seconds).

    To make sure that experienced Survivors feel rewarded for hitting great skill checks, the amount of points earned for great skill checks have been doubled from 150 points to 300 points.

    Perk changes

    With the above changes in mind, we have made changes to two Survivor perks.

    Prove Thyself: Increased the repair speed bonus from 10% to 15%.

    Stake Out: Now increases the great skill check success bonus from 1% to 2%.

    Map Changes

    For the 3.7.0 update, we have taken some time to revisit some existing maps and update them using the new tools we have at our disposal and everything we’ve learned since the game first launched. We reviewed as many maps as we could in this update, but if you don’t see a particular map below, it’s always possible that we’ll revisit it in the future. These changes come in a few different forms:

    Size & Layout

    Each map has a unique size and layout, with some larger than others taking a long time to cross. Some of these maps are being reduced in size, while others are having their layout adjusted.

    Type Spacing

    Some maps allowed “maze tiles” (tiles like jungle gyms and LT walls) to spawn too close to each other, allowing an experienced player to link them together, making it incredibly hard to capitalize on a Survivor’s mistake. These tiles are being spaced further apart to better control the safety in some of these maps.

    Strong window balance

    Certain windows on some maps were too safe, leaving no room for mindgames and forcing the Killer to chase the Survivor through the window three times in order to block it. We have done a pass on most of these windows and altered the loop or replaced them.

    Tile tweaks

    Some tiles have been changed for a variety of reasons, such as adjusting loop lengths or fixing abusable spots.

    Window spawning logic

    Some buildings feature window variations, where a different set of windows could be available from one match to the next. Depending on which windows were open, a building could be either incredibly safe or unsafe. The random element to these windows is being disabled on some maps to control the loop safety and give the buildings a consistent safety rating.

    There’re far too many changes to go into details for each map in one post, so please refer to the chart below for more info. Please keep in mind that some changes may be larger than others, and a small update to a map now does not rule out the possibility of more changes down the line. Likewise, if you don’t see a map in the list below, that does not mean that we don’t intend to change it later on.

    https://us.v-cdn.net/6030815/uploads/946/6JIRC090KVIR.png

    Finally, we want to leave you with a few teaser screenshots of what you can expect to see in the Player Test Build (PTB).

    https://us.v-cdn.net/6030815/uploads/025/DJ53WWRW03EV.png

    https://us.v-cdn.net/6030815/uploads/481/KUEN9WW8AR8P.png

    https://us.v-cdn.net/6030815/uploads/073/DJZFY680M0EZ.png

    Controller Sensitivity Improvements

    This one is for all the console players out there (and those of you playing with a controller on PC too): Starting with the mid-chapter update, the maximum controller sensitivity is being nearly doubled. If 100% sensitivity just wasn’t cutting it for you, you’ll now be able to turn faster than ever. If you’re happy with your current sensitivity, don’t worry, lower sensitivities aren’t going anywhere.

    Various Quality of Life Improvements

    To close things off, we also have a few smaller quality of life changes on the way for 3.7.0.

    Legion Tracking

    While Feral Frenzy is active, The Legion will not see blood pools or scratch marks until their fatigue ends. In the next update, The Legion will now regain their tracking abilities as soon as Feral Frenzy ends rather than at the end of their fatigue. This should help prevent cases where you lose track of a Survivor while fatigued.

    Attempt Hook Escape: Feedback Update

    One of the common mistakes new players make is attempting to escape the first time they are hooked. To make the risk more obvious, we have added visual effects and audio to make it clearer that failing an escape attempt is hurting you and speeding up the sacrifice.

    Head On UI Improvements

    The perk icon for Head On will now light up with a timer (similar to Inner Strength, for example) to show when it will activate. This will give you a better idea of when it will be ready to use.

    Updated Mori Interaction

    The mori animation will now begin to play once a short interaction is complete. At this point, the Killer is locked into the animation until it is finished. This prevents the mori from being cancelled repeatedly to annoy someone.

    Further Protection Hit Improvements

    A few months back, we made some improvements to protection hits to help ensure that they are awarded consistently. While those changes had a positive effect, we took a moment to make further improvements to the system. Now, coming within range of an injured Survivor will have a lingering effect, allowing you to get a protection hit a few seconds after the injured Survivor moves away.

     

    All the changes mentioned in this post will be available to try in the Player Test Build, which starts tomorrow April 7th. This brings us to the end of the April Developer Update. We’re excited to see what you think once you’ve had a chance to try them out!

    The Dead by Daylight team

    They were nerfed in April 2020. I linked the original dev update talking about it.

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2815496#Comment_2815496

    Well the gen speed nerf was a huge one. It's also that pretty much every time a survivor perk comes out that people freak out about it gets immediately demolished like Boil Over. Pretty much nobody uses CoH anymore because it was never that good to begin with. Everybody just spent 16 seconds blessing totems only for them to be destroyed instantly. Just bring a med-kit, those have existed since the game came out.

    When was there a gen speed nerf?

  • @Peanits said:

    https://us.v-cdn.net/6030815/uploads/090/BOX4MG5TPAK9.png

    We’re back with another Developer Update, a series of blogposts detailing various changes coming to Dead by Daylight in the near future. In this entry, we’ll be going over some of the most notable changes from the upcoming mid-chapter update.

    Repair Changes

    We’ve been keeping a close eye on repair speed in recent months and have prepared some changes to repairing. This comes in the form of two changes:

    Reduced efficiency when repairing with other Survivors

    As you may have noticed, whenever another Survivor comes along and starts repairing a generator with you, your repair meter turns red to indicate that you are repairing slower. This is because for each Survivor working on the same generator, your personal repair speed decreases by 10%.

    Going forward, the speed reduction for each additional Survivor is being raised to 15%. While this may sound like a small change, it is the difference between four Survivors finishing a generator in about 36 seconds compared to the current 28 seconds.

    This change – in conjunction with other changes discussed below – aims to eliminate instances where it feels as though you could not have possibly gotten to the generator fast enough to stop it from being powered, particularly at the start of a match.

    Skill check bonuses

    A successful great repair skill check would add an additional 2% progress to the generator – about 1.6 seconds worth of time saved for each great skill check. Experienced Survivors are often able to consistently hit great skill checks and shave a significant amount of time off a generator. To better control the repair times of generators, this bonus has been halved to 1% (0.8 seconds).

    To make sure that experienced Survivors feel rewarded for hitting great skill checks, the amount of points earned for great skill checks have been doubled from 150 points to 300 points.

    Perk changes

    With the above changes in mind, we have made changes to two Survivor perks.

    Prove Thyself: Increased the repair speed bonus from 10% to 15%.

    Stake Out: Now increases the great skill check success bonus from 1% to 2%.

    Map Changes

    For the 3.7.0 update, we have taken some time to revisit some existing maps and update them using the new tools we have at our disposal and everything we’ve learned since the game first launched. We reviewed as many maps as we could in this update, but if you don’t see a particular map below, it’s always possible that we’ll revisit it in the future. These changes come in a few different forms:

    Size & Layout

    Each map has a unique size and layout, with some larger than others taking a long time to cross. Some of these maps are being reduced in size, while others are having their layout adjusted.

    Type Spacing

    Some maps allowed “maze tiles” (tiles like jungle gyms and LT walls) to spawn too close to each other, allowing an experienced player to link them together, making it incredibly hard to capitalize on a Survivor’s mistake. These tiles are being spaced further apart to better control the safety in some of these maps.

    Strong window balance

    Certain windows on some maps were too safe, leaving no room for mindgames and forcing the Killer to chase the Survivor through the window three times in order to block it. We have done a pass on most of these windows and altered the loop or replaced them.

    Tile tweaks

    Some tiles have been changed for a variety of reasons, such as adjusting loop lengths or fixing abusable spots.

    Window spawning logic

    Some buildings feature window variations, where a different set of windows could be available from one match to the next. Depending on which windows were open, a building could be either incredibly safe or unsafe. The random element to these windows is being disabled on some maps to control the loop safety and give the buildings a consistent safety rating.

    There’re far too many changes to go into details for each map in one post, so please refer to the chart below for more info. Please keep in mind that some changes may be larger than others, and a small update to a map now does not rule out the possibility of more changes down the line. Likewise, if you don’t see a map in the list below, that does not mean that we don’t intend to change it later on.

    https://us.v-cdn.net/6030815/uploads/946/6JIRC090KVIR.png

    Finally, we want to leave you with a few teaser screenshots of what you can expect to see in the Player Test Build (PTB).

    https://us.v-cdn.net/6030815/uploads/025/DJ53WWRW03EV.png

    https://us.v-cdn.net/6030815/uploads/481/KUEN9WW8AR8P.png

    https://us.v-cdn.net/6030815/uploads/073/DJZFY680M0EZ.png

    Controller Sensitivity Improvements

    This one is for all the console players out there (and those of you playing with a controller on PC too): Starting with the mid-chapter update, the maximum controller sensitivity is being nearly doubled. If 100% sensitivity just wasn’t cutting it for you, you’ll now be able to turn faster than ever. If you’re happy with your current sensitivity, don’t worry, lower sensitivities aren’t going anywhere.

    Various Quality of Life Improvements

    To close things off, we also have a few smaller quality of life changes on the way for 3.7.0.

    Legion Tracking

    While Feral Frenzy is active, The Legion will not see blood pools or scratch marks until their fatigue ends. In the next update, The Legion will now regain their tracking abilities as soon as Feral Frenzy ends rather than at the end of their fatigue. This should help prevent cases where you lose track of a Survivor while fatigued.

    Attempt Hook Escape: Feedback Update

    One of the common mistakes new players make is attempting to escape the first time they are hooked. To make the risk more obvious, we have added visual effects and audio to make it clearer that failing an escape attempt is hurting you and speeding up the sacrifice.

    Head On UI Improvements

    The perk icon for Head On will now light up with a timer (similar to Inner Strength, for example) to show when it will activate. This will give you a better idea of when it will be ready to use.

    Updated Mori Interaction

    The mori animation will now begin to play once a short interaction is complete. At this point, the Killer is locked into the animation until it is finished. This prevents the mori from being cancelled repeatedly to annoy someone.

    Further Protection Hit Improvements

    A few months back, we made some improvements to protection hits to help ensure that they are awarded consistently. While those changes had a positive effect, we took a moment to make further improvements to the system. Now, coming within range of an injured Survivor will have a lingering effect, allowing you to get a protection hit a few seconds after the injured Survivor moves away.

     

    All the changes mentioned in this post will be available to try in the Player Test Build, which starts tomorrow April 7th. This brings us to the end of the April Developer Update. We’re excited to see what you think once you’ve had a chance to try them out!

    The Dead by Daylight team

    Here.

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2815496#Comment_2815496

    Well the gen speed nerf was a huge one. It's also that pretty much every time a survivor perk comes out that people freak out about it gets immediately demolished like Boil Over. Pretty much nobody uses CoH anymore because it was never that good to begin with. Everybody just spent 16 seconds blessing totems only for them to be destroyed instantly. Just bring a med-kit, those have existed since the game came out.

    What? On which mmr u play bro I just face COH everywhere even 2 at the same game.

  • Yes you’re right, hardly any killers now 🤣 because we are sick of sweaty survivors.

1 2 ›