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Lmronby

Lmronby

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  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/1649476#Comment_1649476

    It does but if the survivor doesnt do gens or if the gens are close enough in proximity to where the hatch spawned then we have the old standoff scenario which negates the purpose of the egc itself.

    It's better then to make closing the hatch when found the best option so we can all move on quicker to the next match.

    Even before this change I personally would just jump in or walk away to end the game but unbelievably some would stand for over an hour staring at each other.

    People have always and will always slug for the 4k to stop the opening of the hatch but that's down to the mindset of each player.

    I think this game would be Far Better if the hatch just Wasn't a thing anymore

  • @ClickyClicky said:

    If the survivor has a key hatch standoffs still exist.

    The survivor just escapes; no way around it

  • @twistedmonkey said:

    It was to stop hatch standoffs.

    If the killer could still grab they could decide to not to close the hatch so the egc would not start.

    But that would leave gens to still be done; if they want to go That far, but I see your point

    Everyone else is suggesting Slugging the 3rd survivor and other weak, boring 'tactics'

  • @DoctorMadness said:

    https://forum.deadbydaylight.com/en/discussion/comment/1644647#Comment_1644647

    Since when does any of these perks win survivors games?

    Dead hard? A perk killers can easily wait out and counter

    SB? A perk survivors use to gain some distance and can't use it again unless they get unhooked or standing still for 40seconds assuming the killer gave up on them which is the killer fault or he lost them

    DS? DS doesnt win you games lol if your team is ######### your not winning, if your not getting gens done your not winning and if the killer is pressuring you well then ds isn't gonna magically make all 5 gens pop

    Unbreakable? Lol really a perk that only comes in handy when your slugged and can only be used once HAHAHAHA I barely see this perk in red ranks because killers dont slug like that

    Adrenaline? A perk that works in 2 sistuations, when all gens are done and by then the survivor have won or hatched closed which means the killer has won

    BT? THIS is a fair ass perk that stops some killers from legit tunneling you off hook and it can be countered by waiting it out

    say sike right now

    Dead Hard Alone can Win games entirely

  • @[Deleted User] said:

    Because the killer can close it? Hatch grabs were for when we had hour long hatch standoffs and it couldn’t be closed.

    So.. you magically just can't grab the people who tbag at the hatch, so they can be toxic before the killer can get close enough to close it?

  • @Malkhrim said:

    This nerf means Tier 3 Pop will now be closer to how Tier 1 Pop is today (just 5 seconds more).

    Not a HUGE nerf but, come on, anyone who has used this perk a lot on Tier I knows it makes a clear difference. With PGTW Tier 3, you can search for a generator where it's worth using, instead of wasting it on 10%-progressed generators that might be near you. On tier I, you sometimes have to kick the first gen you see because the timer may run out while you go check which of the further gens are closer to being fixed (doesn't happen a lot with high mobility killers like Hillbilly, Oni or Nurse, but it's a common risk for Deathslinger, Huntress and Clown), unless you ignore everything around you and go straight for the gen, which would probably be bad, because you would waste opportunities to do your objective and apply pressure. In other words: frequently, you waste Pop Tier I uses to avoid delaying your map pressure and objective. You should never have to waste a perk that rewards you for hooking survivors.

    Again, it's a small nerf and barely makes difference for high mobility killers, but makes some difference for those who don't travel so fast. Why nerf a tool that helps killers with no map pressure? One that rewards for victories in chases, nonetheless. Why was this nerf even needed?

    I don't know the numbers, so.. how many Killer perks have been Nerfed, vs. How many Survivor perks have been Nerfed?

  • @aregularplayer said:

    IS THIS CHALLENGE POSSIBLE WITHOUT FARMING? I HATE FARMING AND THIS IS THE ONLY CHALLENGE I DIDN'T COMPLETE YET (previous tome)

    https://us.v-cdn.net/6030815/uploads/PXRDQK2QA5NT/image.png

    You can stab the 4th guy a second time, and it'll count

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643924#Comment_1643924

    That is the point. Devs never want situations where you can chain pops numerous times in a row unless the survivors are misplaying badly. Right now there is no hurry to use the perk, you can just do whatever and use your perk when you see an opportunity, with this you have to plan accordingly to make sure you do not waste your perk.

    But they're alright if, under a similar circumstance, you down Two survivors who were unhooked recently.

    You down Both of them, pick up one, Decisive Strike. Then that guy runs away, so you pick up the other. Decisive Strike.

    How fun and fair 🙄

  • @Kebek said:

    I wonder how will devs respond to this (if at all). I'd be nice to see some further changes to DS making it more of an anti-tunneling perk rather then anti-momentum perk.

    They probably won't; these guys act like there's a gun against their head when it comes to discussing what the community wants to talk about; and restricts it only to like 20-30 Questions for a Livestream. Pre-picked Questions By Them.

  • @Onyx_Blue said:

    Ruin + Undying + Tinkerer

    Slap this on a killer, particularly a high mobility one, and you got yourself the most boosted player you will ever see.

    These players do not know what pressure is to save their life. You can feed their build and try to cleanse totems to get rid of their perks, or you can just get a gen high progressed and lead them away, go back to it when they leave you (because they will) and bam, the player is exposed as the bot they are. The fact this is a build to vs almost every game is ridiculous. The calibre of player skill level in dbd is utter garbage XD this builds proves it to be that way.

    Decisive + Unbreakable + Soul Guard + Borrowed Time 😴

  • @Haening said:

    Hi everyone.

    After days of theorycrafting and testing, I may have found the most optimal build in DbD.

    Foremost, I want to point that this will work better with Ace. (I'll explain why later on).

    So the build consists of Sprint Burst, Spine Chill, Resilience and Self-Care.

    Let's move into why I do think this is the best build.

    First off, we know for a fact that Ace has the quietest grunts.

    So we can use it at our advantage.

    The way you should play this build is abusing the 99% heal so that you get quicker gens, but not merely.

    Spine Chill will let us know when a killer is approaching. Now considering that you are still injured, Sprint Burst will help us gaining as much distance from the killer to have a loop which benefits us. You might think what do I mean by benefiting us.

    Well it's quite easy. Any loops that provides a good windows will do the job (in total, roughly translated as 15% vault speed since it's the main point of using these perks).

    Now, two different things can happen.

    The killer will drop the chase (theoretically the better choice for him), or he will continue. Ace has quiet grunts so he might lose you due to that, but if he finds you, you can loop him in the most optimal setup for quite a while UNTIL self-care gets his use.

    Let's suppose that now he is catching up to you because you've been looping him for too long while being injured.

    Simply tap Self-care to get your two health bars, get another hit (another sprint burst, right?), and again from the distance you covered, you already got your Sprint Burst timer back (more likely).

    It's redundant then.

    If he continues chasing you, 4 gens will be popped from a single chase. If he isn't, it will let you some time to get your 99% heal back, do a gen which again will give you a free Sprint Burst and your quicker heals and gen speed.

    All this, while being quiet.

    Simply now imagine playing against 4 survivors that are using flashlights and toolboxes (since they don't need med-kits), Ace, with this build.

    I can tell you it's a nearly guaranteed gg for survivors.

    I'm looking for counterplays to this build as I haven't found any.

    Cheers!

    It's 2018 again

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1632556#Comment_1632556

    Personally I don't know what they could do but I feel suiciding should be punished. I had an idea about gen speeds months ago. What if we had some sort of AI Director like in L4d. Something that watches the flow of the match and adjusts things depending on whats happening.

    If survivors die early, survivors repair gens faster, are more likely to kobe, higher luck when searching chests

    If the killer is getting crushed gens repair slower, survivors take longer to heal.

    Little things like that. I still feel the core problem is quitters.

    But that is Sooo... Impossible to determine; so many factors go into the outcome of a match; how would any AI know when Someone is doing Well? Or poorly?

  • @Lmronby said:

    https://forum.deadbydaylight.com/en/discussion/comment/1632545#Comment_1632545

    https://forum.deadbydaylight.com/en/discussion/193131/too-many-people-dc-or-kill-themselves-on-hook-how-should-they-be-punished-or-dealt-with

    Remove the ability to ######### on hook entirely, remove the awful Struggle Phase (as in just make it so that you don't have to spam a button), and make the DC penalties Immediately 15 Minutes, and make them stack until every Rank Reset.

    You have to be Harsh to get the crybabies in line

    Apparently 'K i l l y o u r s e l f' is a "BAD WORD"

  • @[Deleted User] said:

    I think you should learn to use forum search function instead of asking the question that was asked 976 times already.

    @GoofyGooberRock said:

    I don't know guys what do you think?

    Remove the ability to ######### on hook entirely, remove the awful Struggle Phase (as in just make it so that you don't have to spam a button), and make the DC penalties Immediately 15 Minutes, and make them stack until every Rank Reset.

    You have to be Harsh to get the crybabies in line

  • @Kumnut768 said:

    lol imagine complaining about no mither

    lol imagine not getting a joke

  • @TheClownIsKing said:

    ”ALL THE INFO I NEED” - Open Handed, Bond, Visionary, and WoO.

    • Lets me see all I need at perfect ranges. Can always know where a chase is even when I DON’T see the chased survivors aura. I can know where my escape options are, and never accidentally run into pallet dead zones. And Visionary is touted as a beginner perk, but I LOVE being able to always plan which gens to jump onto to avoid the team 3 gen’ing, and this perk is a GODSEND on indoor maps.

    “FULL MEDIC” - Bond, BK, Desperate Measures, and Leader.

    • can always find and heal others fast, and can always find someone when I’m injured, and be healed faster with Leader.

    “SUPER MEDKIT BROS.” - Built To Last, Streetwise, BK, and Self Care + Medkit.

    • self explanatory really...

    What perk is WoO again?

  • @gatsby said:

    When a Survivor has a perk or map that can show them generator Auras, they should be able to see which generators are blocked by them being highlighted white just like Killers can. In the current version of the game, you'll see the generator auras all in red even when they're blocked.

    It would be a nice buff to Visionary, Deja Vu and Maps because you could soft counter Corrupt Intervention and have an early telltale if the Killer is running perks like Thrilling Tremors and Dead Man's Switch.

    tf no

  • @TheStabbiNAngeL said:

    I'm waiting for the dev's response then I'll make minds.

    They won't respond; they never do unless it's on Twitter and responding to a post like "OMG they look Awesome! When can I spend my $15 dollars for this skin?! 🥺"

  • @Blazelski said:

    This Trail of Torment rework is exactly what Dark Devotion always needed.

    Seriously though, I don't know if I necessarily like the perk replacing ToT, but I really like the perk idea either way. Well done.

    I've always wanted to work in a games balance team; because I'm always popping with ideas like this; but I have no idea where or how to start

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1614271#Comment_1614271

    I am in favor of removing Bloodlust when the maps are balanced enough that it is not needed anymore. I simply don't think we are at that point yet.

    Whether a map, and which map, is "Balanced" is very subjective from person to person (not that I am saying there is no such thing as an Imbalanced map in this game)

  • @Deadeye said:

    https://forum.deadbydaylight.com/discussion/comment/1627521#Comment_1627521

    Yeah, but that is again a "pick perk to conter a specific killer". But to Spirit this would become meta

    So one perk should remain in the ashes because One killer would benefit greatly from it?

  • I think Lightweight should be a sort of a counter to that Predator idea; an often unused perk working against another unused perk

  • @BioX said:

    sooo it would instandly be blue and then become red over time so you have a did they go left or right indicator you mean?

    Like.. right when they stop sprinting, they leave behind tightened blue scratch marks; so you can see which way they walked towards after sprinting

    Instantly blue too; they'd fade away As blue too; Red stays red, and Blue stays blue

  • Predator Rework: All survivors leave behind Blue scratch marks for 1/2/3 seconds after they stop sprinting


    Simple and easy, and a Hell of a ton more Useful than *Tightening the Spread* of the scratch marks

  • I've never not Once seen an In Game report do Anything; no stories, no personal interactions, no posts; so why bother

  • @waffles4all said:

    I keep putting off playing killer because its been non stop gen rushing at red rank but today l decided on playing and two games in l got gen rushed into oblivion. l downed a guy within the first minute of the game and than 10 seconds later l immediately find another guy, chase for 30 seconds and down him and l'm already at 1 gen left and forced to slug and camp after having a decent start to the game. They had two tool boxes and two prove thyself's... that's all they had and they got 4 gens in two minutes. l just want games to last longer and not have to slug and camp two minutes into the match because that's not fun for them or me.

    Assuming you're saying 4 gens popped, and the timer starts at the beginning of the match, I have to say that's literally impossible; since gens take 80 seconds to complete, and 44 (without Prove Thyself) with 2 survivors

  • @Flawless_ said:

    I am ok with this addon being as strong as it is if it was an ultra-rare or had some kind of trade off, but it's a green addon meaning you can quite possibly bring it on every game and there is literally no counterplay to it. Zero. Nada you can do as a survivor to avoid getting found or hit.

    I can slap on whispers and just bounce around the moment it lights on. Boom wallhacks with no penalty. Where's the skill on that? Get to a tile and hit a wall once and you know exactly where they're going. This crap is like the old prayer beads and as a killer main I really don't think it's fair. I just wonder how in the world did the devs agree that this was weaker than either one of his red addons. Shouldn't they after 4 years know what makes an addon strong or weak? Meanwhile most killers' "ultra-rare" addons (PH, Hag, Billy, Deathslinger, etc) are mediocre at best and sometimes detrimental to your kit.

    Just how? How is it possible that the entire playerbase can see these things but the devs are like yeah this addon is mid-tier let's just leave it at green rarity...beats me.

    I've said it a bunch, and gotten penalized in here for saying it; these devs are Not good at their jobs


    Really, as far as I know, only the Design / Art team is the most impressive workers at BHVR

  • @dugman said:

    Highlights from the dev Q&A this afternoon for the curious:

    Bugs

    - Fix is coming out next Tuesday for frame and stuttering issues. 

    - Looking into bugs including killer heartbeats, Switch and some others

    - Discussion of what changed with Blight from the PTB version

    Questions

    - Characters are getting new textures and improved animations as part of the graphical updates.

    - There are two teams working simultaneously on both new content and reviewing and reworking old content (so no "old content only" chapter will happen, it will be new plus changes to old each time.)

    - There's no date or anything currently to bring Mobile style bots to other platforms but it's definitely possible.

    - Killers are receiving new animations as needed, particularly old killer, for general actions. (Not whole new moris but things like moves and attacks and kicking gens.)

    - There are some killer changes planned, in particular they are not quite done with Clown yet....

    - Unique voices for legendary skins is something they would like to do but aren't planned yet.

    - Almost all maps are eventually getting reworked as part of the graphical update.

    - Prestige rewards still a little ways off, nothing to share quite yet....

    - A bunch of perk adjustments are planned for the next chapter. In general the mid-chapter patches will have more perk changes than the new chapter patches but they are actively working on perks.

    - It is a "big, fat maybe" if a new type of item (other than flashlights, maps, keys, etc) will be added to the game. It's possible to add one but nothing firm if or when it could happen

    - Pyramid Head is under balance review. In general they have a relative new formal process in place for reviewing and rebalancing new killers after they are released and Pyramid Head is the first to benefit from it. The results of that review and possible changes should be coming "soon (TM)"

    - The new MMR system for matchmaking is definitely coming back sooner rather than later. It's still running behind the scenes collecting additional data and we'll see announcements about it eventually.

    - The 1 million Bloodpoint Cap is in place to encourage players to actually spend their points on rewards and then play the game to get more points rather than just sit on a massive amount of points and spending it all at once when a new character comes out. (The fact that it made hackers easier to spot was a side benefit.)

    - If you've ever wondered why, for example, you see an ultra-rare Red Mori more than a rare Green Mori in your bloodwebs, it's because the web picks the rarity of a slot first then chooses randomly between all objects of that rarity and there are far more Green objects then Red ones. So even though Red objects as a whole show up less frequently, when it rolls for a Red object there is a decent chance it's a Red Mori because there aren't as many other possible outcomes. But when it rolls a Green Mori there are many, many more green objects it could possible be so the odds of it specifically being the Mori out of those is small. (The same for any particular red item coming up more than any particular green item).

    - Hatch placement offerings are not secret because they want both sides to be able to make use of the information on where the hatch will be so players can play around it more.

    - Graphics and map updates are expected to come out each midchapter and chapter release (barring unforseen issues)

    - Experience offerings like they have on Mobile are not going to be added to systems because they don't fit the progression systems there.

    - They plan to tweak the number of add-ons for Huntress to be on par with the standard ratios (two Ultra Rares, four Rares, etc). Not something that will be soon though.

    - They would like to be able to bring PTB to consoles but it's very complicated so not something that is currently planned.

    - The Never Stop Slashing Legion mask will unfortunately not change facial expressions. They really wanted to do it but it couldn't be done due to technical limitations. 😔

    - Both Moris and Keys are being changed at an undisclosed point in the future. There is no date yet but there are plans for both items. (And they can't confirm whether or not the changes will be simultaneous or not.) 

    - There are no immediate plans to remove Bloodlust but they are keeping an open mind on it. 

    - They do cosmetic sets in part because it gives the art team more flexibility when designing assets since they don't have to worry as much about whether or not a particular piece is going to be mix-and-matched with other pieces. 

    - All the graphical updates will take at least a year to entirely complete, it's a large project being done in small parts

    - An update on hit validation should be coming soon. This will help with "close calls" on hits.

    - They are leaving off the ability to switch killers in the campfire lobby since MMR is something that is coming back soon and they don't want to switch it on and off unless necessary since it would require client updates to change (as opposed to MMR which is something that can be turned back on in the backend.) Also keeping people from swapping killers is helping with the ongoing MMR testing.

    - Endgame chat for console is not planned for the moment due to technical complexities involving console chat and keyboards, etc. Same for keyboard and mouse on console.

    - Cross progression has a lot coming soon. Basically if you have the same character on two platforms it will essentially give you the highest level version of the character that you have both characters and if you have a character on one system it will copy to the other system.

    - Cross-play only between consoles is not something that is planned

    - Due to technical issues involving console requirements there are no plans to replace the globe icon with something that tells you which specific console the player is on.

    https://www.twitch.tv/videos/737094054

    Did they even Address the sound bugs of survivors not making any sounds?

  • @sluc16 said:

    I'm playing against the new killer, and this BS happens.

    https://youtu.be/6Mo03wB_6eA

    ever since these devs failed as devs

  • That Does sound Pretty scummy; but there could be more Context like.. did That survivor do something to You? Do you recognize them? etc.

  • @Snoot1Booper said:

    Title… worrying development atm

    I feckin Love Oni and Deathslinger

  • @SCP_FOR_DBD said:

    I'm almost positive its a werewolf. You can hear glass breaking, something transforming, and the shadow in view seems to have a dog like head and hairy arms.

    https://www.youtube.com/watch?v=1-o42q7yjA4

    I think it is that Alchemist; I heard an Injection squeezey noise in the beginning, and the vial of the syringe shattering

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1539176#Comment_1539176

    It's not even close to optimized on PC. I run a 2080ti and I get framedrops. The only reason I don't dip below 60 is because the card literally bruteforces it.

    Yeah, but... *More* optimized than console

  • I would say they need to buff the Console System Collaboration; it's so ######### on Console, it's not the PC players' fault that it's far more optimized for PC

  • @leatherfav88 said:

    When ever i hear him breathing he always sounds like hes is extremly pissed

    He has a Busted Jaw and he's fueled by the burning desire for Vengeance

  • @TheeclumsyNinja said:

    It is so demotivating to completely put play a killer then have them still be able to come out with kills they never earn.

    With moris being so easy to get its a little stupid to be giving killers with 2000 hrs access to a get out of jail perk.

    New killers i get, its tough out there for them.... but just disable it after 50-100 hrs with killer

    Not One upvote

  • @Babyyy_Boyy said:

    to all you PC players, doesn’t it get boring going against Nurses, Spirits, and huntresses constantly? Ever since cross-play that’s all I’ve been going against. Oh and yeah they’re sweaty... like coming out of a steam room sweaty.

    I've been playing clown this past two weeks more than I have Last Year

  • @Aztreonam78 said:

    If you don’t know, Pallets long time ago required 3 whole seconds to be destroyed, and Brutal Strength, the Trapper’s unique perk, used to increase pallet breaking speed by 40% at its highest tier effectively reducing the pallet breaking time to approximately 2.1 seconds. Although it still lowers the pallet breaking time to 2.1 seconds, in one patch the base time Killers needed to eliminate dropped pallet was reduced to 2.6 seconds, which resulted in Brutal Strength turning from mandatory and must-have to just a very solid perk. It was no less than a genius developers’ decision to decrease the gap between players using a specific perk and them who don’t have it in their builds.

    Because of the fact Unbreakable and Pop Goes the Weasel provide Survivors and Killers add extremely powerful opportunities, I think that they need the same treatment Brutal Strength once got. Survivors’ and Killers’ base kit should be buffed in the same way to reduce the gap.

    SURVIVORS

    • Survivors by default need 24 seconds instead of 32 seconds to fully recover from the Dying State (however, they still cannot pass through the 95% treshold. When they reach this gap, they need find other Survivors to be healed completely)
    • Once Survivors have recovered 95% of their Health State, they start crawling at considerably higher rate (the movement speed increases from 0.7 m/s to 1.13 m/s, becomes the same as the crouching speed)

    Reduced time required to recover and increased crawl speed after recovering 95% of their Health State should not only close the gap between Unbreakable and non-Unbreakable users, but additionally motivate inexpirienced players to recover themselves so their allies could save them a lot more easily. Also, it is a nice improvement to the Tenacity perk increasing crawling speed.

    Unbreakable should look like this:

    • Start the trial with 1 token.
    • While in the Dying State, you may pass through the recovery treshold and fully heal yourself from the Dying State without others’ help. This action requires 1 token.
    • Until the token is consumed, your crawling speed does not increase after recovering 95% of your Health State.
    • Grants 600/800/1000 Bloodpoints to the Survival category for healing yourself from the Dying State.

    KILLERS

    • (BASEKIT) After hooking someone, Killers have 60 seconds to damage a Generator. If they do it in time, the Generator they damage instantly loses 10% of its entire repair progression.
    • The perk Pop Goes the Weasel should just increase the regression from 10% to 20/22/25%, the timer across all tiers remains 60 seconds.

    What do you think about it?

    I llllove this

  • @Pulsar said:

    I think everyone agrees that we need Accessibility Settings, I don't know why we don't have any.

    Cause they're lazy and it won't make them money

  • @RizeAki said:

    Actually tier 3 is the better option it’s only your personal preference to use tier 1

    That sounds like an opinion to me

  • @Gerneral_Buckness said:

    I love the aesthetic of my prestige 3 characters, all bloody and bad ass.

    But I was wondering, do people choose not to use the P3 skins to trick the killer into thinking they're not as experienced?

    I used to pretend I was a baby as Leatherface before his rework; made Every survivor Ever fake-out the pallets; it was the dream


    Now I don't need to mindgame at all!

  • @Lmronby said:

    I'm not even talking Phantom Saw; like I mean: The chainsaw run will be Direct Head-on, no chance of a miss; but it just Shoves me (The Killer) to the side, and robs me of the hit Entirely

    https://us.v-cdn.net/6030815/uploads/ZV4YC6KPBRJH/shitass-billy-gif.gif

    Here's a clip of my own gameplay showcasing this Exact issue. I have more recorded, however

    Okay, I guess I posted the Gif Wrong; let me try this instead

    https://im6.ezgif.com/tmp/ezgif-6-ddc5ecea451a.gif

  • @batax90 said:

    I dont think they reduced the killer colission in a lot of map i have some place i cant pass with freddy but i can walk or run into them with jeff whitout any problem

    No like... There's like a collision box around the killer; it used to be big enough to trap survivors in the basement; but then they reduced it; and it feels like they reduced it even further recently; and I wanna know Whyyyyy

  • @SpaceCoconut said:

    Posting screenshots showing the ranks of the players in your match is meaningless.

    Ranks as you know them are no longer used in matchmaking and will be replaced with something else in the distant future.

    Ignore your ranks if you're talking about MMR and matchmaking.

    Put your focus on how the match felt first and foremost. Ideally start worrying if nothing feels different after 10+ matches

    It's still funny

  • @Kees_T said:

    I guess this situation is normal. Since all Killers are with a low MMR, we all will get survivors with low MMR too. I guess it will take some time until all KIllers will be in their respective MMRs ranges.

    Yeah, just thought the sight of it would be funny

  • @supersonic853 said:

    Inb4:RANKS DON'T MATTER anymore. Shut up. The matchmaker is broken as a rank 1 ive faced rank 20s who thought they were hidden behind a tree with like half their body sticking out and couldnt loop for crap. Ive literally let so many people go because i don't wanna be that guy stomping on new survivors and ruining their experience (its why i don't smurf)

    Yeah, the Rank 20 Bill with no perks and 18 minutes of playtime is surely to surprise me with godloops

  • @komaboma said:

    Can bhvr actually stop banning people who call me the f slur or the n word please? I don't get offended but its annoying that kids like this still get to play

    You could just hide the chat

  • @SweetTerror said:

    BHVR agreed that it wasn't fair to do that for generators, and it wasn't fair to do it for hooks either, so then why the exit gate?

    Being able to take as much time as you want to go back and get a survivor (or whatever else you may deem necessary), seems to defeat the purpose of the endgame challenge if survivors can 99 the gate doesn't it? At the very least I think the exit gate should start regressing if you choose not to open it.

    As much as I do it, I wish you couldn't even do it.

    I've always had the idea to make a Key (purple or red) instantly do a Percentage of the exit gates, instead of opening that damned hatch; feels like a good rework to me

  • @GoldieLegion said:

    Yeah i mean, i knwo it's not a surv nerf itself, but by buffing those perks they are nerfing the survs again :c

    You will never enjoy this game if you legit consider one side being Better meaning the same as The Other side being Worse

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