Xboned
Xboned
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Committing to every chase.
It wasn't until my second week of regular play that I would see a survivor all in bright colors, waving and t-bagging at me, and think, "Hey, wait a minute..."
I was so proud of myself when I first realized I could just ignore the god loopers and pick off their less skilled teammates while they sat on gens.
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It's like a Picture of Dorian Gray thing. As the devs keep prettying up the ever-growing pile of premium paid crap, the base experience rots and decays in the attic.
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Because 4-5 minute games are lame.
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This killer's on break until the devs figure their ######### out.
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While I'm tempted to at least partly blame the game's emblem system for killers feeling like they need 4ks, especially in short matches, I find it pretty classless to slug for the 4k.
I enjoy 4ks myself, but needlessly prolonging the game to get them seems like poor form to me.
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BBQ and Ruin are actually strongest against noob solo survivors.
In my games at purple ranks, BBQ rarely revealed anyone and Ruin rarely lasted more than a minute or two.
There's kind of a sliding scale where killers dominate pretty effortlessly at low ranks but have to work harder and harder at high ranks. One reason for this is because survivors start learning how to counter tricks like this and they go from "easy I-Win button" (Ruin used to feel unfair for me to use)to "I hope this works because I'm desperate" (Ruin feels unwise to use because it gets popped so quickly).
What you're actually being introduced to is the glory of this game's extreme balance tilting by rank.
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I'm in favor of reworking the power entirely.
Personally, I'd make it so that Legion requires more hits than usual to down a survivor, but has a much shorter cooldown on successful attacks than other killers. And I would change their power to just be a sprint that helps them get across the map, with the killer instinct popping on anyone within 32 meters so it's like a better version of Whispers. Ends when the timer runs out or on first swing, whichever happens first.
Playing against the Legion should feel like being hunted down by fast, scrappy, relentless kids. They're always chasing and always attacking, making up for what they lack in brawn with speed and psychotic aggression. Maybe increase the duration of pallet stuns on them to compensate or something.
IDK, I'm not a dev, I just love the idea of this killer and wish they were more playable.
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@PigMainClaudette said:
Too many Bubbas getting way to close before using their Chainsaw. Also too many times where he clearly should have bumped into something on the side, considering the animation, that gets ignored.
Instant-down in a base kit with next to no work or setup required. Just find and swing!
Leatherface players are also more prone to camping or patrolling than any other killer, Hag being the exception with being able to place 5 traps at my feet. This makes is hard to have fun when all you get to do is sit on a hook until a survivor sprints in as you're about to enter Struggle only for Leatherface to come back and chainsaw them instantly.
And that pig-like squealing that only a stereotypical child of Southerners could do. Bad stereotype aside, it is just a grating noise on the ears.
When you play like this ^ it is not "mistake reliant" it's more exploitative. Especially when 99.99% of times, or more, the chainsaw will only ever hit one survivor.
I know this is an old post but I have a number of issues with it. Nothing personal, sorry.
1: Without speed boosts from perks or add-ons, Bubba's chainsaw is very cumbersome to use. Getting up close and personal is the right call most of the time.
2: Ditto for it being brainlessly easy to use, that's just not the case. It might not require a PhD in Chainsaw Physics like Hillbilly, but he still slows down on the rev and the speed doesn't come back until near the end of the attack's channel. It's very easy for Bubba to loop himself by revving at the wrong time vs a good survivor.
3: That squealing is one of Bubba's trademarks, it was minted on the big screen in 1974. It's been around longer than most of this forum's posters have been alive. Like the name of his flick implies, he is a mentally challenged Southerner from an inbred family of cannibals. Leatherface isn't just drawing on a stereotype, he's part of the reason it exists.
All that said, yeah. I imagine most people dislike Bubba because he's designed to camp. His instant down isn't actually all that great in a chase vs experienced survivors and hook rescues are pretty much the only time when you can take advantage of the chainsaw's AoE.
Bubba is both rewarded for camping by having a power that's good at it and punished for not camping by having a power that sucks at everything else.
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This game is overburdened with tedious grinds and microtransactions.
What did they add? More tedious grinds and microtransactions.
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I like this idea. It would be nice if paired with the DC punishments, always best to have both carrot and stick.
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Back when I used to play the Shape a lot, I would let the ready timer run down on its own. I figured it would encourage survivors to guess that the killer went AFK when they don't see me at the start of a match.
Other times I like to ready up right as the last person does, both because it ensures I won't get caught by any last second surprises and because I like to let them know that I am watching.
If I see a SWF-ish looking group I'll run the clock down while customizing my loadout for that specific team.
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As someone who plays mostly killer, I would agree that survivors have a higher skill ceiling.
I wish it weren't the case, but most killers cap out pretty early and that's one reason why they lag behind at higher levels of play. There's no way to become so good with Clown's bottles that they can be used to counteract his awful mobility and map pressure, for example. Legion's power is about as lethal as a sternly worded letter.
There's only so much you can do with some tools.
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He's one of the old school killers where his power is laden with downsides and all of the downsides inhibit his chasing ability. If survivors are dumb enough to camp pallets, he becomes an anti-loop god, but that isn't reliable.
Treatment mode slows you down, charging a shock slows you down further, the default shock range is pretty underwhelming. With add-ons, his power becomes significantly better, but it still has some hefty limitations.
Doc's power can be great for disrupting the game in a variety of ways but, with the exception of stunning people out of actions, it doesn't actually help him put meat on hooks.
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I haven't played since the Rift was implemented and I'm not sure I will. The last thing this game needs is more BS grinds.
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I got the game on Gamepass, bought all the killers and one or two cosmetics for them.
I thought about buying the game just to be safe and to support the team, but I haven't played in weeks and I'm not sure I care to anymore.
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While I usually don't get the value of debating the word "competitive", I do agree that this game has too many balance-shifting abilities and I do see how they could be said to make the game less competitive.
One of the reasons I'm so critical of the grind to unlock perks is that they're so damn essential to the game. I would be just as happy (probably happier)if they weren't.
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If you want a buff to Distortion, just ask for that.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/769614#Comment_769614
Or a hug to make the killer feel better
*edit I was joking
Didn't see your comment, independently regretted the choice of meme.
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Meh.
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@UlvenDagoth said:
Ohhhh... I see what you mean now. Map reworks would help too.
That would help a great deal, yes, as one thing that makes most lower tier killers lower tier is the lack of ability to exert enough map pressure to stop the gen rush.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/769212#Comment_769212
A large portion of the community perceives spirit as uncountable, which isn’t the case, just like how we have more viable killers than people think. If my opinion makes me claiming a bias then I’m biased.
I agree with this. I have no problems with this statement at all.
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/769212#Comment_769212
*Legion stun noise* I'll go look. Sorry I'm still waking up!
I can simplify it:
I think games go too fast at high ranks. Survivors want to rush as fast as they can, killers want to kill as fast as they can. I think enabling the option to have prolonged battles over objectives would be better for the health of the game overall.
That's it.
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/769099#Comment_769099
If the survivors aren't brain dead camping doesn't give you 4ks
I listed 3 things, you refuted 1 of them.
If you'd like to make the argument that nobody slugs for 4ks at high ranks, please do.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/769191#Comment_769191
Huntress, Hag, Freddy, Wraith, Pig, LF (with the right build), Myers and Doc can all deal with good swf in my experience when played optimally. Spirit and nurse were examples.
There appears to be some confusion here.
My comment wasn't about MY perception of what killers can deal with SWF, it's about the COMMUNITY'S perception of what killers can deal with SWF. My citing other people's arguments as evidence of unhealthy bias is not the same as me claiming that bias for myself.
@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/769191#Comment_769191
In other words!
Buff Lower Tier Killers!
Sigh. Swing, miss, Frenzy canceled.
I do favor buffing certain killers, yes. I said so earlier. I also pointed out why that alone is not an adequate solution.
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/769179#Comment_769179
I'm just saying you don't HAVE to use those 3.
Though, it does seem like alot of people think its easier. I know I have a hard time with my crippled-by-overnerfs Character!
I know that cause when i play someone like Ghost Face I feel like that guy in the kung fu movie "Taking the weighted clothes off to fight for real this one time."
And I'm not saying anyone has to use them, either. I'm just pointing out that certain killers, Spirit in particular, get played a lot because people feel it's necessary to play them. It's pointed out on a fairly regular basis on these very forums.
Many of the QQ threads about the Nurse nerf, for example, included lines like "but who will stop the evil SWF gen rush now!?"
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/769173#Comment_769173
If they think that only three killers can be played against gen rushing swf then yes, they crutch on them. Not everyone crutches on them though.
You're the one who pointed out the disparity between Nurse/Spirit and everyone else.
I'm simply saying that the inevitable uproar over them getting their wings clipped would probably be lessened if fewer people felt it was essential to play them.
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/769173#Comment_769173
Hi! I'm a Legion main that does well at Red Ranks.
Hi! That's not what I'm talking about.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/769147#Comment_769147
I wouldn’t necessarily call them crutches since a lot of people don’t necessarily rely on them.
That's okay, you don't have to. I did.
I just don't think it's a coincidence that they're often cited as the killers to play if you want to compete against gen-rushing SWF teams.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/769099#Comment_769099
It is hard to make balanced gen regression perks because spirit and nurse exist imo, it can’t be op on them but it needs to be strong on others.
The problem in that scenario would be the statistical outliers, imho. IE, Nurse and Spirit.
I know bringing them in line would make/has made people cry, but I believe people would be less reliant on those crutches if they didn't feel they were so necessary.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/769073#Comment_769073
I’m not sure how legion or clown could get buffed, the devs have to be careful what they add for balance reasons.
It seems to me that the death race meta is a problem itself. If survivors can knock out objectives this quickly with little direct counterplay, the killer has no choice but to take them out as quickly as possible.
Often that means tunneling, camping, or slugging to a 4k. Which most survivors seem to agree that they hate.
At high ranks, the meta punishes extended chases so the killers of choice become ones that end chases sooner, which in turn frustrates the survivors because they feel more powerless.
I think having the option to extend the battles over objectives would make this game better for everyone. As it is, that battle is ultimately one-sided because killers can't really engage in it directly aside from PGTW.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/769031#Comment_769031
To be honest:
This Myers played extremely bad. He has Unlimited EW3 (which is his choice, but it takes some while to get it, nothing wrong here). But, he broke EVERY PALLET he came across. The Killer is a German Streamer, I watched the VOD. And well, breaking every Pallet on new Badham Maps is something that will make you lose. All Pallets outside of the Buildings are playable, especially when you only need 1 Hit to down people and have Extra Lunge.
Of course Gens are flying when the Killer thinks he needs to break every unsafe Pallet to give the Survivor he is chasing time to get to the next Pallet.
I agree that the killer played this poorly, but that's still 5 gens in under 4 minutes. The survivors had 4 gens done by 2:50. Even if he'd play optimally, there's not a lot he could have done.
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@GrootDude said:
I think the problem is more so some killers will struggle really hard against good survivors, they always gave me a run for my money as low tier killers. For instance, legion and clown are probably not winning against really good survivors (these two really need help).
Okay, but the meta is a death race. How would Clown or Legion be buffed to drop people faster? And would people be okay with that?
I personally think longer games benefit everyone as it's more opportunity to play and more points per match.
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Here's a video of all gens being completed in under 4 minutes. Last one pops at 3:52.
I'm not a fan of Tru3 (though he actually plays survivor here), but facts are facts.
https://www.youtube.com/watch?v=26XqnKZ30C8 -
This game obeys strict rules, as games do, and as such the horror factor will always diminish over time.
Most killers have to tag someone twice and put them on a hook before they even begin to do any real damage. That doesn't really engender fear.
One of the reasons why Myers is among the few killers genuinely capable of scaring even experienced survivors is that he's relatively unpredictable. He's harder to detect than average, can do more damage than average, and can potentially down the whole team in a short period of time.
If killers in horror movies worked like killers in this game, they would just get swarmed by the protagonists and overwhelmed in short order.
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The thing about Freddy is that he's reliant on survivors not knowing how to deal with his gimmicks. It doesn't really matter if he keeps his speed while dropping snares because there's a specific animation for it and once survivors see it they abandon that loop.
Ditto for the gen teleport, it's one of the most telegraphed moves in the game except for maybe the Demogorgon portals... still not sure why that includes a universal notification.
With Spirit, it doesn't really matter if you know her tricks or not. There will always be an element of randomness because you can't really predict what she's doing.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/768511#Comment_768511
Nerf one killer.
More time to work on bug fixes and content.
- Devil's Advocate 😈
I hear you, they need a second round of Nurse nerfs. 👍️
Maybe after every double blink, the nausea makes her vomit inside the bag on her head and she gets a DS-like stun while cleaning up the mess.
In all seriousness, "content" is kind of a meme when there are so many killers wheezing like fat kids with asthma (literally so in Clown's case)while trying to do their job.
Prayer Beads can GTFO, and I personally won't be affected if they nerf Spirit into the ground because I dislike her as a character, but if killer diversity is the goal than that's one of the worst ways to go about it.
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To people saying basement Bubba with Insidious should not be a thing: you're right. Basement Bubba with Territorial Imperative is much better! 😂😂😂
All 5 gens can pop in about 4 minutes with optimal survivors. The only way to put a real dent in that time is to knock one survivor out early. What's the best way to knock one survivor out early when everyone runs second chance perks? Yeah.
I used to believe in being a gentleman killer, and I still do to an extent, but survivors need to understand that the killer being "the power role" only exists so far as they're actually able to control the flow of the match.
Most killers simply do not have the mobility to pReSsUrE gEnS at the rate good survivors can pop them. No killer can be everywhere at once. While this problem is most obvious at high ranks of play, it affects lower ranked play too, because the numbers might not be as extreme but the fundamental problem remains: 4 survivors, 1 killer, 7 gens.
Even the dumbest killer is eventually going to put two and two together and realize that, even if he loses points, he makes his life a lot easier by playing dirty. He's going to, you know, try to kill people.
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@PalletOrWhat said:
https://forum.deadbydaylight.com/en/discussion/96635/we-can-talk-about-spirit-after
What is easier. Buffing like 10 killers or nerfing 1 killer?
Which is better for the game?
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Anyone involved in a match with someone who DCs should automatically safety pip.
I personally would make it count as a hook for killers and a safe unhook for the survivors left behind (because they're probably gonna get it up the pooper once they're a teammate down). Then a free 1k BP at the end of the match, calculated post-match (so it goes over the 32k cap), for everyone who finishes.
And the DCer should get an automatic timeout of no less than thirty minutes.
But that's me.
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If there was a story mode with an ending...
I'd want the story to be about escaping the Entity's realm, then at the very end, when your character goes through some super special portal that's supposed to lead them out, they end up right back where they first started. Possibly with their memory wiped.
The Entity was feeding on their false hope the whole time.
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Honestly, I avoid the game for two or three days after rank reset.
A friend of mine bought the game after watching me play, he started a couple days ago. Had a great time even though he struggled at first. He tried playing today, got stomped and then called garbage when he gave up. Yaaay.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/756569#Comment_756569
I understand. As far as perks go, I'd say try giving Dwight a shot. Bond is one of my go-to survivor perks, with spinechill being my other.
The thought of giving up Dead Hard really hurts, but having Bond and Prove Thyself could be pretty sweet. It seems like I need to shepherd my fellow teammates.
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@Mochan said:
Speaking of Bond, Bond by the way is probably the single best perk you can take if you are starting as Survivor.
Trust me on this one.
Bond does so many things and more importantly is a learning aid. It lets you see how others play so you can learn how to play Survivor more quickly.
When your teammate is being chased it lets you figure out where the killer is, so you can plan your movements accordingly. When injured, it lets you find teammates to heal you. When genrushing it helps you find people working on gens so you can double team the gen.
It also tells you who your worthless teammates are and what not to do as a survivor.
It is just such an amazing perk, all beginning survivors should use it.
I've heard great things about Bond before, but I've been afraid to give up Dead Hard and WGLF. I'll give it a shot, though... it wouldn't be a proper survivor experience if I didn't spend at least some time Baby Dweeting.
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@Rydog said:
@Xboned I didn't know you have never played survivor! It really is a different worldview, in terms of what's frustrating and what isn't.
One big thing I would point out, especially at the rank you're in, is that it's really hard because survivors literally don't do anything at that rank. They don't finish gens even if someone loops the killer for minutes at a time, they let people die on the first hook, they just sit and hide. It gets easier as you climb up into the high yellow/low green ranks, because people have started to learn how to properly play the game and make progress.
Yeah, it still feels like a 1v4 in many ways as a solo survivor. It can be quite aggravating to watch teammates blow it at crucial moments. One of the reasons I stopped playing MMOs is that I don't like relying on the chance of random people's competence to have a good time.
Pissing killers off is still a fun experience, though. In a way, it's more rewarding to dunk on a giant murderer than it is to kill some little girl in hot pants.
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@Mochan said:
https://forum.deadbydaylight.com/en/discussion/comment/756590#Comment_756590
You actually have a point, and I doubt that I would ever get stressed playing as Killer. I just don't buy into the whole "Must get 4K!" mindset that every killer seems to suffer from, which makes them feel so stressed while playing. I let the illusion of "must escape!" go so long ago as Survivor.
I'd have to get into Red Rank Killer to test if it's true, but I can't imagine myself getting upset and stressed the way killers describe it. I've even run games where the survivors ran circles around me as Killer and smashed palletes into my face all game, wasn't stressful at all.
Sort of how killers can't imagine that being face-tunneled or Mori'd in under a minute is stressful.
I didn't end up in purple ranks because I wanted to be there. I was much happier in green. It's just what happened when I did a marathon grind during Blood Hunt.
My goal on killer isn't a 4k every game, it's to hook everyone at least once for BBQ and keep the survivors scared. I like 4ks, I certainly don't mind getting them, but I don't treat it as an expectation.
I had a lot of fun in lower ranks because SWF groups were less common, not every survivor had every map memorized, exhaustion perks weren't ubiquitous. Moonwalking wasn't necessary to mindgame at every loop.
The higher in rank you go as killer, the more precious each second becomes. I personally find that stressful. Again, not even trying for a 4k, but against some of the late night red rank SWF groups, I've been struggling just to get a 1k. Hooking all 4 people, let alone killing them, just isn't happening.
I'm not saying it can't be done, or that I couldn't do it with more practice and better optimized loadout, just that I don't currently find it to be worth the effort. That feeling of "I'm gonna play hard and wreck their plans" has been replaced with "why bother?"
It's a mix of the utter predictability of each game with the tedium of going from survival horror to time management simulator. Maybe I'll find some renewed sparkle in different killers after reset.
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@Mochan said:
https://forum.deadbydaylight.com/en/discussion/comment/756587#Comment_756587
This is actually precisely why I prefer to play in the low ranks. I do not want to be red rank at all.
A lot of people here tell you as Survivor to get into high ranks ASAP because you're just playing with useless potato teammates at low ranks. I couldn't disagree more.
Playing Survivor at high ranks is not fun. Not because you are losing. You can win a lot in high ranks. It's just that the matches last five minutes and you just did one gen and you're already opening the exit gates. It's either a complete stomp on your side or the other, it's not fun, it's just sweaty tryhards not really enjoying the game anymore.
That's... a little disheartening, but I suppose not terribly surprising.
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@feechima said:
@Xboned Hag is fun. Statistically the devs say she gets the most kills. If you like to chase though you may want to rethink her. Due to her movement speed she can be easily outrun and you should never go into long chases, but you learn to funnel survivors into your traps. I had no idea about her range when I first played her but now I know how to better counter her as a survivor. I started out playing trapper. I watched a ton of killer games to get some ideas about non-obvious trap setting. It is really gratifying to have someone step in your trap.
On the other hand killers like Freddy have been hard for me to play because of managing all his different powers. Yikes, I need some more experience. I don't like playing against Nurses or Spirits so I am not going to touch those guys anytime soon.
Well, my reasoning is that if I'm not enjoying stock chases anymore, maybe I should try killers who either rely less on chasing or have a different way of doing it. I think I would be happier if I spent my killer time practicing skills rather than chasing rank or BP, anyway.
I like the idea of Nurse, not sure I'd like her as much in practice. I'm doing everything possible to avoid playing Spirit tbh, I'm not a big fan of her character or her power.
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@Mochan said:
https://forum.deadbydaylight.com/en/discussion/comment/756567#Comment_756567
I'm like this myself. To be honest killer is not stressful at all in the lower ranks. Since I don't play killer past Rank 15 I don't think we've really experienced what it means to be a stressed-out killer.
I find killer fun, I'd play it more if I the queues weren't so long. But I think I'm a survivor-main through and through. The game is just better for me as survivor, even with all the camping and tunneling and instadowns and moris.
Yep, I stopped enjoying killer pretty much the moment I got into purple ranks. That's when it went from sweat lodge to sweat factory, I'm up against red ranks more often than not, and even when I do well, it's just not that fun. It doesn't feel like it has anything to do with horror anymore, just about being the speediest, most meta dude possible.
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@feechima said:
I'm like this in reverse, survivor main trying out killer. So far I have only found one game truly stressful, when I got matched with a squad of flashlight warriors. I like to eat pallets especially early game. It is when they don't throw them for 3 or 4 loops that I get frustrated. Currently I am maining hag so looping isn't as much of a problem for me. I find killer more intense but less frustrating than being left on the damn first hook while everyone runs out the door.
Good on you, I do believe everyone should try both sides and there would be more understanding about the frustrations on both sides instead of finger-pointing.
Nice. I'm awful at Hag, but maybe I'll check out some guides and give her a try after reset. I've been thinking of doing the same with Nurse, even with the incoming nerfs. Maybe even a little Trapper, idk. It's the same old chase game that's begun to feel so stale to me, honestly. As I keep facing off against better and better survivors, the chase goes from thrilling to tedious.
@Cymer said:
I never understood why those "I main X and never play Y" was a thing.
To truly main a side you need to play also the other to get an understanding for them.
As a survivor you need to know how a killer work to counter them.
As a killer you know how a survivor reacts and what pathing and objectives they have.
I ultimately enjoy killer more, because I fight a clock and have to outsmart my opponent.
As survivor it is mostly m1 simulator and you honestly don't want much interaction with the killer.
Well, I picked this game up because there aren't many games that let you play a horror antagonist. That's pretty novel. I didn't really have any interest in playing a survivor, because... well, why play James when you can play Pyramid Head?
But I'm finding survivor to be a pretty novel experience in its own right. I hear that "M1 simulator" thing a lot but I don't feel that way at all.
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@Mochan said:
Oh yeah well if you are gonna prestige WGLF is necessary. I stopped using WGLF a long time ago because I already have 5 fully-prestiged survivors and 2 of them have all the perks.
But I was running WGLF for a long time at first. But I realized I was just killing my own enjoyment of the game, and WGLF teaches you some bad habits when you run it. My escape rate was abyssmally low when I was running WGLF, it got a lot better after I stopped running that perk. It gets you in the mindset of, "It's okay if I die I am gonna get more bloodpoints anyway!"
For me, it's mostly that I have nothing on survivor side. David's my highest at level 6, I think. And yeah, I'm not escaping most matches so I've just tried to get as much BP as I can while getting as close as possible. I suppose I can see the bad habits forming that you're referring to.
@UlvenDagoth said:
Honestly I find Survivor boring compared to Killer! I much much prefer Killer, even with the stress!
I think I'm just burnt out on killer right now. Even on Freddy, I'm not really having any fun. It could just be the rank disparity, but one thing I like about trying survivor is that the game kinda feels like a survivor horror again. There are both lulls and climaxes in action, whereas I feel like killer is just nonstop go-go-go.
@LordGlint said:
I can have fun with both. I've gotten to the point with killer that I'm proficient enough to not stress out. With survivor, which I'm not as good at... I play "Operation: Hide like a #########" and get work done before stealthing away. Survivor feels kinda exciting when I'm trying to get work done with a killer nearby. If I have a rough game and get annoyed at ######### teammates... I swap to killer where I only gotta rely on me.
I'm kind of a loner by nature and that's part of what makes killer appealing to me. I'm willing to concede that maybe I've just ranked up beyond my skill level and perhaps I should just eat a few losses to fall back where I should be, but the whole game is starting to feel stale.
I don't really feel anything when I play killer anymore, survivor feels like an actual "experience".