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Anti051

Anti051

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Anti051
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  • You have perks at your disposal if you tend to find yourself in a bind on the hook. Just because you can be hooked 3 separate times before death does not mean you are entitled to it, considering how fast a match can end (and especially considering the pallet density increase, game-breaking second chances and an already bloated survivor base-kit). You needn't have more.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075224#Comment_4075224

    This is just nonsense to say something like this. There are plenty of examples where strong Killers are fine to go against and weak players are a pain to go against.

    E.g. you will not really find people who say that Skull Merchant is fun to go against. Or Trapper. And those are weak Killers. On the other end of the spectrum you dont see many people complaining about Dracula or Billy, who are both very strong Killers.

    Just boiling it down to "Survivors want ez wins" was wrong years ago and whoever says this in 2026 has no clue at all.

    Nonsense? Ha.

    As if it doesn't reflect in community reception across multiple platforms when a new killer that isn't garbage is introduced or when a previously weaker killer is no longer a meme?

  • @ThatRyanB said:

    https://us.v-cdn.net/6030815/uploads/AMG77YRG10LM/dbd-updated-match-details-highlight.png

    With tomorrow's release, we're updating Match Details to show more info!

    Thanks to your PTB feedback, Survivors will see the Killer name and power only after one of these happens:

    ➡️First chase begins
    ➡️A Survivor loses a health state

    Stay tuned for full patch notes tomorrow!

    Thank you for listening regarding stealth killers.

  • @Sleepypanda9 said:

    so what incentive do killer mains have to not slug at this point? Like fast tracks existence alone is a valid excuse enough to just start slugging all game every game. Gens already go really fast and theres no real viable counter towards fast track so why shouldnt killers slug at this point?

    Getting multiple knockdowns has always generated more pressure.

    If the survivors are clueless enough to allow the opportunity (knock —> knock —> knock —> knock) is the most pressuring play you can make.

    It's more likely that you only get the opportunity to (knock —> knock —> stop —> pickup —> hook —> continue rampage).

    The least pressuring way to play killer at this point is (knock —> stop —> pickup —> hook —> repeat) especially with all the bullshit that activates from being hooked as well as the short amount of time you have to create a threatening scenario.

    There's a lot of manipulation and shaming within the community to get as many killers as possible to adopt the least efficient way to play the role. Listening to feedback from survivors about your gameplay is like a cat taking hunting advice from mice, it's dumb. It doesn't become your problem if a bunch of misguided fools insist on seeking a single player experience in a pvp game.

  • @Langweilig said:

    I hate the rework. Old Myers was cool, scary, had identity and counterplay. New Myers has no counterplay, no identity, makes pallets useless, requires 0 skill and has an instadown pig dash that you can’t possible outplay without god loops which are not common on most maps. He doesn‘t even have to earn his op dash, just looking at someone for 5 seconds is enough. I had less people rage quit against prime ghoul than reworked Myers, who is so ######### insufferable to play against right now.

    Keep it real, most survivor players are only having an "enjoyable" time if the killer isn't challenging and can barely do anything to get you.

  • @iloveandhatethisgame said:

    Has anyone noticed the trend on YouTube where you just see videos of survivor bashing? What gives?

    Years of development habits that tend to limit the killer end and enhance the survivor end for the sake of "player retention."

  • @treetree0192 said:

    It is the most demoralizing thing to get stomped by a SWF who are trolling the whole game, only to get helt hostage in end game and when I dc to requeue I get a 15 minute queue ban.

    I cannot describe how frustrating this is, only to get insulted after knowing I'll have to just wait. I don't mind losing, I mind getting ######### because your game does not allow people to abandon when they've lost.

    For the love of god Please fix this, Please fix this, Please fix this, Please fix this, Please fix this, Please fix this, Please fix this, Please fix this, Please fix this, Please fix this, Please fix this, Please fix this, Please fix this, Please fix this, Please fix this, Please fix this, Please fix this, Please fix this, Please fix this, Please fix this, Please fix this, Please fix this, Please fix this, Please fix this, Please fix this, Please fix this, Please fix this, Please fix this, Please fix this, Please fix this.

    This isn't what being held hostage is, but I understand what you mean. There really should be a heavy incentive to go ahead and leave, especially if all 4 survivors are just hovering near the gate being complete wads about the entire thing.

    Like…if they're all just sitting there, continuously not leaving, being total dicks, would it really be undeserved in the slightest if the killer came up, smacked one of them and the entity dropped perma blood warden?

  • @DevilsDummy said:

    I don't know if I'm alone in this, if it's just how I typically play or when and where I play from but I prefer playing killer and often play Survivor with friends and family as well as watch friends play both Survivor and Killer and I've noticed a shift as of late towards more killer advantageous game play.
    I've also noticed a few mechanics that play drastically in the favor of killers and IMO reward what I consider to be toxic behavior and just sucks the fun out of the game.
    some examples of what I'm thinking off, often see and would like to see addressed would be the following.
    - camping hook either right under it or within a few meters.
    - slugging/tunneling
    - downing all remaining survivors, usually done with 2 players remaining
    - blocking pallets by standing infront of them during chase
    as a killer the games are far to easy, in my case playing as Death Slinger most games I take sweeping wins game after game after game without even putting in effort and it's frankly boring.
    as a survivor especially against killers with 1 shot abilities or perks especially trolling or toxic ones is just frustrating and makes you wanna quit the game.
    some changes I propose that would IMO help deter these actions and reward more bold gameplay would be the following.
    - accelerated unhook bar during camping, possibly a progressive one. currently even standing right under the survivor they hit second hook before being able to unhook and can at that point be slugged. either have the bar accelerate the longer the killer is near or increase the range and pace at which it fills. possibly in case of self unhook with the killer near increase the grace period from 10 seconds to something a smidge longer like 12-15 seconds.
    - self pickup, not like the perk but make it so if ALL remaining survivors are downed increase the speed at which the bar fills and/or allow at least 1 survivor to pick themselves up allowing gameplay to continue instead of being forced to lay there till you bleed out or get hooked/killed
    - increased wiggle effectiveness, it could just be me but I've never succeeded at wiggling out unless the killer let me and as a killer I've never had someone manage to wiggle out even with no hooks near or getting hooks sabotaged.
    - make the ENTIRE pallet hitbox count for the killer and don't allow blocking of it by survivors or killers unless it's via perk. I've noticed it a few times and managed to replicate it as a killer but standing in the center of a pallet up against it prevents it from being thrown, extremely aggravating as a survivor and a neat party trick as a killer but ultimately another factor that makes it way to easy.
    - remove the ability for killers to see who's been hooked and how many times, remembering it adds an element of attention and skill for strategy and seeing it not only removes that element but also makes it easier to tunnel survivors if that's what one desires to do. it's become easy to even without thinking pick off survivors 1 by 1 simply by seeing the number of hooks they have or avoiding hooking certain players almost toying with them to prolong the game and gather bloodpoints however the fun at least for me just isn't there.

    I'd love to hear if others share these opinions or if it's just me and what some alternative proposed behavioral issues on both killers and survivors might be along with possible solutions

    It sounds like you don't have any experience against competent survivors.

  • The killer objective isn't about getting hooks, it's about stopping the survivors from escaping. Not creating pressure is a great way to lose as the killer and you create more pressure from getting multiple knocks than you get from mindlessly going for hooks, plus there is a lot of highly abusable bullshit that activates from hooking making it one of the least attractive avenues to victory you can take.

  • Seems like anything that can challenge survivors receives the 'not fun to go against' label in an effort to get it nerfed.

  • @Brightened said:

    I thought perks got nerfed when they become meta or are too strong.

    Where is the nerf to aura reading perks for killers? Sure there are players that argue that they're not even that strong but I don't actually think that's true.

    You take new Michael (who can bring you to the exposed status within seconds of stalking) and give him No Where to Hide, Darkness Revealed, Nurses, BBQ, Friends til the End, Awakened Awareness (don't see this one much to be fair) and it's immediately a down for him.

    Same to the increasingly high number of killers that have add-ons for aura reading.

    I'm honestly shocked if I don't see at least one aura reading perk in every match.

    What is the justification they make? SWFs can tell one another where the killer is? Is that the counter argument? Because what about solo queue?

    Maps have become so safe it barely matters, nice try though.

  • All PvP environments are competitive by default, you're not supposed to load in and go sniff glue in a corner, you're supposed to try to beat the other dude…like…what the hell is there to misunderstand about that?

    All of the false-framing to get your way has gone off the rails with most of the survivor community. How BHVR has been so gullible is a mystery.

    You're not the cool-kid-casual who was victimized by a sweat lord, you're a salty wad who got beat by somebody better than you; and it's because of all the salt wads that the survivor kit is more bloated than the US defense budget.

  • It's not all about you, especially when you're on a team of 4 vs 1. Currently, unless you're playing S-killers, you're not exactly encouraged to go for as many hooks as possible in an environment oversaturated with pallets, second chances and an objective that can be done in under 4 minutes, especially if you ignorantly feed 'fast track.'

  • @Emeal said:

    So what's the win rate of fast track users lately if this perk is such a problem?

    You can't be allowed to fly through the objective so fast that there's no contest to it.

  • Deep wound should be something you want to avoid.

  • The effects of short-form content addiction are just wild.

    'Holding the game hostage' means that a player is doing something that literally prevents the game from ever ending unless you DC. Please stop trying to appropriate established terms into whatever you'd like them to mean at your own convenience.

    You may wish to think about working on your constitution if chilling out for a couple minutes is too much to handle.

  • Introduce a monthly system that grants different tiers of rewards which are earned by playing matches through without quitting. Doing this as well as sharpening the penalties on quitting would likely produce enough incentive for the desired improvement.

  • A blight nerf has been extremely necessary for a long time now. Do Nurse next and the killer-balancing bottleneck can finally start to get better.

  • Faster completion puts more pressure on the killer to do something about it before it's too late.

  • @ThatRyanB said:

    This perk is one of those interesting cases where there can be quite a large gap between its efficiency in general use and its projected value in very specific, often controlled circumstances. On the PTB, while we heard concerns of the latter, we didn't see concerning signs of it being too powerful in practical use.

    All that said, though, we're keeping an eye on how it performs on Live and fully encourage you to share your practical experiences with us if you see it performing too strongly in-game!

    Okay, Ryan

    I need you to humor me for a second:

    Picture a scale of player skill that stretches from novice at the bottom, up to intermediate, then to advanced at the top.

    Skill Scale.png

    You guys have only been showing consideration for what happens from the intermediate level going down and virtually no consideration for what can happen at the advanced end of the scale. DbD's gameplay would probably be in a less controversial/disagreeable position if you guys started performing consideration and balance from the advanced level going down instead of the intermediate level going down. All players (at varied rates) will inevitably get to advanced territory the more they play the game, so it's probably a good idea to identify and balance elements that can fundamentally break the game in advanced play (ex: Blight, Nurse, Unregulated Generator Speeds, Unregulated Endurance, etc).

    The game thrives on chaos, but not when that chaos becomes such a wildfire that it destroys fair play. If Dead by Daylight is only a true contest until advanced play, the apathy and resentment generated from that will continue to hinder long-term profitability (players tend to feel less inclined to buy content and keep playing when they feel that the game isn't much of a game anymore).

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067532#Comment_4067532

    Thank you for posting such fabricated videos. Very valuable.

    Give me some time and I will show you how OP Trapper is by having 4 Survivors line up and me downing them in 20 seconds.

    Fast track + specialist + BNP. Denial is a crazy thing.

  • @Aven_Fallen said:

    Me when I spread lies on the Forums.

    Seriously, you are massively overexaggerating. I see it all the time and see it in my own games that Killers can still win by hooking people. Even by going for Hooks.

    But obviously you will play on a special Server with only good players, somewhere where not even Content Creators who play the game for a living and win all the time have access to.

    I'm not exaggerating a single bit, you're just either ignorant to the possibilities or taking up the mantle of a conniving troll fighting to attain and keep a bogus game-state.

    Follow me on Twitch!All footage recorded LIVE on https://www.twitch.tv/braindbdMy main channel - https://www.youtube.com/channel/UC3fXz-5t_qwjRjylW_k_JLAMy t...
  • @random1543 said:

    And where is the Regression nerfs on the killer side?

    Oh wait they have been buffed. (ruin, POP)

    This is as balanced as a seesaw with a giant rock on one side and a feather on the other.

    Gen completion speed (without progression perks) easily outpaces hooking speed and was already extremely unfair before the recent pallet increase which further exacerbated the issue. Ruin is a hex, hex perks are a joke. The Change of scaled reduction to flat reduction on pop means very little when gen defense is artificially limited (not to mention the fast track buff which applies dire consequences to hooking when stacked with other permanent progress features). It feels like a 200-hour survivor player is in charge of balance decisions.

    A word to the wise: Fighting to preserve a biased game state does not help the longevity of any multiplayer game.

  • Allowing players to stack effects that apply permanent generator progress is one of the most thoughtless design decisions ever made. As a primary pillar of DbD's game health, the killer must be encouraged to play for hooks, never the opposite. After almost a decade of development, it ought to be obvious at this point that you cannot turn hooking into a dire consequence for the killer.

    Furthermore,

    This ongoing awkward fixation with boosting the "underdog" is out of sync with the reality of a PvP environment, especially when such elements are perk-based. Hence the current situation of all four survivors loading multiple "underdog" boosts into their perk slots and breaking the contest of the game.

    What is going on with the upper management in Montreal right now?

  • I'm all for ideas like this!

    There can't just be nothing you can do except abandon your favorites and always pick a high mobility killer, that really sucks for killer players, but it sucks a lot for survivors too because it slaughters the variety that players actually get to experience in the game past an intermediate level of play. It's like having 42 flavors of jellybeans with only 5 flavors making the bulk of what everybody ends up having.

  • @Rick1998 said:

    fast track needs to be toned down .

    Either somebody is trolling or there is no quality assurance whatsoever for gameplay -

    Follow me on Twitch!All footage recorded LIVE on https://www.twitch.tv/braindbdMy main channel - https://www.youtube.com/channel/UC3fXz-5t_qwjRjylW_k_JLAMy t...
  • Too many frames for it to be challenging.

  • Since when do survivor players care about math or facts? It's all about how they feel.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/465121/15s-endurance-in-the-endgame-is-very-stupid

    If as killer you can't turn an unhook attempt into a trade during endgame then something is wrong. They already remove the facecamping prevention to allow killers to secure an endgame kill. There's absolutely no reason to remove the post unhook endurance as well.

    I get that losing the only kill of a game to a coordinated swf bully squad in endgame is frustrating. I've been on the receiving end of it myself. But even with full squads it's still a risky play and can easily backfire. For every killer game where I've had a 0k in an endgame standoff, there are 3 or 4 games where I've secured 2 or more kills off of botched attempts to unhook someone during endgame.

    And on the bright side if this is a regular occurrence for you then it will be dropping your mmr to face surv teams you can cope with better.

    • 2 healthy survivors approach the hook.
    • You tag the first one as they attempt to unhook and they run toward the gate (safe).
    • The second survivor gets the unhook while you're locked inside the wipe animation, but you tag them shortly after as they run toward the gate covered by the unhooked survivor who will be invincible for the entire time it takes for all three to cross the finish line (safe).

    This sequence is only hard to accomplish if you're drunk. It was the same (virtually riskless) free escape scenario when it was 10 seconds of god mode off hook, the extra 5 seconds just compounded the pre-existing level of nonsense at this stage of the match.

    The idea of just not letting the game get to the end only really applies to the higher tier killers because it's average for the lower tier killers to suffer a 2 - 3 gen loss for the time it takes to find, chase and down a single person. As such, it seems pretty lopsided and entitled to believe that you simply just deserve a mechanically assisted, stress-free endgame rescue regardless of which killer you're facing.

  • The post may be horribly crafted, but the OP isn't wrong in what they're saying.

  • It's probably time to introduce different game rules based on which killer you're in the match with. The one-size-fits-all philosophy obviously doesn't fit anymore.

  • @UnicornMedal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062269#Comment_4062269

    They've backed themselves into a corner there. Legacy content has a strong following of players that like them as they are. Buffing them or nerfing them strips those elements of their identity. The shift to more competitive play has made it so that everything is viewed through that lens and yet nothing seems to be getting better.

    PvP is competitive by default.

  • @SOULWARRIOR71K said:

    I understand that people will always camp and tunnel as long as it’s the most viable/low effort way to win, but can we please get rid of the unhook notification or at the very least get rid of it for mobility killers? I’ve watched so many people literally drop chase with an injured survivor, just to go back and tunnel when they hear the notification. Efficient? Yes. Very lame to play against tho.

    If the players are on point, the gens will be done in 4 minutes. That means there's no time to worry about peoples feelings about whatever order they're hooked in or any of the weaponized verbiage they've invented. The only lame thing in the entire equation is speaking from a place of self-centered entitlement, trying to act like your "fun" matters more than what's fair in a time-sensitive asymmetrical scenario.

    You'd think there'd be some measure of shame in the lack of analytical prowess put on display by complaining that the other side is trying to outpace your progress, but alas, no. The undying, mindless posturing that this community pushes in an effort to whittle down the killer end of the game is embarrassing and positively abhorrent.

  • The current setup reduces the killers success, which current leadership seems to want. While completely possible, it's likely there will be no change.

  • @Galafure said:

    wow those are the bits of "proof" added… exactly why dbd is in its state, killer mains dont understand what they have. the IRRATIONAL fear EVERY killer main has of going against SWF"s is nonsense. a huge problem is that so many talk from their very high hour account. NEWS FLASH, lower hour count people play with their friends to have fun. DBD IS a party game. NO MATTER how hard killers want to be comp. playing comp against 4 random people trying to enjoy a game is NOT COMP.

    It sounds like you and many others are not respecting the fact that this is a PvP game.

    I'm not sure if you're aware, but in PvP games the players are supposed to compete, trying to defeat each other. The type of experience you're after resides in titles like Left 4 Dead. If you enter any form of PvP game, you should expect that the other player(s) will try to beat you.

    If you're concerned about being matched against players above your skill bracket, MMR will sort you out as long as there are enough players in the queue pool. And if you do get matched against that higher bracket killer, instead of folding your arms, calling them "sweaty" and scheming for extra boosts, try treating it as an opportunity to improve your survival game instead.

  • You are evidently mistaken, survivors keep receiving changes that artificially boost their odds of survival.

  • Because it's the only form of slowdown available.

  • It would be an amazing addition to the game as long as the chatter from every match is logged and there's heavy-handed punishment for slurs. Although most of it would probably just be survivors squealing at the killer for doing anything they don't like and killers bashing endurance for carrying people.

  • Should have been something like this years ago. All forms of hazing are lame.

  • My wishlist after 11k hours of mostly playing Ghost Face.

    • After 3 successful marked stabs, gain the ability to throw the knife once (one-shot down if target is exposed).
    • While crouched and in Night Shroud, the Ghostface will not trigger chase.
    • Accrued stalk points do not drop off on injury. (All accrued stalk points drop off when put into the dying state)
    • All reveal progress is instantly lost when technically losing sight of the Ghost Face while Night Shroud is active (Current time to reveal is 1.5 seconds).
    • Add slight speed burst, stun recovery and pallet break speed bonus when revealed.
    • Make directional indicators more accurate when in the process of being revealed.
    • Cut cooldown of Night Shroud in half on successful marked stab.
    • Make effects of current 'Chewed Pen' and 'Lasting Cologne' base kit (Increases reveal time for dying/hooked survivors to 3 seconds).
    • New Chewed Pen: Marked targets become blind for the duration of the mark.
    • New Lasting Cologne: For 80 seconds, survivors injured while Night Shroud is active take 1.5 seconds longer to reveal the Ghost Face and leave scratch marks for an additional 5 seconds.
    • Cinch Straps: Night Shroud remains active after successful 'Silent Stab' scoring events. (Putting survivors into the dying state ends Night Shroud)
    • Make current effects of 'Headline Cut-Outs' base kit (+40% movement speed while stalking holding M2).
    • New Headline Cut-Outs: Increase time required to reveal the Ghost Face by 0.5 seconds.
    • Marked Map: After performing the damage generator function, survivors within 10 meters of the affected generator will have their locations revealed upon the next interaction with the affected generator.
    • Victim's Detailed Routine: (In addition to the current effect) When marked, generators being repaired by marked survivors will be highlighted in Yellow and marked survivors receiving or performing healing will have their locations revealed.
    • Night Vision Monocular: (In addition to the current effect), auras of all survivors within 10 meters of the revealing survivor are shown for 5 seconds.
    • Telephoto Lens: (In addition to the current effect) stalking has no range limit.
    • While Night Shroud is active, if a survivor is 'stalkable,' their portrait will animate to indicate they are 'stalkable' (unintended marking can be extremely detrimental).
    • 1.) You need a specialized build to play for hooks against survivors who aren't clueless.
    • 2.) If you don't do a lot of knockdown at this point, you're asking for fast gens and you won't have any time to eat through resources worth a damn.
    • 3.) Hook-activated endurance features are game-breaking against M1 killers.
    • 4.) The spirit of DbD is about being a random horror movie generator, not a comfy ultra forgiving pseudo-horror charade.

    If you want killers to play for hooks, then hooking needs to become the best thing the killer can possibly do.

  • @colossusqw said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055289#Comment_4055289

    Hmmm, a few things that could compliment that speed buff then:

    • Marked survivors are exhausted for the duration of the mark.
    • Night Shroud is not canceled on a successful basic attack on a marked survivor.
    • Marked survivors cannot gain endurance effects for the duration of the mark.
    • Revealing the ghostface is up to 3 times slower depending on the range of the revealed. Up to 8 meters is the same speed, then gradually takes longer up to 24 meters.

    All of these changes together with the speed buff would make for a much more relentless ghostface that can deny exhaustion based effects (Correct me if im wrong but dead hard falls into that) and is a lot less prone to being immediately taken out of power. Marking a survivor would become an exceptional tool at getting them down, and you could keep your speed boost to target far away survivors after a hook, thus maintaining pressure on the map.

    I'd definitely be down to try those things and see how it goes. I've been posting my list for awhile now too, but the dev seems to never really acknowledge Ghostface issues even though new Scream movies keep getting made.

  • Dude….that sh*t was annoying as unnatural f*ck. What happened is not a bad thing.

  • @colossusqw said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055115#Comment_4055115

    That is exactly what the speed increase on shroud is for. Going faster allows for significantly more map mobility, pressure and chase potential. It would give ghostie's abilities to contend with good survivors a biig boost in the areas he's currently most lacking.

    It wouldn't hurt to have that sort of buff, but at the same time, you don't actually need it to be able to catch people, endurance is what dumpsters the kit. Plus it only takes 1.5 seconds to reveal ghostface and kill the benefit of the buff. There needs to be more than just a speed buff on shroud.

  • There are some pretty annoying bugs with the Ghostface kit and it's pretty archaic in general, but in spite of all that, you can still be good enough to catch people with Ghostface. The big-ticket issue is when endurance butts in and destroys the contest, making you question why you bother trying to have a fair game with such an old/gimped kit.

    "You eventually get to a really awkward point in advanced play with Ghostface where it doesn't matter how good you are at chase or macro-management , you'll lose purely because of all the ways that survivors suddenly become invincible."

  • @ShanoaLegendaryPlz said:

    Could try a pallet shredding build for now, like spirit fury, enduring , hubris , hex two can play, as an example.

    Yes, you could deal with a few more pallets, but then the door is wide open for generators to be done so fast that it wouldn't be a contest. If you get survivors past the low-intermediate experience level, you're screwed.

  • Thumbs up on this, but he honestly needs a lot more besides a theme music update.

  • 1.) Watch Mr_TatorHead and get better - https://www.youtube.com/@Mr _TatorHead

    2.) Stop clinging to made-up cope concepts.

    3.) Accept that the game can be over 4 minutes from the start, most of the killer roster cannot 12-hook inside of 4 minutes, and there's no time to gauge the skill of a team before it's too late.

  • Chill.

  • @Brassoace said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053265#Comment_4053265

    I want to play the game tho not be sitting in the lobby waiting for a game

    Then get better at the survivor end of the game by watching Mr_TatorHead (https://www.twitch.tv/mr_tatorhead).

    How is it that so many of you guys just don't get it? It's always going to take time for people to get good at defeating a killer they aren't familiar with.

    New content drops and brains all over this community just seize up and demand knee-jerk nerfs because that's easier than learning how to fight a new killer. I'm not sure what's more embarrassing, nerf-the-new-killer reactions after every new chapter or the dev actually bowing down and doing it.

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