AsePlayer
AsePlayer
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@luka2211 said:
Do you have two accounts?
LMAO
The sad part is if I SWF'd with myself I probably still would've done more than the Urban evasion gamer
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Ever heard of flashbangs?
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@OutcastEric said:
https://forum.deadbydaylight.com/en/discussion/comment/1079395#Comment_1079395
That's crazy that you say the game shouldn't be brought down to new players skill level because that's literally been the devs mission with survivor gameplay since the insane nerf to enduring. After that it's been straight nerfs to killer. These changes sound good. They claim ds should be anti tunneling yet I dont tunnel and still get hit by it after finding the unhooked person 50 seconds later after hooking the unhooked. It shouldve deactivated ds but no, the devs love their survivors.
Yup, killers have only been nerfed ever since. Freddy doesn't exist btw
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@Hoodied said:
You just sprinted really fast, so why do the survivors not breath louder cause of it?
Because if they do that then Survivors will somehow no longer die on 3rd hook and 2 killers will spawn in the same game.
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@AhoyWolf said:
Will they have a purpose after the changes? Also what will happen with the emblems?
Nobody knows the answers. We aren't secret agents at BHVR or something.
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@Raccoon said:
I can afk until the gates are powered and still 3-4k.
I can afk until I'm back in the lobby and still 3-4k.
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@megdonalds said:
I'm asking this myself almost every match. It seems that it's totally fine when you are onehooked and the other 3 are on the other side of the map doing nothing and let you die. But when you do something wrong by accident they immediately cry antimate and start griefing you with the killer. DbD solo queue in a nutshell.
A never-ending loop of disappointment.
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@Boss said:
Those Perk icons need work, some are almost transparent.
I agree, but I didn't make the pack. I also don't think I even want to see saboteur and urban evasion regardless lol
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Could also just break the totem, but that's besides the point. If you have to resort to insults you've already lost whatever you were trying to argue.
Have a good day.
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I mean, it's the only game I'm playing right now. I guess that makes it the best? But it feels wrong calling it the best because it lacks so much lmao
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@Wesker said:
https://forum.deadbydaylight.com/en/discussion/comment/1083767#Comment_1083767
This is your fault in theory, i know holding m1 all the time is boring but I feel like it forces survivors and killers to just play in a single way, this is not ok in my opinion
Ruin needs improvements
I didn't know the killer coming to my generator was my fault. Good to know.
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@Wesker said:
"X is frustrating to play against"
"This is a crutch, would ruin game experience of new players"
"You are not a decent killer"
You are a bad and frustrating team in a nutshell and here's why:
You said new ruin should help new players at improving game experience, you're looking at stuffs to take away frustration factors from the game, well you failed lol. New ruin is just weak, boring and FRUSTRATING to play AS and TO PLAY AGAINST, why? Simple, survivors who want actually go for a rescue, a chase, a totem or a chest they can't cuz are forced to keep M1 on a generator, or it loses free progress (and eventually alert the killer if he has Surveillance)
You did a pretty frustrating job so far.
New ruin has regressed more of my gen progress than old ruin ever did and its been out for a fraction of the time.
And yes, the whole point is it's either the gen or the unhook, etc. That's what makes ruin good. It's also very good when you chase them off the gen. It's still meant to slow the game down, but now it's not simply due to your inability to hit a skill check. It's due to decisions made by both the killer and survivor.
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@Go_Go_Roboto said:
I understand what it's meant to be. But it's just not that.
Most of the time you end up slugged instead of being hooked if a killer is really that careful. Not sure if it really counts as not being tunneled if you are still out of the game and the killer plans on hooking you after a very set time. If the killer goes for you specifically and gives no chance of rescue, you are being tunneled.
So how about when DS DOES activate and you have stunned the killer. As survivor, I never see a killer accept a DS and leave. When you get hit with DS, the injured survivor leaving scratch marks is usually still the best bet to chase anyway. Even if the killer isn't tunneling, and they get hit by DS as accident, or if the survivor 'forces it' (hiding in locker/purposefully getting downed) it is aggravating. It is very easy to have dislike towards the player, the perk, or life in general. I've done it myself when I wrongly got hit with DS, as in I was not tunneling, but I decided to tunnel because the player is being a prick and cost be very precious time.
TLDR; DS causes as much tunneling as it's supposed to stop.
You start to lose gens when you over-commit to a person. It has still done its job.
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@Seltas0208 said:
So there's a thread wanting to remove exhaustion from the game, and in turn give each survivor related exhaustion perk something to make them unique.
One of which was turning dead hard into a token perk , you can use it whenever your injured but you consume a token.
Now this initially looks like a great idea because it'd still give The survivor invincibility and distance while punishing it being used improperly....but then comes it's issues :
One ) it can make ONE chase way to long instead of just extending the chase time of many. With this new idea it'd essentially give you 3/4 extra health states
Two ) it'd have to be put on a cool down to avoid #1 but then that's just the exhaustion mechanic with extra steps.
Three ) token-using perks aren't popular as there's no way right now to get those tokens back
Four ) wraith could bait out so so many dead hards, the only killer that effectively can do such a thing, so this perk would be very difficult to use against a decent wraith.
(And just as a side not what if wrath couldn't cancel his cloaking by just letting go of the activation key....but instead could cancel it by doing an m1 attack? Just a thought)
Five ) it's currently finicky to use on dedicated servers so regardless of what's said about the perk they'll combat it with "dead hard already got shadow nerfed" . Despite the fact that dedicated servers will get better over time in addition to a survivor being able to still use dead hard - they just have to pop it slightly earlier than they usually would. On the other hand survivors that used it simply to extend loops aren't affected by this as they have a tendency to not "abuse" the invincibility frames. Abuse is in heavy HEAVY quotation marks
Tldr I saw a thread and wanted to say my piece about it. As for the discussion to follow : how would you make every exhaustion perk unique in its activation and side effect?
Every exhaustion perk is already unique because of the different conditions they have to meet. I think exhaustion is fine.
The only unique thing I'd want to happen is Vigil turning exhaustion into old exhaustion where it recovers at half the rate while running. (Seems fairly strong, but also ruins the ability to do a 99'd sprint burst so I think that would be ok).
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@Carpemortum said:
Well, I had a game where I rushed nonstop and ended chases in under 45 seconds and they all escaped. Gens are too fast.
Before anyone says its ONE GAME, this thread is using ONE GAME.
See how that sounds?
@th3 said:
Using one game as an example hardly provides any context. You don’t go into much detail besides the statement that they were red rank survivors. You don’t say what killer you are using, what perks, what the survivors were running. It’s hard to make a vague statement that gen speeds are fine and then provide almost no information to lead people to the conclusion you embrace.
Pretty sure you guys just got baited. The OP is making fun of the 4 gens done in 3 minutes post with one game as evidence.
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@Vetrathene said:
https://forum.deadbydaylight.com/en/discussion/128787/swf-is-ruining-this-game
How is someone getting a flashlight save the killer making a mistake?
Because it was at the exit gate and the killer looked straight out into the map instead of facing the side?
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Not rank 20's, but I got thrown into a green ranks match lol
Poor legion
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@KuromiStarwind said:
It's almost like the devs could physically show you if the people in the lobby are or are not SWF, thus allowing the killer to not play a low tier killer they may have been about to play, or would know that just because x or y thing they see in the lobby doesn't mean you have to go full sweaty tryhard "let me bring an Ebony" because they're not SWF.
Or killers will just keep dodging SWF because they aren't confident in their ability to win and queue times can become even longer. Good idea.
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@InsideOut said:
https://forum.deadbydaylight.com/en/discussion/comment/1083479#Comment_1083479
The TOPIC is "SWF Is Ruining this game", conversation was about SWF.
If you read my post, you'd realize that isn't the topic at all. It's a quote from someone complaining about SWF when they only played against solo queue.
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@InsideOut said:
https://forum.deadbydaylight.com/en/discussion/comment/1083432#Comment_1083432
Talk about arguments that do not make sense.
You made me actually laugh, SWF without comms!!!!! Discord is free. I'd risk saying that SWF without comms is Unicorn rare.
Now if SWF actually played with zero comms, then there would be no room for complaints. But the fact is THEY DO USE COMMS, and that breaks the game.
Addons whether they are Survivor or Killer are in the game, and use of them is expected. They dont ruin your experience they are PART of the experience.
And you make it sound like Killers are the only ones with addons. You claim to play both, but your bias is definitely showing.
I'm done talking to you, as this is going nowhere and is off-topic. This isn't even the appropriate thread to discuss this, so make your own if you want opinions on this.
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@gemjas said:
I got accused of being in a SWF after saving someone during the EGC. In reality, after opening to gate, me and the other two survivors just stood there until one of them pointed toward the hooked survivor. From there, one person ran to do the unhooking while the rest of us filed behind the injured person and took hits until we all made it to the gate. It was sloppy and far from coordinated, but a simple gesture got the message across fine.
Communication between solo survivors is very, very limited, but it's still possible to work together.
I think it should be shown at the end whether a killer went against a SWF group or not. I really don't believe sweaty 4-man SWF teams are that rampant. It's just a very convenient thing to blame a loss on.
I agree. Then the killer's can hopefully realize they just made a bunch of mistakes against solo queue. But I feel like they'll still blame it on SOMETHING instead of trying to improve. They are clearly already the best killer in the game, how could they be losing?
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@InsideOut said:
https://forum.deadbydaylight.com/en/discussion/comment/1083354#Comment_1083354
Again my friend, all I see is you wanting to keep your game play the way it is. Because its FUN for you, and never-mind the enjoyment of Killers. If you think SWF doesn't impact the Killer experience negatively then you are fooling yourself.
Would you still want to play SWF is each survivor in the group only got say 2 perks? To make up for all the free ones you get with SWF and voice comms?
SWF doesn't have to be toxic, but it definitely tilts the game to a hard scale for Killers.
I see survivors justifying a NOED nerf because Killers dont have to do ANYTHING for its benefits. Well SWF is doing nothing and GAIN HUGE HUGE benefits.
SWF needs to be limited to 2. And if there is a SWF in the lobby then the other two slots need to be rando's.
I play killer and survivor, your arguments are really dumb from both perspectives.
So what happens if a SWF doesn't use comms? Do they just get a ton of debuffs just cuz'?
I also appreciate how you're trying to kill the game. If people can't play with their friends, they will go to another game.
Lots of things are unfair on both sides of the game. Killers using OP addons and mori's negatively affect my Survivor experience, but I guess that's fine since it isn't the Killer's experience, right?
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@kaoraku said:
https://forum.deadbydaylight.com/en/discussion/comment/1083298#Comment_1083298
Yeah, i read it. It was about people complaining against swf. And it said basicly that swf is no impact on the game, and it is always the killer's fault if he loose. And thats simply dumb.
Or it was about ONE game when the killer complained against swf when it was not? That really worth a thread?
Okay, just making sure you didn't read my post at all.
I literally said I got called a SWF while in SOLO QUEUE. This happens so often because people can't brush aside their ego and realize they have things to improve on. It's a blanket statement to just self-validate yourself and ignore the mistakes you made.
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@InsideOut said:
https://forum.deadbydaylight.com/en/discussion/comment/1083323#Comment_1083323
If Survivors get to have EZ games by playing together, why shouldn't Killers have EZ games by not being forced to play HARD MODE. Which they have no control over?
You should reread my post. Maybe 1% at MOST of SWF are actually hardcore gamers. You don't go against those games very often. It's okay to not win sometimes.
I have no control over a good huntress throwing on iridescent head and an ebony mori. Where's my ability to have control?
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@InsideOut said:
https://forum.deadbydaylight.com/en/discussion/comment/1083302#Comment_1083302
Sounds like problem solved.
Alternatively, killers can realize that 99% of SWF are just casuals playing with their friends, and accept that sometimes survivors are better than them.
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/1083310#Comment_1083310
I'm pretty sure it stops the timer during the animation but I could be wrong
I believe it used to and it got changed, but it's pretty scummy to do regardless.
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@arslaN said:
The bleed out time is already 4 minutes and who knows how much longer that takes with mori spamming.
Make it so that you cannot cancel the mori animation and it's fixed.
Mori's don't slow down the bleed out timer anymore I thought.
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@InsideOut said:
https://forum.deadbydaylight.com/en/discussion/comment/1081659#Comment_1081659
I think they should show SWF BEFORE the match, and then the problem fixes itself.
Yeah and then SWF never gets a game because killers will keep dodging because nobody wants a challenge, just free wins.
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@kaoraku said:
Saying swf is not a huge advantage (especially cause of the voip) is dumb mmkay?
Did you even read the post?
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@Androuruguayo99 said:
https://forum.deadbydaylight.com/en/discussion/comment/1077662#Comment_1077662
It's funny how you show that Unbreakable and Ds make you can't do anything.
Wait 15s for BT and then hook? Oh I can't, he has ds. Don`t grab? I can't, he has unbreakable
At that time already 3 generators were made
Try not tunneling
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If a Survivor is able to use a pallet 3 times you should just break it.
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@woundcowboy said:
To the OP, yea: good survivors and killers understand the power of DH. There is no point in arguing with people who aren’t willing to learn.
Nobody is denying DH's power, but it's not as good as Sprint burst right now.
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@xCarrie said:
https://forum.deadbydaylight.com/en/discussion/comment/1082141#Comment_1082141
Pallets and windows are an option you know
They're also an option WHILE I'm able to still use my perks.
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1082100#Comment_1082100
Right, then she goes into fatigue + cooldown. And then the survivor gets to keep creating distance and breaking los. Sounds really fair.
Unfortunate. You act like the cooldown matters if you blink once though. It's literally gone by the time fatigue is over.
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So Survivors can now have a disadvantage while not even in a match? I'll pass.
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@RayrafLPP said:
https://forum.deadbydaylight.com/en/discussion/comment/1082107#Comment_1082107
Sprint burst does bit make you invincible, you have to walk way more then usual. If you work on a gen you get exaustion back. If you 99 it youre not doing youre objective and this benefits the killer. You cant walk over traps or dodge hatchets. Sprint burst is a good perk but way less versitile then deadhard.
Deadhard also doesn't work against one shot killers, does that mean it's less versatile than SB now since there are quite a few of those + noed is a thing?
Good players can manage their exhaustion really well and they typically don't bother walking either unless it's about to come off of cooldown mid chase.
Why wouldn't you want SB ready to go while working on a gen? That's literally a free escape from a potential deadzone when the killer shows up.
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@ChickenClaws said:
For a longest time I have been stuck as a green rank killer and I can't seem to figure out how to pip. I've been also getting a lot of red ranks lately because of how great the ranking system is. Any advice how to encounter this??
Who do you main?
Also, I wouldn't worry about the red rank survivors too much. It's so easy to get to red ranks as a survivor that plenty of red rank survivors are actually green ranked in skill.
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@GHOSTfaceP3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1082100#Comment_1082100
I can tell you’ve never played nurse
I have. After you learn the player has dead hard, you can just blink and not swing to bait it lmao.
Sometimes you can even down the person with your second blink after they do that if you were close enough initially.
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@RayrafLPP said:
https://forum.deadbydaylight.com/en/discussion/comment/1082062#Comment_1082062
Well i cant speak for pc. But on ps4 its still consistent. Also i play both roles, my survivor is a solid rank 1 atm and a year ago it was the same. I know how to abuse this perk. Sprintburst lithe head on and balanced landing have no such dodge potential.
But who does not bait it out as early as possible? Thats what happens if you chase someone. Its no counter to bait it. You have to accept that good survivors have another health state.
Sprint burst has more potential than dead hard ever will.
You can let the exhaustion run down until there's one second left and run around with it, and activate it by stopping for a second and then running away to dodge a hit. It's a more effective dead hard that gives you more distance. I'm surprised you don't know this?
Red rank survivor doesn't mean a whole lot at the moment, as BHVR has literally said rank doesn't correlate to skill, so I don't know why you think that adds to your argument.
PS4 has recently had dedicated servers enabled and many people experience going down exhausted when trying to use dead hard. It's a literal side effect of dedicated servers rn, so I refuse to believe you "haven't experienced it" if you've been running dead hard for so long.
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@GHOSTfaceP3 said:
Dead hard counters nurse hard lol
The nurse doesn't have to swing, ya know.
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Survivor gameplay's difficulty comes from your teammates, not the killer.
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@StuMacher said:
https://forum.deadbydaylight.com/en/discussion/128787/swf-is-ruining-this-game
Preface: I play killer in the green ranks survivor in the purple.
I don't know if it's matter of not wanting to improve. A SWF team is immediately better than the spot they are ranked at, unless achieved through only SWF. I was a 6 survivor solo, before 10 min wait times. I imagine I would break into red if I squad up.
When I play killer I only want a decently matched game. Nobody is opposed to getting better I don't believe but even if you don't want to get better there should be a place for you in this community. This is a video game and the motto can't be "git gud or git lost".
Tldr; I want to have fun, not get rolled by a collective 6-8k hrs vs my 200hrs.
I'm not denying a SWF team has potential to be more effective than solo queue.
However, when you call a group of solo queuers SWF and use that as your excuse for losing, that's when I have a problem. It's literally just denial and they're opposed to improving because they think they're good enough already.
Any vs video game boils down to "git gud or git lost". You're competing after all.
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@RayrafLPP said:
Just bait it 4head.
If deadhard is run by a survivor who knows how to loop its just way to strong for every m1 killer that has no counter then simply following the survivor.
You get looped for 30 seconds then get a hit. Looped again for 30 seconds and thats when deadhard is used as another health state. The distance is used to reach another pallet/window and the loop continues. And a good survivor knows how long he can loop before it gets dangerous.
This perk is used in nearly every red rank game and if all people know how to play it correctly the killer has zero chance.
If your tip is "bait it" youre probably a red rank survivor who got that rank because of matchmaking giving you green rank killers all the time.
This is another uncounterable perk if used correctly.
In adittion to its already strong power it can dodge shocks, hatchets, a nurse slash, chainsaw and TRAPS with ease because these killer attacks have no faking abillities. You see a huntress throwing a hatch at you gives you enough time to dodge it via deadhard. A nurse gets guarantied miss because she has a small window to attack after blinking.
So this thread sould show you what deadhard is capable of. I read many posts about it and people said that its easy to counter. Imo these people just didnt know what you can do with it.
I hope i could make some people understand why deadhard is viewed as probably the strongest survivor perk by many killers.
If you have a different opinion share it, but please bring an actual argument.
This just reeks of bias and it seems like your mind is made up no matter what could be said to you. Calling people who disagree with you "a red rank survivor who got that rank because of matchmaking giving you green rank killers all the time" is unnecessary and really off-putting if you were looking to have an actual conversation.
Deadhard is just a mediocre 99'd sprint burst to me. Maybe if the perk actually dodged M1's like it's supposed to, I'd rate it higher.
I also don't know why you bring up chainsaws like anyone is chainsawing injured survivors instead of M1'ing.
When people say bait out dead hard, I think they mean get the Survivor to use it as fast as possible so the chase doesn't go on forever. Not to just wait for the 5head survivor to DH while you're up their ass.
But by no means would I put dead hard as the strongest survivor perk. I wouldn't even call it the best exhaustion perk either, especially since dedicated servers butchered a lot of DH's potential. In terms of the strongest survivor perk, I think Unbreakable has way more potential to save a dead match.
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@dbizzle said:
https://forum.deadbydaylight.com/en/discussion/128787/swf-is-ruining-this-game
i play survivor and killer, anyone that uses a flashlight deserves all the hate they get
I technically got a compliment in this situation but okay.
Look at walls :)
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@NullEXE said:
https://forum.deadbydaylight.com/en/discussion/comment/1081983#Comment_1081983
Oh! The survivors are bad at the game, OKAY - yeah then the mori is strong. You were gonna die anyways.
Any good survivor wants to be tunneled because the Killer can't kill a survivor they tunnel - tunnel vision loses the game for Killers. Killers need to be smart and take survivors by surprise and juggle them. Good survivors can look a killer for a whole match, and if you got a key - then till the other 3 leave and you open the hatch / take the door.
As I said - any survivor with a key is a free win. A killer has to meet a requirement to actually be able to mori someone.
I mean it's not just about skill. Sometimes you're just hooked in a deadzone and the Spirit decided to instantly phase back while waiting right outside of terror radius distance.
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Family share a steam account and play on a rank 20 account and just see what he does in a real game.
You'll be able to steer him in a clear direction pretty quickly if they learn by doing instead of only watching vods.
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@NullEXE said:
I think since the game lacks real progression (Ranking, Learning Curve, etc). No one understands when they get better over time, so they just sit in this mindset they are the best all of the time without getting better at the game. Till a losing streak pisses them off making them toxic.
I totally agree with this.
I personally find it very flattering when I get called a SWF, but at the same time it's just sad that losing the match defaults to that excuse quite often due to a false assessment of their own skill.
There isn't quite an excuse like that for Survivors. Survivors can go on and on about OP addons, OP killers, camping, tunneling, slugging, etc. All very objective things you can see (even though they are just complaints due to being bad).
However, it's interesting that one of the Killer complains can literally be "You were better than me". There are few god-squads that actually play the game. People gotta learn from their mistakes on both sides and move on.
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@WRussoW said:
https://forum.deadbydaylight.com/en/discussion/128787/swf-is-ruining-this-game
I think right now killers may assume that you're too good to be solo because most of them are green-yellow ranked thanks to the matchmaking?
Maybe so. The only thing that even looked slightly coordinated is I flashlight saved at the exit gates. Everyone else just ran the Nurse solo, but I guess one flashlight save while she didn't look at the wall = SWF lol.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1081736#Comment_1081736
That's literally holding the game hostage so of course they were banned
And?
