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Aven_Fallen

Aven_Fallen

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Aven_Fallen
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  • Why do players act like they are "forced" to do things? If you want to camp and tunnel or if you want to run 4 Slowdown-Perks, do so, but dont act like you are forced to do it. It is your own decision.

    You can win games without any Slowdown-Perks.

  • @NOEDENJOYER said:

    https://forum.deadbydaylight.com/en/discussion/comment/2517961#Comment_2517961

    You're kidding right?

    It takes literal minutes to down good survivors with any killer that isn't Nurse, current Spirit, and Blight (map dependent). The only way you can even compete is if you tunnel or camp right off the bat, and even then, the win isn't guaranteed.

    If you take minutes to down Survivors, yes, you should get better with your Killers.

  • No Killer has ever lost a game due to a Breakable Wall. Breakable Walls at least give some Main Buildungs a meaningful Loop without turning them into oppressive Loops like before (e.g. Ironworks).

    Calling the Breakable Walls on The Game a good example is as wrong as it can be, if any Map should have never had breakable Walls, it is The Game. Because of those Breakable Walls we have a Gajillion of safe Pallets to compensate for the Deadends created.

  • FNAF confirmed. Foxy is behind a curtain at the first part.

    Lets open 100 Threads about it!!1111

  • Are we at the point where we use single videos to justify strange balance changes again?

    Let me look up some videos where Killers won the game in 2-3 minutes then.

  • @Weasdat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2516300#Comment_2516300

    I don't think it is too strong. But I also didn't think billy was too strong when they did an add on pass for him that nerfed almost every add on he had into dirt and also ######### his base kit. I have no doubt in my mind whether or not some add ons are too strong bhvr will still gut the strongest ones like they did with Billy.

    The thing is, one counterplay to Blight is to make him use as many Rushes as possible before getting hit. E.g. if you manage to let him use 5 Rushes, you will have some time before he gets them back (since Blight can only use his Power when all Rushes are available). However, Alchemist Ring completely negates that.

    IMO it is too strong and I dont really know what they were thinking.

    (But, apparently other Blight Add-Ons will get Buffs, e.g. there is a description Change to Summoning Stone (the Add-On which works like Blood Favor), which increases the meters from 12 to 16 and the time vom 6 to 15, but the effect did not change yet).

  • Lethal Pursuer. Good Perk on Legion, gives you the information where to go - first, where Survivors are and, equally important, how many Survivors are at the specific Spawn so that you end up in an area with multiple Survivors.

  • There was never anything announced for this.

  • You can be sure that the changes to the strong Add-Ons will be justified. Most Killers on this list have a few way too strong Add-Ons, with other Killers it is quite clear that they will also get Buffs (e.g. Hillbilly or Ghostface).

  • I mean, you got unlucky. Happens. It is not like the Survivors burned an Offering which was in their favor (at the moment they decided to throw it in), since MacMillan-Maps are pretty balanced and normally go-to Maps when someone wants a normal game.

    IMO the only change which should be done is that Offerings which are not burned are returned. E.g. in this case you get your Midwich-Offering back.

  • @pseudechis said:

    They only just announced spirit change give it a week at least before the blight crying starts.

    To be fair, Ruin/Undying/Tinkerer-Blight was complained about before. And rightfully. Currently it is even more, because Blights are using up their Alchemist Rings (funny that the Blight-players I talked about dont think that the Add-On is too strong, still they are sure it will be nerfed...)

  • @UnknownKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2514899#Comment_2514899

    Sorry this year mean they have octiber november and december.My year have 12 months not 34654

    Game year. Not calender year. A year can have different meanings, e.g. the company I work for counts a year from April onwards.

  • No. They said that they are in Prototype-Phase regarding the Key- and Mori-Changes and that it will be done this year (aka some time until the 6th anniversary).

  • @GrimoireWeiss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2514868#Comment_2514868

    But people are way more inclined to buy new outfits if they are unlinked because they can be creative.

    Exactly. I dont really know how people can really think that BHVR makes more money with Sets. I would also probably get the Headpiece and see what I can do with it, but I will not buy the whole Set, so this is money that BHVR will not get.

  • @humanbeing1704 said:

    Here's hoping they do wonders with pigs add ons it feels like I never have variety it's either I run tampered timer or the yellow and brown add ons or nothing

    Pig has a lot of Add-Ons which deserve changes. Those who increase Skill Check-Odds or the penalty for example, those are outdated, they were fun to use when Stuff like Unnerving and Lullaby affected Boxes, but this was changed years ago. Or Mangled/Exhausted, which just promote a tunneling playstyle.

    I would bet that she gets Add-Ons which increase her Crouch-Speed. Ghostface has them, there is 0 reason why Pig should not get those.

  • @Dustin said:

    Probably for the best.

    I already have an idea what changes on Blight and for the most part it will be addon nerfs. I just hope they leave the undetectable addon (Purple / Forgot name admittedly lol) alone because ironically with not knowing the name it's my favorite addon to use and it's actually fun to use.

    For Ghostface all of his addons are complete garbage except the cooldown ones.

    Not sure what they can do with The Shape without a rework tbh.

    One Add-On actually has a new Description, but the effect did not change yet:

    Summoning Stone got some Numbers buffed, this is the Add-On which works like Blood Favor: 16 meters (was 12) and 15 seconds (was 6) are the new values.

    So I guess this is at least one Buff and not only Nerfs. But you can expect Alchemist Ring to go and this rightfully.

    Regarding Myers - I guess it is Tombstone Piece and Fragrant Tuft and we probably will see some Buffs or Changes to stuff like Movement Speed while stalking (which currently is you are going from super-slow to still way too slow) and maybe even Vanity Mirror.


    @Topic:

    Topknot gone would be absolutely right. I never used this Add-On on him because I think it is so imbalanced. And he does not need it either, he will still be one of the strongest Killers, even without Topknot.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2514085#Comment_2514085

    Sadly they will just hear the direction you are coming from because they are making the whooshing noise directional. she is going to move down to most of the survivors in this threads mmr tier, that being middle of the road.

    I wait until I play her myself with those Changes. But it maybe would make her enjoyable for me, it does not really feel rewarding to down people with Spirit IMO.

  • @SunderMun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2514052#Comment_2514052

    Yeah I found that bit very odd. Like, overall it's great, but that if she goes into grass she becomes completely invisible while it shows her your location and most of the reworked maps have a ton of foliage that survivors can't avoid in chase. I should know, whenever I see trapper my anxiety shoots through the roof as I try to avoid the foliage in an area I think he's been to.

    This actually adds some Skill and Decision-making to Spirit gameplay - you have to decide if you go the straight forward way and risk being seen or you take a little detour through grass so that the Survivor does not get the Footstep Indicator.

  • @Chilli_man2400 said:

    They can’t change his tombstone addons cause evil incarnate will be impossible to do without those addons

    You only need one of those. The Tombstone itself is alright, because of the Downsides. The Tombstone Piece can easily be nerfed.

  • @TicTac said:

    https://forum.deadbydaylight.com/en/discussion/comment/2513812#Comment_2513812

    I personally almost never use items bc its my handicap. So i cant really understand your problem, bc if i want to use something, i have plenty of it. Before i started to play addonless on killer, i had this problem on some killer. Bc there are some with mostly useless addons, so you only use the same. So i think both sides have the same problem.

    Each map offerings makes it worse for green rarity and i have it easier to get iridescent keys than the purple ones. But maybe the devs dont want you to always use the same stuff. So they are happy with the current state and im fine with that. What are the things you rarely get?

    I also dont use Items (unless a Challenge forces me to do or when I prestige). But, Killers only have a third of what Survivors have in their Bloodwebs, while gaining 30-50% more BPs each game AND have an easier access to Bonus-BPs with BBQ compared to WGLF. So trying to get a specific Add-On for Killer is easier than getting specific Add-Ons for Survivors.

    You can really delete a few Toolboxes, some of their Add-Ons, every Flashlight-Add-On except for Batteries and Low-Amp Filament, some Medkit Add-Ons, some Map-Add-Ons (in fact, only the Iridescent Map and Add-Ons which prolong the use or show the Auras/the Beam to all Survivors are really useful, the rest can go).

    But unless this happens, I dont really think that any Survivor Add-On should be nerfed.

  • @Squirrel_Thicc said:

    Just revert the stridor nerf boom done.

    This can actually be done with a proper Nerf to Spirit.

    And Killer players who have a problem with Iron Will can just run Stridor.

  • @NoGoodUsernamesLeft said:

    https://forum.deadbydaylight.com/en/discussion/comment/2513818#Comment_2513818

    My understanding is that traps can't be disabled? I thought that was a change a while ago - have they reverted the change so that survivors can now sabo traps? Apologies if I've missed it, I've never bothered saboing traps

    Disable: Disarm it so that it cannot hurt anyone.

    Sabotage: Destroy it so it becomes unuseable for a certain amount of time (this got removed).

  • @ObscurityDragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2513754#Comment_2513754

    Yeah but once the survs knows about the 6 loops it becomes useless

    Even tho the primary effect is cool

    Not really useless. If you trap the Myers-House for example, this would not be useable for the whole game. And at this point, it would not matter if you cannot pick up the Traps.

    However, if a strong Loop got destroyed or no Gens are in an area, the Trap is just dead. So I am also not really a big fan of this Add-On, I think letting him carry all Traps would be enough without a Downside. Maybe they can buff it to pink and make the Bloody Coil purple instead and remove the Downside of the Bag.

  • @TicTac said:

    https://forum.deadbydaylight.com/en/discussion/comment/2513718#Comment_2513718

    I like the toolbox. Sabo is a nice option, but i wouldnt use it for that normally. Its better to use them to finish a gen to counter pop/ruin/tinkerer. Do you know the math how much seconds a toolbox can safe? You cant compare it to the old toolbox, but its still useful. Some addons are useless and should be changed.

    Calling Sabo "a nice option" is quite generous. Sabotage by default has to be weak. IMO it would be enough to have two Toolboxes and a handful of Add Ons. But you cannot really expect Survivors to have 60 things in the Bloodweb and nerf the few good things they have.

    At this point, Survivor Bloodwebs would just be done for Perks, there is really little value in doing them and nerfing Add-Ons further would just increase that.

  • @ObscurityDragon said:

    Is that one purple trapper addon litteraly meaning, that if you ######### up à placement or survivors knows about your trap youre #########? And you habe to play basic M1 killer?

    It will only really be useful with Iridescent Stone when you cut off Loops for the entire game.

  • Nah. But as I said, Survivors should keep their good stuff. But calling me biased because I dont think that Survivor Add-Ons (aside from Key Add-ons, but those will be changed) are that problematic is nonsense.

    And for me, they can nerf BNPs, I dont care at all. But if they nerf the only good Toolbox-thingy in the game, they should really consider if Survivors need 6 different Toolboxes and 11 different Add-Ons which are all weak in the game.

  • Spirit Nerf is always a yay.

    From those Add Ons, I dont really like the purple Trapper Bag. It will only be really useful with the Iridescent Stone...

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2513631#Comment_2513631

    There's a difference. You're being completely biased in one direction only. I'm willing to be unbiased and admit killers have bullshit add ons. While you can't admit any survivor add on is

    I simply dont care about those. Survivors have 3 times as much stuff in the Bloodweb than Killers and they should also have some good things in the Bloodweb. Either you keep the good things (which are not many, come on) or you reduce the number of Junk if you nerf the good Add-Ons.

    And I dont really care if I play against a BNP or anything, last time 3 Survivors brought BNPs I got a 3K and other than that, I almost never see those.

    But thank you that you want to admit that Killers have bullshit Add-Ons. Huge step and completely unbiased!

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2513567#Comment_2513567

    Do I really need to explain how you can lose games to BNP ? Stypitics extending chases more then they're meant to be ? How med kits wreck pressure you can create ?

    I won't even bother. Someone who is so biased in one direction will not be convinced of anything sadly.

    Ok. :) You can toss away any argument by just claiming the other person is biased, if this is the way to go, feel free.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2513432#Comment_2513432

    Remember how Flashbang and Counterforce and Blast Mine and Smash Hit and Power Struggle and Built to Last and Desperate Measures and Soul Guard and Blood Pact and For the People and Any Means Necessary and Breakout and Second Wind and Cameraderie and Inner Strength and Head On and Distortion and Breakdown and Deliverance were all going to be incredibly OP perks that would change the meta as we knew it and would make killer lives hell?

    This is always my favorite part of each Chapter. Players who stretch their imagination into Perk-Combos where 3 Survivors have to have specific Perks to make something unlikely happen. Reality: No Survivor Perk from the past 3-4 years is actually used often. They are just Bloodweb-Clutter and my bet would be that this is the same with Boon-Totems.

    My favorite so far was Fast Track - basically a BNP, if your team is dying. And nobody could ever answer me why the Survivor should not bring an actual BNP and use the Perk Slot for something good.

    And this is the only use of Fast Track I have seen since its release (outside of Adepts):

    FastTrack.jpg

    A Yui with 27 Tokens who let my friend (who got chased) die to search for the Hatch instead of using those 27 Tokens on the last Gen. (one was finished 50%, but, to be fair, she probably did not know about it, since she was Solo)

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2511540#Comment_2511540

    So ALL of those killer add ons....But NO survivor add ons....? Not even BNP because it's "not a big deal" Even though gen speeds are already a big deal. Let alone making them go even faster

    No mention of broken med kits and dressings capable of MULTIPLE heals ? Do you realize how strong that is ? How much pressure can be lost by the killer for you taking a hit. Then no big deal because you have a green/purple with multiple uses.

    No mention of crystal bead/maps ? Hexs both ruin and devore are game changers. But it's no big deal for the entire team to know where they are..?

    No mention of stypitics ? Or insta heals. That allow you to pop it and heal while working on a gen ? Ok then. We see where your bias is.

    Sorry, if you really think you lose games because of any Survivor Add-On... I mean, for me, they can nerf all of the mentioned ones, IF they would clean up the Survivor Bloodweb to bring it on par with the Killer Bloodweb. Survivors have so much Junk in their Bloodwebs, they can keep some good Add Ons. OR we do nothing to Killer Add-Ons, but add 40 useless Slots to Killer Bloodwebs. This would be fair as well. Not in a good way, but it would be fair.

  • You are not forced to sweat, it is your own decision to do so.

  • @botrax said:

    https://forum.deadbydaylight.com/en/discussion/comment/2511960#Comment_2511960

    Does that mean if i want to try a new killer before i can learn him for real i need to go afk for x amount of game because that want i learn from all of that

    Or, instead of just going afk, you can include the first games into your learning process. Sometimes I really think that "learning a new Killer" means "Getting a 4K in the first game" for some people. (not you specifically)

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2511613#Comment_2511613

    Wasn't one of the points of the system to allow people to play new Killers without being stomped? I could've sworn I heard that, maybe it's a Mandela effect.

    This is one of the points, yes. But, you cannot start at the lowest Rank.

    First of all, this would just be a bullying simulator with many Killers (mainly the M1-Killers). Like, if you are good with Trapper, you can be good with Wraith, Billy, and so on and would go against super-weak Survivors. And against those, you dont even need Killer Powers.

    But, more important: When a new Killer is released, the game would simply break if everyone would start at the lowest Ranking. You would have thousands of players trying out the new Killer who would just fill the low-Rating queue. And the Survivors they would get are Baby Survivors, who get stomped.

    So they cannot just start at the lowest Rating with a new/never played Killer

  • I dislike the Speed Add-Ons on Blight and I think he does not need them either. But I also put a "maybe" behind them, I am not that good with Blight to say for sure that those should be nerfed.

    @chargernick85 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2511540#Comment_2511540

    https://forum.deadbydaylight.com/en/discussion/comment/2511950#Comment_2511950

    I just feel your reaching a bit there is all. Especially with Clown (Pinky finger), Pig (tampered timer, Toxin....LOL) and Plague (insense) which only shows your aura when you vomit.....Which is only once your broken now so cleanse and it over. Oni's blood aura reveal Iri add-on is stronger than Plagues but not on your list, Honing stone which imo is stronger than half maybe more of those add-on's you listed especially with Auto trap reset or purple bag.

    The thing is, I really wonder why they did not change Pinky Finger. Since he does not slow down after a Bottle Throw it is laughable easy to get direct Bottle Hits, because once the Survivor is intoxicated, it is really not that hard to hit. (Even without Intoxication it is not really a masterpiece)

    Tampered Timer-->Unhealthy Add-On IMO. It just gives you a cheap RNG-Kill when combined with either the Crate or the extra Box. It is impossible for the Survivor to search all Boxes with Tampered Timer and one of those Add Ons, if they are not perfect with their movement (aka disturb them only a little bit and they might be dead). And while Headpops are quite funny, they dont really feel deserved, if they are because of Tampered Timer.

    The Toxin mainly because it is a) an Exhaustion Add-On (those are outdated, see the removal of other Exhaustion Add-Ons) and b) it promotes a Tunneling-playstyle - the Survivor with the Trap cannot use Exhaustion Perks, aka is an easier target. +

    Black Incense-->To go to your comparison with Oni: But for the Glove you have to dedicate your whole build to it. You have to run Sloppy Butcher, possibly Coulrophobia as well. And a Map Offering. AND you basically cannot use your power, if you want full effect of the Aura Read. With Plague, you just have to slap the Add-On into your build. And it is basically a perma-Aura Read, the time between vomits is not that long. Sure, you can cleanse, but it is quite clear that cleansing is not popular, because her Corrupt Purge is super-strong and there is a reason why Survivors prefer to be Oneshots with non-removeable Sounds against her (+missing out on Healing Points on purpose). If they would tinker Plague a bit so that her Corrupt Purge is not as strong as it currently is and the Survivors get more incentive to cleanse (a Penalty, putting into Dying State after a time, unable to do certain things, etc.), Incense would be fine.

  • @JohnWeak said:

    https://forum.deadbydaylight.com/en/discussion/comment/2511719#Comment_2511719

    Well then let everyone use DH, DS and the rest, killers will be buffed so much that survivors will enjoy their trials :).

    I play 50/50 and i cba listening what we call "mains" players talking about anything. When you play exclusively or almost exclusively one side, how can you know what needs to be balanced ? Ah ye, you can't :).

    I play both sides. I am not using Dead Hard (or any Exhaustion Perk), but I also have no problem to play against Dead Hard. And now?

  • @Altarf said:

    The Room of Death saloon door makes no sense to me. Normally, the room has one window and three breakable walls leading out - so BHVR decide to remove the wall which creates an infinite. Why didn't they just remove the door that leads to the balcony, rather than the current one?

    This was a Bug and got fixed (despite the Map being disabled again, but because of an unbreakable Totem).

  • @apathyinc said:

    I can't remember the last time I was in a match as either survivor or killer where Dead Hard wasn't used by someone. It's overused because it's so powerful. Hell, even when it was broken people were still choosing to take it anyway, that's how powerful it is. Something should change that.

    It is used often because the pool of strong Survivor-Perks is so small. And especially Exhaustion Perks are way too situational for the most part. Killers wanted Balanced Landing nerfed, Devs nerfed it and now Killers are surprised that so many Survivors are using Dead Hard. Guess what, this happens when you reduce the number of strong Survivor Perks.

    And if the Devs nerf DH at some point, we will see many Sprint Bursts and Killers complaining about Sprint Burst, because SUDDENLY with great surprise, everyone will run Sprint Burst.

    @JohnWeak said:

    https://forum.deadbydaylight.com/en/discussion/281455/nerf-dead-hard-meta-build

    No need to nerf it, lock it down to one survivor only. Some perks should be impossible to be equipped once already used by 1 survivor : DS, DH, Unbreakable.

    This idea is really bad. You should be totally free in what you want to play and not be limited by things like others running the same Perks.

  • @Dennis_van_eijk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2511540#Comment_2511540

    Are you sure keys will be reworked? 😉

    I mean, were now about 1 year further down the line and there is still no change/rework, tho when they announced it the mori was changed in a week or so?

    And still there was talk about changing mori even more because it was still "to toxic"

    And during all that time i believe the only change they made to keys, is that it need at least 1 charge.

    IF they ever gonna make a real rework for it, then my guess is that it will take another 1 or 2 years.

    Sure everyone says it's more than just changing a number, but let's be honest sbmm is imo way more complex than changing keys.

    Especially since they said they changed things from the old test sbmm and the current one.

    My belief is they will never make a real rework and it's only to keep people quiet about it.

    I mean, they confirmed that a Rework will happen in the upcoming year (which means - until the anniversary). And the Mori-Rework will most likely make them better, at least Keys and Moris should be reworked to something that you earn.

    I guess the "recent" Mori-Nerf was just a bandaid, even tho I was fine with that one. For me, Moris can be weak, I dont really care about the animations and I am happy to not see 1-5 Moris every day.

  • I would not say that I like the Map, but I think that sometimes players complain a little bit too much. RPD is one of those things, it is in the game for 3 months and STILL players are crying about it like it would be the worst thing ever in their life that they have to play 1 match on this Map.

    The only thing I dislike about this Map is that it is too dark in some areas and you cannot really see the Pallets. When playing Killer I often got stunned by Pallets which I did not know they exist, just because I was unable to see them.

  • @WhyDoiGetFacecamped said:

    https://forum.deadbydaylight.com/en/discussion/comment/2511545#Comment_2511545

    It's funny too because half of those add-ons are crutch asf but "surv main"

    Yep.

    Some of those Add-Ons are just outdated, like the Myers Add-Ons for example. Others are really not necessary, like Alchemists Ring or Topknot. Like, nobody would say that Oni or Blight are weak when not using those Add-Ons.

    But people see "Killer Nerfs" and they block instantly, even if it might be justified that a Killer should not kill Survivors instantly or another Killer should not have an already strong power become oppressive.

  • @shitman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2511513#Comment_2511513

    That's why i want to be given weak survivors. Wasn't that what the system was meant to be?

    Yes. But if you are new to a Killer, their Rating will be roughly the same of all your other Killers. You dont start at the lowest Rating with a new Killer.

    So you get the Survivors you would usually get and it will take a few games until you have an actual Rating on Deathslinger.

  • Who plays 50% Killer and performs better and complains less about the game than those who call themselves "Killer Mains". :>

  • Survivor: None.

    BNP is probably the strongest, but in the end, it is not really that strong (like, 25% are not that much, considering that the Killer can reduce this amount multiple times each game by using PGTW) and it is basically the only strong thing left for Survivors when it comes to Toolboxes. Before the Toolbox-Nerf there were almost no complaints about BNPs, now people complain when it is the only thing left for Toolboxes which is somewhat good. But BNP did not become better, the rest just became #########.

    EDIT: Since I have seen it in another Post - the Add Ons for Keys which let you keep the Key when opening the Hatch or Dying should be removed, however, Keys will be reworked, so I did not list them.


    Killer:

    All-Seeing Blood (Wraith)

    Tombstone Piece, Fragrant Tuft of Hair (Myers)

    Mint Rag (Hag)

    Tampered Timer, Slow-Release Toxin (Pig)

    Pinky Finger (Clown)

    Mother-Daughter Ring (Spirit)

    Black Incense (Plague)

    Scalped Topknot (Oni)

    Alchemists Ring (100%), Blighted Crow, Blighted Rat (maybe those two as well) (Blight)

    Engineers Fang (Pinhead)

  • IMO they are easier now. Because you get set back to the lowest Rank, you have way less requirements for a Double-Pip.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2488730#Comment_2488730

    Problem is that it seems like your best killer boost other killers MMR. I want hard games, when I play my best killer.

    I hoped it will be actually separate MMR, so I can chill with weaker killers, but instead I have it everytime, doesn't matter how weak killer it is. You say don't bring strongest perks, well what else should I bring? It is not like the survivors will not do the same, or I will get worse survivors, when I use weak build.

    Yeah, but you should expect the other side to bring the good stuff. I mean, you cannot expect to go into the game as Ruin/Undying/Tinkerer Blight with Alchemist Ring and Speed Add Ons and go against Survivors with Meme-Perks. Because you will obviously win many games with a loadout like this and will go against Survivors who also win most of their games.

    And this is only fair IMO. If someone wants to use really strong or even broken Add Ons, they should get the respective opponents.

  • I mean, there is a lot of weird stuff on the internet that makes me go "ewww" and others totally love it.

  • Man, I am an above average Killer then. Have to tell my mom that I am above average in something!

    Seriously, Killers dont have to tunnel, they decide to do that. If I can play the game without tunneling, many other players will also be able to do so, but refuse to do that. Because getting the game to a 3v1 early is a guaranteed victory. But a more boring one IMO.

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