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BenOfMilam

BenOfMilam

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  • @rha said:

    I think solo queue is from now on meant to be only for pros with high skill who didn't slip into low MMR and get good teammates, and super casuals who don't mind dying all the time. It's basically a 1vs5 at this point - you don't just have the killer and three teammates against you but also BHVR's design team.

    You could hope for some adjustments next year but I fear it is not a coincidence that they tried to release matchmaking incentives in the same patch and have bots coming soon.

    I'm currently in the process of quitting solo queue for good. All I want is one last good game in which I had fun and escape through the gate. I've been. trying for two days with no success, I'm just starting today's attempt. Wednesday I got one escape but against a camper and when I get a camper I go in full stealth mode because I don't want to get camped. So it was too boring to count it as a satisfying game.

    Yesterday not a single win, just one hatch. The killer was deaf, blind, and constantly outplaying himself (no need for me as survivor to try to fool and lose the killer, he did it himself). He kept losing and even could not find me sometimes though I was pretty loud (injured and infected, Nemesis ...) but nine hooks later I was the last survivor with only three gens done.

    Once I got that one last satisfying game to end my 5 year long solo survivor career, I will take some time off and then look for and return as a 4SWF.

    Run Aftercare + Empathic connection. It means the other survivors pretty much always know where you are, so you can call the shots.

    Point at someone, and point at the hook. They always get the message and go for unhook. Point at someone on a gen and shake your head "no." They get off the gen because they realize that finishing it will three gen y'all. It makes solo queue actually very fun.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3129961#Comment_3129961

    Yeah, the mods asked us not to post links to it though since it uses Steam API to grab endgame data from players who opt into that and DbD doesn’t officially support Steam API. They don’t seem to mind me posting statistics from it though. 🙂

    can you pm me a link? I like data lol

  • Me: *sees a survivor get unhooked in my face by their careless teammate*

    Also me: *hits them for a STBFL stack and lets them run off and mend, then downs their careless teammate*

    Survivor: "Tunneling camper, tunnel harder"

    Me: 🙄

  • Myers. He is the only killer that starts with a massive disadvantage just for picking the killer, which cripples your early game... the most decisive and important section of the game for killer which determines how the rest of the match will go.

    Why would you pick Myers to spend two minutes to get a sligthly extended lunge and an instadown for 60 seconds, when Bubba starts with a hyper extended lunge that can down multiple survivors and can be used on command?

    At least Trapper can snowball pretty much whenever after he sets up a few traps. Myers has to stare at you for an unreasonable amount of time with unbroken line of sight, so he can make you force feed him pallets for a full minute.

  • 🦀🦀🦀 Dead Hard is gone!!! 🦀🦀🦀

  • Some of the survivor challenges are extremely bad.

    Killer challenges are usually like "kill survivors. kill more survivors. kill the obsession. kill even more survivors." Would be nice if survivors had mostly "do gens" as their challenges!

  • Mostly I dislike being in a constant lose-lose situation in chase. Vault the window? Get tentacled. Don't vault the window? Get M1'd. Drop the pallet? Get tentacled. Don't drop the pallet? Get tentacled anyway.

    Plus, he is very buggy. I've had issues where I've been hit by the tentacle despite being far enough to be out of lunge range and he's looking 90 degrees in the wrong direction. Wouldn't have so many issues with him if the visual feedback was better.

  • Bubba - While fun to play, he enable some unfun playstyles and his existence makes some killers seem obsolete. His power is basically an on-demand hyper extended lunge that instadowns you... sound familiar?

    Clown - Fun to play and stylistically cool af (clowns are cool, no you cannot convince me otherwise), but generally struggles to perform adequately without heavy assistance from snowballing perks.

    Legion - Gets too much slowdown for very little effort, and is fun to play but boring to vs. Benefits greatly from nasty or mean builds with perks like The Third Seal or Knock-Out.

    Deathslinger - Sometimes your harpoon goes straight through people, sometimes you can hit people when you can't even see them. Sometimes your harpoon bounces off of thin air, sometimes it goes straight through the roof of a car and hits someone. Also the one of the most latency dependent killers, lag hurts him very badly.

    Twins - Missing a single pounce as Victor is soul crushing. In poor Victor's case, it is literally crushing most of the time.

    Trickster - Everyone DC's against him too quickly to play a proper match.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3129135#Comment_3129135

    They literally have a perk to counter 3-gens. It's called Deja Vu. Highlights the 3 gens that are nearest to each other. You do those, and you never get 3-genned. It was even buffed recently to give you 5% extra gen speed on the highlighted gens. Like Kindred, I don't know why every solo isn't running this.

    indeed! I actually like Visionary a little bit more than Deja Vu, since it's active for more of the match

  • It's pretty rare to get games like that, but stick out soooo bad since they take so long.

    Solo queue is not as bad as people make it out to be. Hard part is that you're getting three gen'd most games since no one really understands that they need to do one gen in the middle early and leave the gens in the corners for later.

  • I see Demo multiple times a day, usually. He's really popular.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3128661#Comment_3128661

    Honestly, after the nerfs, aiming with Deathslinger is practically not viable as missing is extremely punishing and the hitboxes in this game are infamously bad. I can barely play him and I had top 1% aim in another fps. So, like, even if I am not the best, I generally can aim. But I rarely play that sorry excuse of a killer and when I do, aim does not carry me whatsoever.

    He's super good in my opinion, but much harder to get results with than most other killers. Aiming is actually not really as important as other components of using his power. Most of the time when I talk to people that "main" Deathslinger, the only bit of tips they have is "land your shots"... which is about as useful of advice as "don't die." Slinger is a lot more nuanced than people give him credit for. Been wanting to make a guide or something on him for a while.

    A lot of doing well with him is just memorizing hitboxes of things, so you know what you can shoot over and what you can shoot through. Also I swear his harpoon detects mesh collision and not capsule collision (but only on some survivors and not others, smh my head), so different survivors can be shot at different locations that other survivors can't be shot at. Notably, Jeff is easier to shoot over loops and Jane is easier to shoot around corners. Nea is very short, but it feels like her hitbox is slightly above her head so you can shoot over some structures and still hit her when you actually can't even see her. For some reason, Meg is VERY hard to shoot. I actually don't know why. Also, your harpoon will also occasionally go straight through Dwight and Jake at less than four meters and at greater than 12 meters (very frustrating). Edit: Slinger's harpoon hits the collision capsule. Does not care for the mesh at all. You can shoot Nea about three feet above her head, and Jeff's head touches the very tip of the capsule

    On top of that, you also have memorizing which loops you can get hits on after landing your harpoon. By that, I mean which precise location you and the survivor have to be standing in at a given loop for you to get a hit. You can manufacture that situation by zoning out the survivor by holding ADS and forcing them to crouch to avoid your shot or by double backing. In addition, you can get downs at most (if not all) loops even after the pallet has been dropped and you shoot the survivor when you're both in "the magic spots" for that particular loop when the pallet is down.

    Of course, there's also mind games but with a gun. You can think of your harpoon as a hyper extended 18 meter lunge at times. So you can do a typical M1 mind game and get a survivor to be out of position, but even if they correct for it they're still in range to get shot. So sometimes you just want to trick a survivor into giving you clear LOS when you can't shoot over the loop or through any walls. If a survivor is trying to get to a strong loop, you can just hold ADS and walk forward and create a bit of an invisible line in the sand that they don't want to cross, so they're forced to go to a different loop or risk crossing the line and getting hit. There's also conditioning survivor's behavior if they're the type that tries to juke your shot a lot. So you can create of pattern of "fake, fake, shoot" or something, and then start holding ADS like you're lining up a shot and letting them spin while you get closer, or just suddenly just shoot them without faking at all.

    There's also things like pre-aiming around corners so they can't react to you raising your gun, knowing how much to lead based on the distance, knowing whether to shoot or not if the survivor is looking at you, ect. Idk, I should just make a guide already.

  • I would love to see Alien & Predator come to DbD someday.

    Imagine running around the Nostromo as Sigourney Weaver, or doing gens in the jungle as Arnold Schwarzenegger. Crawling around and ambushing survivors as the Xenomorph, blasting people with Predator's Plasma Caster and then going into cloak... it would be such a blast!

  • Please let me default dance in front of the hook, it's all I need in life

  • @ausanimal said:

    https://forum.deadbydaylight.com/en/discussion/comment/3128601#Comment_3128601

    Even if your just after those data chats they still won't be 100% due to people killing themselves on hook, there is a lot of reasons people do it but you neve know the impact they might of had in the game if they stayed and tried, instead of the killer getting a 4k that match they might of only got a 2k if they stayed and helped out the team which is why the stats you can't really trust the stats unless they break down each kill. It would be interesting to see the stats but i would only want to see stats that are close to 100% as they can get, like with pig a breakdown of kills and headpops to see what she is getting more of would be interesting to see.

    yeah that'd be cool. Seeing stuff like if survivors died on first hook or not is a good indicator.


  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/340801/why-are-killers-so-triggered-lately

    ...

    What?

    I'm seeing about the same level of toxicity as always from both sides. Mild to moderate.

    Also - the fact that you mention 'tunneling' makes me wonder if you're projecting here.

    https://forum.deadbydaylight.com/en/discussion/comment/3128644#Comment_3128644

    Not from what I've been seeing, either in my own games or in games I watch elsewhere. Otz and co's entire HCS series had...maybe two hard camping killers, and one was at EOGC (which I don't think anyone reasonable would have a problem with). Out of dozens of games.

    https://forum.deadbydaylight.com/en/discussion/comment/3128661#Comment_3128661

    Why are you gloating at someone you managed to annoy by abusing one of the handful of defacto infinites left in the game? Plus, Swamp is hell for Slinger and Nemesis, due to the extremely bizarre heightboxes there.

    Not something I'd be proud of, honestly.

    I main Deathslinger, pog log is not difficult for him to deal with at all. Nor is much of swamp at all since there's so many low loops.

    I'm not really gloating, the killer just got really mad when he committed to a chase he clearly was not winning. Entirely his own fault. Also suggesting downloading Aim Lab was genuinely helpful advice, I downloaded it and 1 to 1 replicated Slinger's gun in it. My accuracy rating went from something like 43% up to 87% after a few hours of practice.

    Edit: also pog log is not an infinite lmao

  • I ran a Deathslinger at pog log on Pale Rose for about three gens. He missed something like 30 times. He finally ended up shooting me twice and downing me, then just hit me on hook 100 to 0 for two full minutes.

    I told him he should download Aim Lab.

  • Any amount of rewards or penalties will not appropriately deter players from behaving in a particular way if they have already made up their mind that they want to do a particular thing.

    No amount of nerfs to sniper rifles will stop a sniping player from climbing a water tower and clicking on heads, no amount of extra bloodpoints or loss of bloodpoints will stop Insidious Bubba from doing his thing.

    The only way to prevent the behavior is to make it impossible; a sniper cannot snipe if you remove sniper rifles from the game, and a camper cannot camp if you make camping somehow impossible such as teleporting the survivor to a different hook.

  • @ausanimal said:

    https://forum.deadbydaylight.com/en/discussion/comment/3128533#Comment_3128533

    To get the kill rates you would like to see they would have to work out which was a kill and which was a survivor killing themselves on hook, when ever we get kill rate stats we know they don't count DC but everything else they do not sure if a bleed out counts, so nurse could have 4k across all MMR but if they looked at each kill it might turn out to only be 2k due to people killing themselves on hook and as the devs have said they aim for 2 kill and 2 escapes so to them nurse is fine.

    So people killing themselves on hook to get a nerf on a killer could be doing more harm then good, where if they saw nurse was getting 4k with no one killing themselves on hook then they could look at her and adjust to bring that number down.

    Whether that player committed die or not I think is actually irrelevant. If a player is the type to commit die on first hook against a killer, I highly doubt that they would have been able to survive and escape regardless of what they would have contributed to the match if they stayed in it. Players that do that are usually very bad and will die even if their teammates save them and the player decides to the match seriously and try to escape after getting unhooked.

    I'm also not talking about nerfs or buffs or anything, I just like looking at data charts.

  • @Exxodus21 said:

    I hope not. Kill rates show an incomplete picture and it always leads to people begging for unnecessary nerfs.

    Kill rates across different MMR brackets actually makes sense though. You'd be able tell which killers are only good at stomping noobs, and which killers excel even against very skilled players.

    We've only really received incomplete pictures: global kill rates that are not differentiated by MMR bracket. Seeing pick rate + kill rate at each given MMR bracket is way more useful data. Lumping together the kill rates of lobbies with people that have just installed the game in with lobbies of 8k+ hour gamers is not helpful.

    It's like testing the accuracy of a new firearm by handing it people who have never held a gun before, and also giving it to veteran shooters. Then after the accuracy test is completed, you don't differentiate the veteran's results from the newbie's results and treat all data equally. This means that your data will show your gun is halfway between being unusably inaccurate and being able to thread a needle, and you can't tell what adjustments to make since the waters are so muddy.

    We as the community cannot even make our own data charts using our own MMR and kill rates, since we cannot even see our own MMR without using external programs. I just want to see some numbers, since I can't make my own data chart relevant since I have no way to know what MMR I'm playing in.

  • If it's the last two survivors and someone bargains for their life by offering me a toolbox, I have no choice but to accept. What can I say? I'm easily bought.

    Speaking of, I think I see a career in politics in my future...

  • @Sava18 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3128385#Comment_3128385

    Resting place and suffo pit are survivor sided. Though they are the most balanced realms by far, they just both have a map that is killer sided and survivor sided. Oh wreckers yard is the killer sided auto haven map.

    Azarov's Resting Place and Suffocation Pit may have strong structures in the middle, but they both heavily favor a killer that closely defends hooks and gens. Sanctum of Wrath is quite similar to this as well, but it doesn't have strong structures for the survivors apart from sometimes having a jungle gym next to shack.

    Play around your three gen on these maps, and survivors will be forced to come break it or die trying to do the last gen.

  • @TarunCosmo said:

    I think we are overusing the word t-bag.

    There's no chat, communication is limited. I almost want to make a separate post for this.

    At the beginning of the round, if I see another survivor we both double tap crouch, it's like saying "hello". This even goes for reunited, double tap to acknowledge their presence"

    Spam crouches afterdoing gen, "woot woot!"

    Double tap after heals means "thank you".

    Spamming crouch to get a heal usually means "please please please please please please, pleaaaaaaaaase"

    Spamming croush while someone is cleansing a totem, "Let me boon dat shiz, my friend!"

    Crouch to killer:

    Quick pump single crouch, "Come get me" usually in a playful way like a cat or dog ready for a chase.

    long crouches, "Noooo please don't kill me"

    spamming crouches "hahaha, yeah boy"

    On your teammates face after a mori, or in dying state:

    "t-bagging"

    ah, the crouch button. Gaming's universal language.

  • Nurse is generally pretty boring to vs. Not much you can really do that is meaningful in chase. I personally don't like to DC or commit die at all, but I understand why some people don't want to play it out against her.

  • it was confirmed that higher prestiges make rarer items more common. So I guess purple and green flashlights will be more common?

    I see way more rare add-ons in killer bloodwebs even though I'm only at around P14

  • You could try just getting better at the game. I used to have trouble with very skilled survivors, but I decided instead to try to get very good at the game to the point that getting sent to Eyrie of Crows against four med-kit metaslaves was just a welcome challenge.

    I haven't hit that point yet just so you know, far from it, but you get the idea.

  • It's a thing you see in a lot of games with paid DLC. Being able to try out a character in training mode to see if you like them.

  • I like info perks on survivor, since I play more tactical and strategically since I'm bad at chase. Aftercare with Empathic Connection has been making solo queue a breeze. Visionary is also very underrated as a way to break three gens or find gens on difficult maps like Lery's or RPD.

    For killer, I prefer chasing perks and stealth perks. Spirit Fury + Enduring, I'm All Ears, Save the Best for Last. You don't really need info perks as killer since good game sense and base game mechanics can give you a very good idea of what all the survivors are up to and where they are.

    I also dislike slowdown perks in general, since I'm usually killing the survivors quickly or keeping pressure very high so they don't really help me much. I'd prefer to lose a game against survivors that I'm outclassed by than to stall it out for 5 more minutes and THEN lose. Chase perks would help me more in that situation, since I would be able to get downs in a more timely manner.

  • You'd be surprised how much even very small amounts of information can completely turn a fustercluck of a solo queue lobby into a killer's worst nightmare. Info perks for your teammates like Blood Pact, Aftercare, Empathic Connection, Situational Awareness, and Blast Mine gives your teammates the tool they need to make smarter decisions.

    I'm all in favor of adding more info baked into default survivor.

  • 1v1 is something I like to do with my friends now and again. I'm quite bad in chase as survivor so I typically lose, but it's something to fun to do in the game if you are tired of duo queueing or you want to play killer but still socialize.

    I've never been offered a 1v1 from a stranger, and I really don't think I would accept one either. I love talking to people, but sometimes it feels like the majority of the Dead by Daylight community was raised on a steady diet of toxic waste and cranial blunt force trauma.

  • I don't like going out of my way to check lockers to activate it, but it's pretty good on Huntress and Trickster since you're checking lockers anyway.

    For finding survivors quickly, it's better than BBQ and Retribution, but worse than Floods of Rage and Lethal Pursuer.

  • Shooting someone while flashlight blinded as Deathslinger. I can only imagine how scary it must to be see "Killer Blind" the side of the screen, only to immediately get shot 😂

  • The censor works pretty much at random. Sometimes words are censored and sometimes the same word is not. Here's some bizarre ones that I've had.

    "ggswp" is ##### but "ggs wp" is fine

    "ranch" is ##### but "18 naked cowboys" is fine

    "I" is #. Yes, the letter i was censored once.

    My username is sometimes censored, sometimes not.

  • I don't think that survivors need to be nerfed alongside Nurse. More that some maps need to get looked at around the same time, since a survivor can really only chase as long as their resources allow them to.

    Nurse is one of the scant few killers that don't really care about what resources the survivor has available, which is why she's so desirable to play when you're getting Eyrie of Crows every other game.

  • I like it. Seeing a bunch of high prestige survivors in a lobby is exciting. Also it's the closest you can get to seeing the hours of crossplay players.

  • @Dead_Harder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3121164#Comment_3121164

    I feel like trickster would camp you for 5 gens and then make a mixtape from your screams for suggesting he uses Axe

    I happen to like the smell of Axe, it's the smell of a young attractive man to me 😂

  • I know I'm part of the problem, but I'm a little burnt out on talking about Nurse.

  • Huntress one would probably smell like wood chips and musk

    Trickster one would smell like AXE body spray

  • I played with a Nancy that got injured once and spent the entire game standing around the main building of Grim Pantry (you could see her from pretty much anywhere on the map). I tried to go do the gen up there, but she body blocked me and didn't let me go up the stairs.

    I asked her what she was doing there and she said "I wanted to be healed," and I called her out for being useless. She responded with spamming "you died lol take the L you're bad..." when she had also died 🙄


    Also more recently I had done 3 of the 4 generators my team had done, then they all tried to bodyblock hook for a guy that was still on first hook... against Starstruck. We lost that game, if you were wondering.

  • looking up is a better habit than looking down, since you still get flashbanged while looking down.

    generally though, you might grow to prefer flashlight squads over gen rush squads. more fun to be had constantly messing around with each other than guys that just wanna gtfo

  • Penalties do not adequately discourage undesirable behavior in games. Just look at other games, such as soccer. It's a common strategy to fake an injury in soccer so your teammates can rest and recover during the time-out phase.

    Rather, it would be better to have solutions which make the undesirable behaviors more uncommon (for example, having mandated water breaks in soccer every dozen minutes or so).

    Dc'ing is a bit more difficult to solve, since it is a purely selfish decision at the detriment of all other players in the match. You cannot force a player to play a game that they no longer wish to play. A bot that replaces them would have no such objections, however.

  • it's a relic of old game design, imo. It causes situations where the ideal play is to walk away from your computer and make a sandwich

  • @Kaitsja said:

    Mending is boring, hit and run killers are not.

    yeah, I might have misworded it.

    It's exciting not knowing if Wraith is still chasing you or if he dropped you to chase someone else.

    It's mind-numbing to have Legion tap you and make you mend, then run away for the umpteenth time this game.

  • I'll be real, plaid flannel is mostly just annoying and makes it hard to see where you're going. I already dislike playing nurse, but that would make it worse

  • I'm very tired of my teammates cleansing several dull totems and then getting slapped with three stacks of pentimento lol

  • I miss Wraith's omega lunge, and OG Freddy.

  • Legion. Mending Simulator is not very fun.

    Doctor. Bright flashing lights hurt my eyes, and this is coming from a Borderlands player.

    Spirit with Dried Cherry Blossom. Just feels so hopeless to actually go on a meaningful chase.

    ...and Pig, oddly. Her power can be very difficult to deal with if she plays smart and slugs people with traps on (I also predicted AFK Pig like two years before it was a thing).

  • I would love to see Shattered Hope get buffed and you can at least kick dull totems to get the aura reading benefit. That way, it's not just a dead perk in most matches.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3118976#Comment_3118976

    Don’t worry, I’m the last person to insult someone for not being high MMR. I’ve never claimed to be a top tier player. 😄

    Also just to clarify I do agree with you about there possibly being an issue where Legion matches can drag on a long time, especially with regression and action speed penalty perks. But I wouldn’t say the problem is a lack of interaction, it’s more the game length overall and the sense of getting very little progress at a time toward escaping. On top of which players who enjoy being stealthy against killers versus being chased pretty much are out of luck against Legion since it’s really hard to remain hidden from them.

    There's some kind of solution somewhere. Stacking slowdown on killers with natural slowdown makes games pretty unpleasantly long at times, so it's either do something about natural slowdown or do something about stacking slowdown.

    @SekiSeki said:

    Huh, trying to find something wrong with the post but I really just can't. That sounds like it would help quite a bit, buffing him as killer while making him less obnoxious to play against in the lower end games. You would need to change some of his add ons but honestly, I really like what you have come up with here.

    Awesome job man, hope they take this into consideration as they continue their updates.

    @GrimReaperJr1232 said:

    There are a few issues I have.

    Legion, by design, is a killer meant to chain hits onto multiple survivors in rapid succession. The Deep Wound he inflicts is because he needs to leave the survivor to go hit another.

    "But Legion is mostly unchanged and this lets him get the fifth hit easier!"

    This has far more implications than you may realize. Legion can now get the fifth hit off 2 survivors and makes Pills + Mural Sketch even MORE powerful when it's already arguably his strongest add-on combo. This is a load BS. The 5th hit is deliberately made difficult to accomplish because Frenzy has effectively no counterplay besides hoping Legion screws up.

    Also, this doesn't really change anything. Legion will just double hit you, so he's still annoying.

    I agree, add-ons and Legion's chain hit speed boost would be an issue. I like the idea of making the 5th hit easier, since going on a chase where you are getting hit multiple times by a fast killer is more exciting than a chase where you get hit and the killer runs off. More "high octane" gameplay and less "mending simulator" gameplay.

    @White_Owl said:

    While I understand the reasoning behind this suggestion I don't think it would solve the problem: by double tapping survivors Legion could build up speed and get access to an instadown much more quickly. Survivors would still need to mend though thanks to the double tap.

    If the problem is the mending time, maybe it could start low (like 4 seconds) and ramp up for each survivor hit.

    That's reasonable. At least with this change only two survivors would be mending at the absolute most, instead of frequently 3 survivors.

    Reducing mending time is also a simpler and less potentially messy solution.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3118781#Comment_3118781

    I did read the post, I’m just disagreeing that you don’t have normal chases with Legion because you’re ignoring all the chases where you are injured and they don’t use Frenzy against you. Aside from the corner case of a five chain hit Legion doesn’t down with Frenzy hits so all their downs are regular chases, and obviously you’re enagaging with them doing that, even by you personal definition of that word. I doubt you’re asleep at the keyboard while in a chase.

    I don't experience normal chases with Legion all that much. Legion players will pretty commonly Frenzy and then run away even if you are already injured (which makes me want to claw my eyes out as someone that enjoys playing Legion aggressively).

    They really only commit to chase if it's a free down (e.g. I can't find something to loop in time). This means a lot of games I play against Legion is just the killer running around making everyone mend over and over until he finds someone in a dead zone. Matches take forever, even though the survivors typically win against this playstyle if no one dc's or commits #########.

    My point is that Legion's power encourages dull gameplay. It might just be my personal experience, but most people hate Legion even though it's often an easy W.

    Don't hit me with "lol mmr issue" becuase I can't just flick a switch and be max mmr. I would if I could, I prefer playing against good players.

    Edit:

    If someone describes their experience with something and you respond with, "no your lived-in experience that you had didn't actually happen because it didn't happen to the theoretical model that exists in my head," you are actually just making things up instead of engaging with the arguement itself.

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