Blueberry
Blueberry
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Steam and DBD matchmaking are not connected, that's why. Two different systems. They would need a block system in DBD itself.
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@ShyN3ko said:
@Blueberry said:
@ShyN3ko said:
@Blueberry said:
All the Pig needs now is:No sound on ambush
Higher view point in crouch ( it currently doesn't match how high you actually are )
Rule Set #2 at base ( this is a joke to have as an Ultra Rare )I agree.
And it is in my discusion.Amanda's Letter shouldn't have the trap reduction penalty (it's decent, but not that amazing that it's deserving of a downside )
Buff her addons affecting skill check chances and pentalties during box searches ( they are quite underwhelming )Yes the skillchecks are rly easy.
The first 2 are the biggest must haves imo, so if anything at least do those. The rest are in order of importance if there's time for more. With all these changes she would be much more viable and quite balanced.
And every killer should be viable.
There's quite a lot of other good ideas in OP's post but I just think it's WAY too much for this dev team. They need something that's much easier and faster to implement. All those changes are like an entire new killer worth of work.
Its rly much work, but addons are rly important for killers.
And Amanda doesnt have many good addons.
The reverse Beartraps addons arent good, because its RNG with the Jigsaw boxes.
And the other addons for her dash are ok, but not rly good.
I think she has 4-6 good addons.Btw i hope they will make the Freddy rework first, then Bubba and then maybe pig?
I'd rather see Pig ahead of Bubba but I mean that's just because I like Pig more.
I'd agree as well, all killers should be viable and currently I'd only put 3 killers as viable with another 2 as a maybe. That's at least half the killers that aren't up to par.
Pig is my main killer.
But Bubba just need a complete rework.
And pig need basic things and addons.
But maybe in some years, all killers are viable.I was saying that 2 years ago but here we are lol. Bubba was definitely a rushed release without much thought into him.
Pig is very close to being in a good spot, she only needs a few things and she'll be there.
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I think you have the right data but your conclusions you come to from it are off somewhat. Camping happens because the game is unbalanced. If the game was balanced more properly killers wouldn't feel the need to camp. I don't think your solution fixes the problem at all. You're punishing the killers essentially rather than seeing WHY they camp and fixing that. Obviously there are exceptions like grievers but we're talking generally here.
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As others have mentioned, all it needs is to refresh its duration anytime you get another hook before it has ended. The counter play would be the survivors waiting it out instead of rushing.
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@HavelmomDaS1 said:
Blueberry said:@HavelmomDaS1 said:
Blueberry said:
@TangledNoodles said:
@Master said:
What would be the compensation buff on the killer side? Killers already have a very easy time vs a group of solo players. I know I do at least. At low ranks. The game is not even remotely close to balanced currently. For the Kindred change to finally make it in killers would need some massive as hell buffs. I don't think you realize how much that Kindred information provided would help the survivors..it's huge. You got a logical fallacy here. First of all solo =/= swf. Everyone agrees. Kindred basekit helps only solo survivors. Swf won't gain an advantage. Those swf groups who benefits from that are not communicating a lot anyway so they basically count as solos aswell.
Kindred basekit will just buff solos. Swf death squads won't benefit.
I do not, I did not say solo = swf. I think you misread. I am not referring too Kindred helping SWF. I am saying that Kindred would buff the solo's too much. Solo survivor is already too strong and that would be a massive buff.
Ahh I see. But you agree with me that even with kindred basekit solo will be still weaker than swf right?
Oh yes of course, solo would still need a lot after Kindred to catch up to SWF. I'm just saying that even BEFORE we hypothetically add Kindred to solo survivors, solo survivors are already stronger than killers. So not only do "most" killers still need buffs but if we added the Kindred to solo's killers would definitely need a hell of a lot to catch up.
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@Warlock_2020 said:
@Blueberry said:
@Warlock_2020 said:
@Blueberry I played Trapper at Rank 1 and survivor to know that 95% of all the players in the red reanks are sweaty or toxic. There is little fun to be had with anyone at that level. Killers blame survivors, survivors blame killers. In reality, they are both toxic most of the time at red ranks.Then you're basically agreeing with me which makes this quite contradictory to your previous statement.
No, I'm saying it is a choice. You can choose to be all serious and get frustrated with other people's gameplay, or you can choose to stop running the rat race and play the game for fun. I gave up caring a long time ago. Probably why I'm not in the red ranks anymore. If I'm playing survivor and the killer is just getting smoked, I'll let them catch me. I don't care. I'f I'm outclassing the survivors, I'll toy with them and let them go. Why? Don't care. You choose to get frustrated with toxic players, that is your choice.
Guess what Rank 1 means? Absolutely nothing. Zero, zilch. You get nothing out of it other than ego boost/bragging rights. The game is meant to be fun, and sweating over the few toxic SWF's that hang out at rank 1 is not worth it.
Admitting it's not balanced and giving up to not take it seriously are 2 very different things and I think you were conflating the two.
"Guess what Rank 1 means? Absolutely nothing. Zero, zilch" This is absolutely not true and I hate when people spew this nonsense. Is the ranking system heavily flawed? Absolutely. Does it meaning nothing? Absolutely not, those are very different things. While it is flawed a rank 1 will play MASSIVELY better than a rank 20 for example. The ranks are more a testament to time played rather than skill but that still amounts to higher ranks playing way better and having more skill from experience still.
If leaving rank 1 to get away from "sweaty toxic players/swf" is the answer to have fun, then I think you've agreed with me again that SWF is an issue and that if leaving rank 1 is the answer that we also have a rank issue.
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@ShyN3ko said:
@Blueberry said:
All the Pig needs now is:No sound on ambush
Higher view point in crouch ( it currently doesn't match how high you actually are )
Rule Set #2 at base ( this is a joke to have as an Ultra Rare )I agree.
And it is in my discusion.Amanda's Letter shouldn't have the trap reduction penalty (it's decent, but not that amazing that it's deserving of a downside )
Buff her addons affecting skill check chances and pentalties during box searches ( they are quite underwhelming )Yes the skillchecks are rly easy.
The first 2 are the biggest must haves imo, so if anything at least do those. The rest are in order of importance if there's time for more. With all these changes she would be much more viable and quite balanced.
And every killer should be viable.
There's quite a lot of other good ideas in OP's post but I just think it's WAY too much for this dev team. They need something that's much easier and faster to implement. All those changes are like an entire new killer worth of work.
Its rly much work, but addons are rly important for killers.
And Amanda doesnt have many good addons.
The reverse Beartraps addons arent good, because its RNG with the Jigsaw boxes.
And the other addons for her dash are ok, but not rly good.
I think she has 4-6 good addons.Btw i hope they will make the Freddy rework first, then Bubba and then maybe pig?
I'd rather see Pig ahead of Bubba but I mean that's just because I like Pig more.
I'd agree as well, all killers should be viable and currently I'd only put 3 killers as viable with another 2 as a maybe. That's at least half the killers that aren't up to par.
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@powerbats said:
@Blueberry said:
SWF is the equivalent of the killer using speed hacks. It's cheating. The game was "balanced" around 4 perks per survivor not 10++Oh good grief not this nonsense again, now it's 10 perks instead of 16 give it a rest, why is it that good killers still manage to destroy swf? If voice coms are so powerful why do even bad killer still destroy swf and why is the survival rate below 50%?
Yes voice gives advantages but if all the killers would stop blaming voice for all the games where they do bad they'd realize it might just be them sometimes.

That was a 4 man premade that destroyed me before on Corn map and I also played that map horribly and I let the last person get hatch. I didn't come on the forums and complain about swf, or the map or voice comms I simply accepted that they played better than me.
When I faced them again I didn't make the same mistakes I'd done before, I didn't do bad chases, I pathed better and got a 3k.
They could seriously separate swf into it's own queue and you people would still come up with excuses and complaints for why you did badly at times. If all the potatoes that play swf go into their own queue guess who you get left with then?
First of all, stop taking 10++ completely literal. I was making a point, I figured that was obvious.
Second, look up the definition of anecdotal evidence.
I wreck and 4k plenty of SWF groups as well, that doesn't mean ANYTHING. You wrecked them because they played badly and there are plenty of bad SWF groups just like there are good ones. The general principal we have applied of how by being SWF they have access to a multitude of extra perks that the game wasn't balanced around still applies. A killer can use speed hacks and still lose, that doesn't mean speed hacks aren't OP it just means as a human he can and sometimes will play stupid.
Also, using spirit is like using nurse and saying swf are fine. Spirit is probably one of the few exception killers like nurse.
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@HavelmomDaS1 said:
Blueberry said:@TangledNoodles said:
@Master said:
What would be the compensation buff on the killer side?
Killers already have a very easy time vs a group of solo players. I know I do at least.
At low ranks.
The game is not even remotely close to balanced currently. For the Kindred change to finally make it in killers would need some massive as hell buffs. I don't think you realize how much that Kindred information provided would help the survivors..it's huge.
You got a logical fallacy here. First of all solo =/= swf. Everyone agrees. Kindred basekit helps only solo survivors. Swf won't gain an advantage. Those swf groups who benefits from that are not communicating a lot anyway so they basically count as solos aswell.
Kindred basekit will just buff solos. Swf death squads won't benefit.I do not, I did not say solo = swf. I think you misread. I am not referring too Kindred helping SWF. I am saying that Kindred would buff the solo's too much. Solo survivor is already too strong and that would be a massive buff.
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@Warlock_2020 said:
@Blueberry I played Trapper at Rank 1 and survivor to know that 95% of all the players in the red reanks are sweaty or toxic. There is little fun to be had with anyone at that level. Killers blame survivors, survivors blame killers. In reality, they are both toxic most of the time at red ranks.Then you're basically agreeing with me which makes this quite contradictory to your previous statement.
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@Warlock_2020 said:
@Wolff_Bringer So very true. I've noticed the number of dodges and it is rediculous. They dodge my wife, son, and I. My wife is legally blind, my son does absolutely nothing but crazy builds (No Mither, Self-Care) as a joke because he likes ot make people laugh. We are the easiest SWF in the world, but the crybabies dodge like crazy.As I mentioned in another post, I've had over 25 matches as Trapper/Pig this week and almost all were against SWF. Only 1 was a hit-squad type and I got two of them. Was fun.
I would say your swf group is more the outlier than the norm. Also, based on how you described your family team it's safe to say you are playing with them at lower ranks. At low ranks the swf aren't an issue. If you faced more of the SWF groups at rank 1 you would understand more where people are coming from by seeing the toxic swf groups much more often and much more organized.
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@ad19970 said:
@Blueberry said:
@Nickenzie said:
TangledNoodles said:I remember the devs saying that it could be built in instead of being a perk at some point. It would be nice because having a full lobby with solo people is a mess, and I'm pretty sure no one likes to get to second stage or end up dying on the first hook because people don't know if someone is going for the save or not.
@weirdkid5 and I have been talking about how to close the SWF and solo Q survivors gap. We agreed that not having Kindred as baseline is the better option since the game is based on not knowing everything. However, I wouldn't be opposed to small details to help the experience of solo Q survivors.
The game honestly needs a seperate Casual/Ranked mode and only allow SWF in Casual mode. That's probably the best fix for the problem. Only real question is if the player base is strong enough to be split.
I wouldn't mind this solution, but I honestly doubt that would work. Also how to balance the game? Balance killers around solo survivors, which would mean a slight nerf to Hillbilly and Spirit and a somewhat bigger nerf to Nurse, could work. Balancing would be more important for ranked, but then what killer would want to play casual?
Nurse/Billy might be slightly too strong and I don't think spirit needs nerfs at all. That said, even solo survivors in general are still much stronger than killers and overall killers would still need buffs, just not as much without SWF.
Killers would play casual for the same reason as survivors, it doesn't hurt their rank with how they play. Obviously we still need incentives added to ranked play or this wouldn't really matter.
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@ModernFable said:
Doctor could do with some quality of life fixes.Funny part is that this goes for almost every killer...lol
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Still wouldn't make enough of a difference. SWF is like 10+ perks at least instead of the normal 4 with all the info they get.
Honestly we just need a separate casual and ranked mode. SWF can only be played in casual. Best solution to the problem. Only real question is if the payer base is strong enough to be split.
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I don't think Mori's need any changes. They already aren't that common.
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@Nickenzie said:
TangledNoodles said:I remember the devs saying that it could be built in instead of being a perk at some point. It would be nice because having a full lobby with solo people is a mess, and I'm pretty sure no one likes to get to second stage or end up dying on the first hook because people don't know if someone is going for the save or not.
@weirdkid5 and I have been talking about how to close the SWF and solo Q survivors gap. We agreed that not having Kindred as baseline is the better option since the game is based on not knowing everything. However, I wouldn't be opposed to small details to help the experience of solo Q survivors.
The game honestly needs a seperate Casual/Ranked mode and only allow SWF in Casual mode. That's probably the best fix for the problem. Only real question is if the player base is strong enough to be split.
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Yeah he's pretty awful. He's only good at low ranks where survivors play badly. He needs quite a lot of buffs still.
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You forgot the last meme when the Freddy player realizes he's still at rank 20 and that these actually don't make a difference once you actually play against players that aren't brain dead.
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@TangledNoodles said:
@Master said:
What would be the compensation buff on the killer side?Killers already have a very easy time vs a group of solo players. I know I do at least.
At low ranks.
The game is not even remotely close to balanced currently. For the Kindred change to finally make it in killers would need some massive as hell buffs. I don't think you realize how much that Kindred information provided would help the survivors..it's huge.
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@Dreamnomad said:
@Blueberry said:
Terrible idea. Survivor or killer needs to be select able. People don't want a role forced on them.Okay, just to play devil's advocate for a second, the OP didn't suggest that this should be the only game mode available. There would be no change to ranked matches. So if you prefer the current system then nothing would change for you. The idea is for players that want to be in a more casual unranked match they can have an option.
Because, let's be real here. If they had a casual mode where people choose their role then lots of players would just abuse the system and play all try hard against what they hope would be weak opponents. However, if you don't know what role you are going to be then that is a little less likely.
I think a casual mode should go a step further even. For instance, all perks used by both survivor and killer are limited to rank 1. Items and addons would be limited to common or uncommon. Those kinds of limitations would really dissuade more competitive players.
Splitting the player base in half first of all, is a HUGE risk. There needs to be a heavy warrant for it. This scenario of random role assigns is splitting the player base for no reason at all, much less an important one. If we are splitting the player base it should be for something like a casual/ranked to fix the SWF problem. Like others have mentioned as well, no game that has had forced role assignments in asymmetrical has ended well. It is simply an undesirable way of handling game roles to the majority of the player base.
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All the Pig needs now is:
No sound on ambush
Higher view point in crouch ( it currently doesn't match how high you actually are )
Rule Set #2 at base ( this is a joke to have as an Ultra Rare )
Amanda's Letter shouldn't have the trap reduction penalty (it's decent, but not that amazing that it's deserving of a downside )
Buff her addons affecting skill check chances and pentalties during box searches ( they are quite underwhelming )The first 2 are the biggest must haves imo, so if anything at least do those. The rest are in order of importance if there's time for more. With all these changes she would be much more viable and quite balanced.
There's quite a lot of other good ideas in OP's post but I just think it's WAY too much for this dev team. They need something that's much easier and faster to implement. All those changes are like an entire new killer worth of work.
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Yeah the change has made it too easy to accidentally cancel. So many attempts over and over from people fidgeting by accident and canceling it. It was great before and didn't need changing.
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@KingB said:
They should just remove the timer honestly.This ^^
Just remove the timer and add tokens from hooks. You can build up the tokens and use them as you wish. Would make it a lot better for sure.
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Terrible idea. Survivor or killer needs to be select able. People don't want a role forced on them.
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Definitely some different opinions. I personally think the 2 you liked the most (Clown and Legion) were the WORST ones we've had yet. I couldn't wait for those 2 to be gone. All the rest were much better imo. My favorite was probably the winter solstice theme.
I like the screams idea but I'd like some slower creepier themed music and not faster and heavier beats which is what you seem to be going for.
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@GraviteaUK said:
@Blueberry said:
@GraviteaUK said:
@Blueberry said:
Most the people who don't think Freddy is bad play at low ranks and don't have very many hours. Their lack of experience influences their opinion.I play him at rank 6 and get 4 kills with him easier than i do Trapper, Legion or even Huntress.
Like i said "play at low ranks and don't have very many hours"
Lol 6 isn't exactly a low rank it's only 2 outside of red ranks.
How many hours do you have out of curiosity? you seem full of yourself.
Like your opinion matters more than anyone else because of some arbitrary number of hours known only to you.
6 is still low and I have 2,700 hours. Hbu?
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They just need to give him full move speed, get rid of the "follow the blood backwards cheese strat" and not deplete his power on M1.
That's it.
Then his ability is used to create pressure and slow the survivors down and they are forced to heal because he can actually run them down if they don't with his normal M1.
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Its range of effect needs to be global or much larger. With its limited range it's still just outclasses by other perks that do similar things.
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@GraviteaUK said:
@Blueberry said:
Most the people who don't think Freddy is bad play at low ranks and don't have very many hours. Their lack of experience influences their opinion.I play him at rank 6 and get 4 kills with him easier than i do Trapper, Legion or even Huntress.
Like i said "play at low ranks and don't have very many hours"
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Spine Chill, Premonition, Iron Will, opening eyes to grass...yup no counters all.
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3k is doing very well and I'd consider a win. If the 4th guy got hatch it's definitely a win as the hatch is just a freebie escape where they wouldn't of survived otherwise and is essentially a 4k. 2k I would call doing "okay" and 1 or less you got curb stomped.
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Not really feeling any of those changes.
All Thrill needs is to not be a Hex totem.
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A perk like Lightweight reducing footstep sounds looks good to me. Maybe another stealth perk that removes the blood trail/lessons it/or makes it harder to see would be nice as well.
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There's LITERALLY multiple perks to counter slugging AND it was nerfed recently. Also, the entire reason killers slug end game is because of the devs refusal to give a proper fix to the hatch. Why would they be stupid and hook the 3rd person just so they can kill themselves and let the other guy get to escape for free? You're complaining that the killer didn't play dumb.
Don't complain killers slug when the game has been balanced to leave them no other options to choose from.
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Most the people who don't think Freddy is bad play at low ranks and don't have very many hours. Their lack of experience influences their opinion.
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It's not about the survivors not being supposed to do gens as fast as they can, that's their objective. By "gen rush" people mean that the survivors shouldn't be able to do the gens as fast as they currently can. The gens currently go way faster than they should. The killer doesn't have enough time for their objective bar the survivors making many mistakes or intentionally going slow.
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@TRGraybles said:
@Blueberry said:
You just leveled him. I've got hundreds of hours on just him alone at rank 1 P3 since his release. He is indeed as bad as he is claimed and is not good against SWF 4 mans whatsoever. You do well with him when survivors play dumb and at low ranks.Lol, he's so bad but I got 100's of hours on rank one with P3 Freddy. It sounded like a golden turd just fell out of your mouth! Enjoy blowing your own horn mate!
If you can't listen to someone with more experience than you then you're hopeless and delusional. Enjoy rank 20
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@TRGraybles said:
@Blueberry said:
DS, totems, Freddy and game length are right behind hatch as well. The fixes get a lot of talk but not much action from them. From inception to completion their changes/fixes take 2+ years to come to fruition.Freddy really isn't as bad as he's claimed to be, I really learned to appreciate him recently when leveling him for the perks! You just gotta learn to work around his weaknesses witch are plenty, but not that hard to counter! He's great against SWF 4-man groups! The worst thing you can do with Freddy is rescue your buddies if you still hear the song, 'cause that song is a requiem, it lets you know the hooked guy will get tunneled and will die!
You just leveled him. I've got hundreds of hours on just him alone at rank 1 P3 since his release. He is indeed as bad as he is claimed and is not good against SWF 4 mans whatsoever. You do well with him when survivors play dumb and at low ranks.
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@Akuma said:
@Blueberry said:
DS, totems, Freddy and game length are right behind hatch as well. The fixes get a lot of talk but not much action from them. From inception to completion their changes/fixes take 2+ years to come to fruition.no way man
ds is a joke after 2 years. I'm meming it
I watched a streamer today and it didnt matter if he was the obsession or not he didnt even get it, except the killer wanted it. and then it was a nurse LUL
was really funny to see. there are better perks, ds in his current mechanic becoming less importantdo you remember the stats from the devs stream? ~40% escape rate? and you know that in 9/10 potentional 4ks ONE survivor escapes through the hatch
1 from 4 = 25%
the hatch
is a big deal.None of my comment said that DS changes were more important than the hatch changes. All I did was list other changes that we have also been waiting on.
That said, DS is still a very big issue and game breaking in the right hands.
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DS, totems, Freddy and game length are right behind hatch as well. The fixes get a lot of talk but not much action from them. From inception to completion their changes/fixes take 2+ years to come to fruition.
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This is just avoiding the problem instead of fixing it. The problem is that the ranking system is flawed.
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Well I think it would be interesting to see how VASTLY off the "2 kill ratio" they go for is, if they were to remove NOED from that equation. They see 2 kills and think things are fair when in reality it's not and those numbers are being skewed by NOED.
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@Lateral said:
Sometimes I just cant be arsed and decide to leave without trying because it's not enjoyable playing against some pay 2 win killer whose bought all killers for the most toxic perk build possible.It's with this sort of person, the person who feels the need to "pay 2 win" that it's not worth fighting against because their inevitably going to be some neurologically defective sociopath who thrives on misery.
This game is the furthest thing possible from pay 2 win. You are sorely confused.
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As funny as it is, it's not accurate. A lot of people simply don't play both sides enough to have an actual understanding of the games balance. It's a lack of experience, not wanting their side stronger.
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@fluffybunny said:
@Blueberry said:
@Poweas said:
Honestly, camping isn't all that bad. Tunnelling is the problem. And the logic some people on this forum have said baffles me. One time someone said to me when a killer breaks a gen and you go back on it that's 'tunnelling a gen'. The equivalent to tunnelling is teabagging. Looping and camping are part of the gameTunneling is not equivalent to teabagging whatsoever.
Tunneling is eliminating 1 person from the game to increase your chances of winning and LITERALLY doing your objective.
Teabagging has absolutely nothing to do with the survivors objective, it is SOLELY to taunt the killer and try to make him mad.
I don't see how you could possibly make this comparison.
If we're talking in a general sense, survivor's objective would be to get out and if they're a stronger runner than most of their team, it would benefit them to annoy the killer and get the killer on them by teabagging and so on. As I said, I would compare it more to camping and tunneling more to looping. Both occur while interacting with your opponent, though.
That is quite a stretch to try and make that fit the narrative.
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@Beckzfeehan7 said:
This is incorrect, it's based on the people available to match you. Whether dedicated servers or not you havn't increased the pool of players. You will still be waiting just as long.
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@Poweas said:
Honestly, camping isn't all that bad. Tunnelling is the problem. And the logic some people on this forum have said baffles me. One time someone said to me when a killer breaks a gen and you go back on it that's 'tunnelling a gen'. The equivalent to tunnelling is teabagging. Looping and camping are part of the gameTunneling is not equivalent to teabagging whatsoever.
Tunneling is eliminating 1 person from the game to increase your chances of winning and LITERALLY doing your objective.
Teabagging has absolutely nothing to do with the survivors objective, it is SOLELY to taunt the killer and try to make him mad.
I don't see how you could possibly make this comparison.