C3Tooth
C3Tooth
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393317#Comment_3393317
Because even if you can end a chase quickly, the math doesn't add up. The game is balanced around chases lasting 45 seconds, the devs have stated as such. But now you have to factor in the time it takes to find the survivor, down them, pick them up, walk to a hook, and hook them.
At minimum, unless the survivor screws up a chase, down, and hook will take 55 seconds to do. That is if the survivor just holds w, doesn't use pallets, doesn't use windows. 55 seconds to hit the survivor twice, pick them up and walk them to a hook. Now think about how long that is. This is with the survivor using NOTHING, no resources. Every pallet adds an additional MINIMUM of 20 seconds to the chase.
This means all it takes is for you to predrop 1 god pallet, and hold w, and the killer immediately loses 3 gens to the other 3 survivors. The game is simply not balanced if the survivors do gens.
Cases that chases end in a few sec happens too, not every chase is over a min long. If I bring scenarios like chases end in 10sec if Killers make no mistake...2 extreme cases happen all the time.
Oh okay I understand.
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The most important chase for killer is the first chase, where 1sec of chase is 3sec of Gen. There should never be a 3rd heal states by any mean without atleast a help from teammate. The change removing DH happens in the first chase, which is all matter for me.
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Assume you get unhooked, healed, do Gen and can save it for later chase.
OTR you get unhooked, healed, and if you do Gen it get disable.
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@TWiXT said:
If you had been DDOS'd you're entire internet connection would have gone down. DDOS'ing sends an overwhelming number of packet requests directly to your IP address, shuts down your connection to the internet entirely, and the only way to get your connection back is to contact your Service Provider and have them change your IP address, and then Release and Renew the IP address settings on your computer.
You weren't DDoS'd, what happened to you was just an interrupted connection with the server you were playing on.
: O Thats crazy
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@Tostapane said:
you got bhvr'ed🔌... good to see that they still didn't fix those issues... another reminder of why people should stop playing this game until the devs will properly fix those (and other) issues
If I leave, there would be no drawings like these
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393407#Comment_3393407
Now I see, just like you said it makes more sense to make it infinite I guess.
Correct !!!
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393397#Comment_3393397
I don't understand much of the difference between two tbh.
Able to keep Addon after a match would be Huntress able to bring Iri hatchet and survivor able to bring 4 BNP every match.
Able to keep Item after a match would be items become basekit for survivors just like powers are basekit for killers
@Cassiopeiae said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393393#Comment_3393393
As they should because I'm talking about items, not add-ons. Killers don't have to "buy" their power in the bloodweb.
I had an idea that items are free for survivors, but only have 1 variation of them and nerf them by half.
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I would love them to make DS back to 5sec, OTR and DH arent disable after hitting off hook.
But at the same time, like DS & OTR, DH disable if do Gens, and after being fully healed.
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Coh is weird.
16sec altruism healing is fine
24sec self healing is great
Coh requires 14sec setup that also requires altruism healing is great.
Having 2 survivors running for 10sec to Coh zone just to save 8sec healing is great.
But to think in certain scenarios, you're in chase like 40m away from Coh, 2 survivors run to Coh zone while you're chasing the 3rd one, then they both get healed in 16sec still sounds crazy to me.
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@almofan1001 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393263#Comment_3393263
No one gets to high mmr just by tunnelling and camping. You will lose the majority of your games because people can actually loop and survive the tunnelling.
If you think that you can do it just by tunneling and camping, and not having any other skill then you're delusional. It's a combination of running good build, ending chases quickly, and having good game knowledge of exploiting survivor's weaknesses.
The anti-gen perks or even tunnelling is useless if you don't know how to end chases quickly.
I know you're gone but...if you know how to end chase quickly, then why complaining about slowdown perks nerf.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393012#Comment_3393012
Lmao, how can you watch tru3tal3nt unironically, he can't go more than 30 seconds without whining about genspeeds. He slugs everyone while he attempts to tunnel and is surprised when they keep picking each other up and he gets zero hooks.
Try a competent and non-delusional killer main, like Otz, ScottJund, Spookyloops, etc.
It strange that ‘high MMR’ killers always hitting us who dont use Gen slowdown with “just wait until youre at high MMR”
But I have a better question for them: “do they think theyre really deserved to be at high MMR, or because tunneling and 4 slowdown carried them”
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Poor Jane being rewarded for playing adept
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390386#Comment_3390386
the base-kit slowdown is healing. If survivor refuse to heal and just gen-rush while injured entire game then killer is forced to slug because he's not getting any slowdown from healing and needs find slowdown in other places.
Im not talking about balancing aspect, I hope there will be build-in slowdown for each Killer to make the game more interactive. They already do with the Hag
@Brix said:
Imo interacting with the other side should be more rewarded,fun and engaging. Since chases are the most fun part of DBD. And we will see what they will change in the PTB as well when it goes live in a few weeks. I just wish there was not such a big gap between killers strength and their interaction with Survivors.
ALSO sidenote i love seeing ur drawings around here :)
I still think Cenobite has the best killer design. Not strong chase power, but has strong slowdown to not make Gens flying. Long chase for survivors and long Gens for killers, both side happy.
I post alot of drawings on Twit, if you like them, feel free to visit : D
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@MikeyBoi said:
When you down a survivor with clown, all generators that are above 30% progress reset back to zero.
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@ProudRinMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390368#Comment_3390368
Nice that you have your opinion on it, but i have to disagree. You still haven’t talked about a potential rework that could make it completely different but USEFUL instead of just wanting the add-on nerfed and left with more downsides than upsides.
Healthy survivors still have a chance to success the mind game from phasing. Injured survivors have no chance with 215% speed.
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@AmpersandUnderscore said:
I kinda feel like 'interacting with the killer' is built in slow down for a number of killers. Anyone lurking for a flashlight save, or like you said, disarming traps, means they aren't working on gens. It's a form of free slow down for quite a few killers, although arguably for killers like trapper the setup time isn't worth the time savings.
It's one of the reasons I'm not a huge fan of the flashlight nerfs from the ptb. I can understand that it could be frustrating for, say, a wraith to get burned. But removing them completely just means that survivors are on gens instead. Try increasing the time investment, spend more flashlight charges. You can nerf it without deleting it completely (and making it take more survivor investment away from just gens).
But then again, I'm also not one to run lightborn as killer. If you want to give up distance to blind me as I break a pallet, by all means go for it. I'll track you with my headset and let you give up your temporary advantage for a cheeky blind.
It feels like the ptb is saying that interacting with the killer is bad. With the side objective of boons being effectively removed, the message is very clear that survivors should never even consider doing anything other than gens. Do gens fast and leave.
I'm not convinced that's a healthy message to send. I'd much rather have interactions with the killer and their power be meaningful alternatives to just doing gens.
Yes, thats what I think, Trapper does have his own build-in slow down, the disarming doesnt make up the time he has to re-set the trap, but getting randomly trapped and then wasting 16sec to heal surely does.
For those that affected by flashlight like Wraith, Nurse, Spirit, Artist... I really think there should be a unique chest (like Nemesis/Wesker) to get a unique item to do it instead, certainly the number of use should be balanced. I do have a few ideas (just idea, not mean to balance):
- Wraith: perhaps there are 2 Bells spawn at the opposite side of the map, each has 1 time use. Survivors ring a Bell cause Wraith to be uncloaked and unable to cloak for 30sec.
- Huntress: survivors can interact with lockers to remove hatchet. The next time Huntress reload on the affected locker, she gets 1 less hatchet than she should, then that locker stop affected and survivors have to interact with that locker again
something like that.
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Im pretty sure half of Killers really love the idea that now they can camp 2-3 survivors to death and drop MMR to play against newbie teams because they have 2-3 hooks.
While the other half of Killers who play 8 hooks 0 kill and play against squads of 4 Ayrun.
No thank you.
There is litterally meaningless to increase MMR through kill already, while the rewards from playing fair are everyone have fun, have high BP, keep MMR low and play stressless matches.
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@KillScreen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3389516#Comment_3389516
Leon, Jilll and Yui all of those can f off!
https://us.v-cdn.net/6030815/uploads/MB7JUI4M9ZZZ/babadook-scream-640x360.jpg
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@Mystic_Mizu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3389533#Comment_3389533
I agree with the balanced enough aspect. This game is the most casual PvP game I've ever played (Because I used to be addicted to Fortnite, PUBG, LoL, so this game isn't that competitive for me).
People need to understand you can still die and have fun, escaping doesn't always mean having fun. The game just needs to be balanced to where not one side completely dominates the others. I do think they did that with nerfing medkits along with CoH for survivors and nerfing Pain Resonance for killers. That nerf with Billy's add-ons though, that was unnecessary .
A 30sec into the game and 1 down is already a lose to survivors if Killer decides to either tunnel or camp. Or 1 death before the 4th Gen done. Or 1-2 hooks with 4 Gen done, though at least Killers have some small chances to make a comeback.
But I think the large winning gap like those should not be a thing. There should be a Gen progression & hooks counter, who is losing will get some buff, the harder you lose, the stronger you are.
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@Tostapane said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3388113#Comment_3388113
not play for the kills... at this point killers should be called hookers (pun intended) rather than killers, anyway... since they butchered gen defense perks and make healing a waste of time (especially if sloppy butcher will stay in the actual conditions), i doubt that you'll have even the time to have some fun since people will be incentivized to do gens instead of wasting their time on healing themselves, or at least this is what i'll expect from this patch...
Killers who play for 4 hooks 4 kills are the reason why Devs can not buff Killers the strength to 12 hooks 4 kills. Buffing doesnt stop people playing the easiest way to win.
The incentivized to do Gen only is the exact problem why Altruism healing should not be 24sec. Then this balance patch is perfect for me.
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I want to go Afk as Trapper when I get to play Eyrie
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Is this live or PTB? I know with build like this Gens will be rushed in both, but I just want to know.
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@Tostapane said:
Update: i've finally made my final decision, this sunday will be the last time that i'll play dbd (i'll consider it as a last farewell), no more breaks, no more comebacks (i gave already too many chances, now my patience ran out). The game isn't fun anymore for me and it's all about toxicity, broken stuff and exploits, add also the fact that overall speaking the devs are COMPLETELY unaware how their game works (for example just the fact that they NERFED hillbilly another time instead of trying to resolve the real issues prove this once more)... i'm sorry to have
invested(read wasted) my money on this game because i believed that despite all the issues and the toxicity it could be improved over the time, but i was wrongAs Trapper main who never use a single slowdown and not play for kill.
The dead of Coh and DH is the new world of fun for me as Killer.
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@[Deleted User] said:
There will never be a functional reason to not tunnel as long as killers have the same regression potential in a 3v1 as they do in a 4v1. Regression perks only get stronger as fewer survivors remain. Short of revising every regression and slowdown perk to scale per remaining survivor, there's not much to dissuade tunneling.
Which is why I think 4 survivors should have a strength of 3, while 3 survivors have a strength of 4. To make tunnel less meaning, while fair play not being punished
I believe Devs think 4 survivors being so strong which they nerf base healing really hard, but didnt think it would make 3v1 impossible to win.
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11 hits add 1 Gen time.
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@GensByDaylight said:
I think its still visible, even if its hard to see.
Also, your complaining abour trapper, even if he is a little broken it won't give him the game or anything. There are thousands of other issues that BHVR needs to fix as well.
Being a Trapper main let me remember every possible places that used to hide his trap:
- General door step.
- Window glass in shack, crane...in Auto Heaven
- Snow in Ormond
- Sand in Eyrie
- Pillows in Yamaoka estate
- Mud in Asylum main buildings
They removed all of those, so Im sure its unintended and will be fixed in live.
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@BlightedDolphin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3386559#Comment_3386559
Wait so does the visual indicator tell you how close Freddy is?
I dont know, I cant find a match in PTB, and Im sure I will not face a Freddy anyway. it must be tested in KYF
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Huntress & Trickster lullabies have clear intensity. I dont face Sadako enough to actual hear her TR.
Freddy Lullaby is the hardest recognize the distance, like from 32m to 0 in 1 second. So with the visual would make it easier for me.
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@dollidahlia said:
They need to change kills to hooks for win condition. Kill condition just makes killers want to tunnel and camp more to get someone out of the game immediately.
encouraging hooks will give more reasons not to camp or tunnel
People play for kill because kill is winning to them. No one force killers to gain MMR.
I do want the game to be balanced around more hook, but it doesnt stop killer to have 4K within 4 hooks.
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@IlliterateGenocide said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381876#Comment_3381876
Wow a perk combo that will never work in a legit game 😱😱😱
Was that the gif of 20 stacks of Potential Energy, with Commodious toolbox with charges addon, with 3 survivors death with 27 stacks of Fast track.
And image it to multiplied by 4 survivors to prove the point of Gen is so fast?
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My favorite is WoW, Lithe to help in chase. Kindred to maximize your team's efficient on Gen, and Bond to let you know where you should not go (seeing your teammates on Gens)
Beside it, hope for the best.
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@Ayodam said:
I mean tbh even now with an early death the game is generally going to be a wash for survivors, so that hasn’t really changed. After the update I personally would not prioritize gens with 3 survivors left unless there were only like 2 gens remaining. 3 remaining is incredibly risky but some might pull it off. And people saying survivors should use those weak alternative healing perks (Botany Knowledge, Autodidact, etc) are obviously misdirecting. Survivors should run perks that decrease Gen completion time because pushing gens is still going to be more efficient than trying to coordinate altruistic healing. Also more survivors are going to play for hatch so they’re not even gonna try to heal one another, as they become adversaries in a way.
If you bring the absolute cases that an early death game, which is already lose to survviors, yes. Or some 3 remaining who are extremely good might pull it off, yes.
But there are alot of gray between those. 2 Healings adding 16sec for each survivors. That is a huge game changing in late game where a chased survivor just down and other 2 either power the Gate or still on the last Gen.
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@kingcarl2012 said:
https://forums.bhvr.com/dead-by-daylight/discussion/369576/i-realized-something
You know what would be kinda cool, if healing time scaled based on the number of survivors left in the match. Something like:
4 survivors = 24 sec
3 survivors = 16 sec
2 or less = 8 sec
It would be the best of both worlds, rewards the killer for spreading pressure, and at the same time punishes them a little bit each time they eliminate someone.
Yes, thats what I mean, for most actions: Gen, Heal, Totem.. (except the Gate).
I think Devs acknowledged that 4 survivors are too strong and they want to nerf them by forcing survivors to use 4 perk slots for Healing. But at the same time 3 survivors play with 9 perks instead (because forcing 1 perk for Healing) which even weaker than before.
There must be a strength scale for survivors. It would make tunneling far less meaning and not punish fair play killers.
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384322#Comment_3384322
Gen rush is always an only thing to do tbh.
Its up to how much job a killer gives to survivor. A hit giving a healing, a hook giving a unhook and a healing, a chase giving one to be chased...
If there is no other things to do, they will do Gen, certainly. Thing is other things take shorter time to complete than a Gen, which encourage them to do anything other than Gen.
@Hannacia said:
Why do people just completely forget perks that help healing speeds?
You know perks get nerfed so other perks can shine. Now healing gets nerfed so maybe its time to start using perks that help healing?
Stop using the same 4-5 perks and try something new once in a while.
Im talking about what Devs should do is to nerf the strength of 4 survivors, while buffing 3 survivors.
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@emetSdidnothingwrong said:
Oh my god can we please stop with this crap? It's not even out yet for you to even TEST. Maybe it is total overkill maybe it's just what the game needs, either way NONE OF YOU KNOW RIGHT NOW so stop acting like the dang sky is falling because I promise it's not. Good grief this forum community sometimes...
You dont need to test to see Gen rush will be the obvious thing to do in the next update.
2 survivors healing each other cost 1 Gen.
2 survivors healing each other cost 1 hook state.
There is nothing Survivor 'should' do except Gen.
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@BlightedDolphin said:
If the killer was tunnelling, how are you all injured?
I didnt say killer tunnel in the example? And even if they tunnel, there would be teammates trying to tank a hit for the tunneled
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3382808#Comment_3382808
Don't forget there is plenty of great healing perks and even just a medkit, will mostly negate this "problem" too.
The idea of nerfing heals itself definitely isn't a problem.
A medkit will negate what?
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Using 4 Gens perk and not healing. Killers will play with 2 perks.
I dont think Coulro and Sloppy will be meta.
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@Phantom_ said:
With both base healing and DH being nerfed in such a massive way, they're either going to lose a huge playerbase or have to revert something about either of those two.
People who think hook farming and tunneling were bad before are going to be in for a surprise when killers will tunnel the unhooked out of the game, and ignore the unhooker in case of DeADHaRd 😑 and players with DH have nothing holding them back from hook farming 🤷🏻 SoloQ is going to be absolutely amazing.
DH is the one that should be gone. Reverting DH while keep the healing take 24sec makes it so punishing against non DH players.
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I saw many times Killers try to moon walk and survivors just walk pass behind their back and run to another title. While Killers still mind game themselves in current title. Thats the most funny thing ever.
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Yellow Mori basekit is all it needs.
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👉️👈️
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@Hannacia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3382670#Comment_3382670
No ones asking you to use all 4 slots. I'm sure you can take your windows of opportunity off for botany to make the healing little easier. Or put on we'll make it, or auto ditact which will become really good after this next patch.
I mean force each survivor using 1 slot for healing, which 4/16 perks, not a survivor using 4 healing perks.
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@Hannacia said:
Or people could just go with the flow and actually learn to use new perks that speed up healing. Instead of always relying on the same 4 perks. Survivors have multiple perks to speed up healing.
Forcing survivors to use 4 slots for Botany to go back to 16sec is a thing. If killers actually decide to use Sloppy. It may build survivors' habit to change to all 4 Gen perks and rush instead. Which something Killers dont want.
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I dont think people realize how fast chase with 1 health state. Too used to the feeling of 3 health states half the chases.
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@Patokiller said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3382247#Comment_3382247
Man, gens will be done with survivors injuried or healthy... Being injuried doesn´t change anything at gens speed. They should nerf gen speed perks, that´s what I´m trying to say, or at least not nerf ALL gen regression perks from killers time after time like they did with Thanatophobia, Tinkerer and many other else.
Correct, being injured doesnt change the Gen speed. It changes the chase speed, especially combined with the nerf of DH.
This is what I play most of the time as killer
5 matches, 11 kills, 9 escapes. No tunnel, no camp. Really close to what Devs want with 55% kill rate. Its just that really easy to get kills.
Just a reminding, Devs want kill rate to be 60%. Unskilled survivors using multiple 2nd chance to inflate their MMR to play against Otz and get hard beating. Unskilled killers using multiple slowdown and tunneling to inflate their MMR to play against squads of Zubat, Ayrun. Its up to both side understand they're not supposed to have so high kill rate / escape rate.
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@Mooks said:
Just another example of how this community (or people in general) like to complain about anything.
this is such a basic accessibility feature which doesn’t give any actual additional information whatsoever.. love to see it finally implemented
now, visual indicators for footsteps/breathing/coughing/grunts of pain are way harder to implement (and would probably be the closest to an equivalent for killers though could also help survivors against stealth killer eg Wraiths and GFs sounds in cloaking). I don’t expect these to be addressed anytime soon
There are players who have photo-epilepsy had problem with marco flash light, Devs gave QoL to it. And there were people actually complain how it gives advantage to killers and people who has epilepsy should not play the game.
Some people just have no empathy and only care for themselves.
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4 Gen slowdowns will stay in meta.
The base healing time is already bad and not reward compared to doing Gens.
Putting Heal slowdowns just to ensure Survivors will never heal and only do Gens.
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@Bwsted said:
I called it on day one. I know these thingz.
Don't worry though, it's ok because nobody is responsible for anyone's fun here, just entitled to make the game more miserable for everyone.
That makes Sadako sad
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@Reinami said:
Sounds like they are probably going to be addressing camping too, now that spreading pressure is going to be viable. Hmmm. Also to be fair. The counter to camping isn't to save them, its to just do gens, then do a hook trade, then "just do gens" again. Then you win.
You still need to heal before going to save, which is not enough time. I dont think 1 injured teammate can make a trading.









