CrusaderNella
CrusaderNella
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@nars said:
"Go Play Civilization, its a good game." Mathieu Cote, game director, on how unfair the game was for killer. Unhappy with the state of the game? Play something else! Simple!
"Done a pretty good job so far" Mathieu Cote on how well he thought the team had done balancing dbd about 6 years ago. (he was wrong)
"doing gens. You?" This ones funny. This comes from a youtuber who chase the killer for 20 ENTIRE MINUTES while claudette (the only other survivor left) decided generators were not worth her time, and chose instead to hide the whole game. When asked in endgame chat what the hell she was doing, she responded with this iconic line.
"Nea is the entity" A very old meme. Neas model used to be super ugly so people called her the entity.
"Reverse Chainsaw Into A Quentin Hiding in a Corner" The words of Otzdarva when he reverse chainsawed into quentin hiding in a corner. pinnacle of skill.
I remember the Otz one about the Reverse Chainsaw into Quinten hiding in a corner! AAAAAAAAAAAAAA I loved that one!
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482145#Comment_3482145
So this has actually inspired me to theorycraft the rework for it.
If we give Toolboxes a similar effect as the new BNP, and have a portion of those repairs instead be subtracted from the generators maximum charges, this gives toolboxes a strong protective value against regression perks. This not only serves as an indirect nerf for regression perks (meaning you don't have to overcomplicate things by nerfing those perks at the same time), but also allows for the gutting of increased repair speeds on toolboxes, as detailed below:
https://us.v-cdn.net/6030815/uploads/JZODKEBL4NXB/toolboxrework.png
https://us.v-cdn.net/6030815/uploads/O0JZ2T5LB1JP/toolboxreaddons.png
So while charges have been significantly increased, repair speeds have been virtually removed entirely, except for Engineer's (10% instead of 100%) and of course the add ons, which have been been reduced.
Mechanically, this would work by having half of your charges repair the generator normally, and the other half subtracting from the maximum required. A regular Toolbox with 30 charges and a subtraction rate of 50%, means that after 30 seconds of repairs (at normal repair speed unless effected by perks) you will have protected 15 charges in total. If that generator is then interrupted and regressed to "zero", 15 charges will remain, or it will only require 75 charges to repair to full.
Moreover, this I think would make the Engineer's Toolbox the 'best' toolbox, instead of Commodious, as it should be for a Very Rare item. As the Engineer's will have the 10% repair speed bonus with a protective power of 20 charges after 18 seconds of repairs, while the Commodious has more charges, but takes more time for a protective power of 25 charges after 50 seconds.
All in all, this virtually eliminates toolbox use for genrushing, and makes it a counter to regression instead, which make them more effective at 3 gen scenarios, or battles of attrition.
Caveats: due to the increased charges, Sabotage depletion rate will need to be increased, I would say from -2c/s to -3c/s, this will make them slightly more sustainable for sabotage instead of repairs. I wouldn't want to double it because the charges haven't been entirely doubled, and that would make it a nerf for sabotage as well. Additionally, the skill check chance would have to be reduced from x5 back to maybe x2 again, as the duration of toolbox use will dramatically increase, the Commodious will go from being depleted in 21 seconds, to 50 seconds.
This is incredible. I really really hope one of the mods or devs see this.
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@Annso_x said:
Here's a few of the more popular running jokes :
- Pretty good job so far - from the video posted above
- Nea is the entity - from Samination's DBD parodies
- Blendette - Claudette's P3 shirt was the same color as most of the walls so she was invisible when crouched
- Nerf Pig - I'm not sure how it started tbh
- DemoPls NURSE OUTDATED DemoPls SPIRIT OVERRATED DemoPls LONG HAVE WE WAITED DemoPls DEMO ACTIVATED - Twitch Copypasta, I assume it's still a thing
I don't spend much time on DBD related spaces except here though, so I'm most likely not familiar with a lot of them.
This is still beautifull
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Mains: Pinhead, Dredge
Want them to be my main but I'm bad with them: Nemesis and Singularity
Though, my playstyle is very varied. I swap killers every round and rarely go on long play streaks with 1 singular killer.
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Let us hope the spread sheets do not give BHVR enough reason to nerf him
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@Annso_x said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482256#Comment_3482256
Yeah honestly if the limitation range isn't too small that it makes speed/regression perks insignificant it wouldn't be so bad. It would also make balancing those perks (+toolboxes) much easier considering a lot of the time they're fine on their own but too strong when stacked.
Exactly!
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@EmmaFrostyEyes said:
I wouldnt mind toolbox not speed up gens but here is my issue. If you make it so that they only work as sabo items, then your gonna see kills lobby dodging because sabo squads are annoying. I think the tool boxes should only speed up gens that have lost progress or have been damaged. What do you think about that idea?
Very true. Though, that is more a design flaw of early survivor items
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@EmmaFrostyEyes said:
I wouldnt mind toolbox not speed up gens but here is my issue. If you make it so that they only work as sabo items, then your gonna see kills lobby dodging because sabo squads are annoying. I think the tool boxes should only speed up gens that have lost progress or have been damaged. What do you think about that idea?
This actually really sounds dope.
Toolboxes are used to catch up any lost progression on a generator. That's a great idea!
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@Annso_x said:
There's many people that want a limit to how fast a generator can be done and how fast / much it can regress, I feel this is a weird approach to this idea.
If you heavily nerf all regression perks, (and maybe make them non stackable) and buff Saboteur then you can delete toolboxes. Delete keys and rework maps while we're at it. Survivors have too much useless stuff on their bloodwebs to make an other item niche.
This is a very drastic suggestion, but I am for it
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481581#Comment_3481581
Sabo would have to be buffed then. As it is right now, doing a sabo build as solo is not very reliable for the most part.
That would be fine. As I said, I really do wish Toolboxes did more than just repair and sabo.
I really do wish keys and maps did more, and didn't become useless items after they were reworked in the past.
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@Seraphor said:
This is too much 'standardisation' if you ask me.
What's next? All survivors and killers move at the same speed? 100% fixed for survivors and 110% fixed for all killers. All loops standardised so if you just keep running the killer is guaranteed to catch up within 30 seconds.
All hooks exactly 20 meters apart so that it's impossible to wiggle off between them and Boil Over always lets you wiggle off just before you get hooked. All clutter removed so there's a straight line between every hook.
Boosting the speed of any action should be possible, but a limited resource or require certain conditions, and that's exactly what Toolboxes are. This allows for 'comeback' techniques. So where the killer may have dominated in the early game and established a 3-gen, you can use your limited repair speed boosts to counteract that and potentially break the 3 gen. It should be about smart resource management.
By all means nerf Toolboxes or toolbox add ons so that they better fulfil this role. BNP's are already getting reworked so that may be all that's necessary.
In that case, if it is a comeback strategy, why not have survivors not be able to take toolboxes into the game, and they can only be found in chests.
In exchange, the rarity of toolboxes you find in the game and buffed significantly. BNP can even be a common addon on them. But you need to find them first. How about something like that?
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I want to say, this suggestion isn't made to gut survivors out of spite, or to do anything bad. It is about nerfing EVERYTHING that affects generator repair speed.
This means also gutting gen regression killer perks. The only issue is that Toolboxes are the BIGGEST factor in the game that affect generator speed.
I really do wish that toolboxes did something else other than repairing and sabotaging but at the moment they don't.
The entire purpose of this hypothetical change would be to make Gen Speeds more average, with only a couple of seconds alteration through perks exclusively.
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@Uxoxe said:
I'm extremely against this.
Survivor already has half their items being useless because of this, aka Keys and Maps (with the removal of boons and the hex-meta being gone). Now we're wanting to cut that to 3/4's of survivors items being useless, aka toolboxes. (Flashlights are pretty questionable too, honestly)
That is the fault of the game as much as power creep. And perhaps that just also shows that toolboxes also needs to go.
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@Thusly_Boned said:
So just remove toolboxes altogether? Because that's pretty much their only purpose.
They can still sabotage but the idea around the discussion is whether setting a average gen speed would be better for the game overal
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This is my sweaty Pin Head build.
My addons are the Iridescent Lament Configuration and Original Pain.
You would be surprised how often a chain hunt starts because of the Iri box. The box spawns as far away as possible from both the killer and survivors, so they actively need to waste time search for it since this addon hides its aura from them while they are far away.
This is especially good if the survivors decides to be cheeky and put in a map offering to a large map like Ormond, Mother's Dwelling or the farms as it makes the search for the box even longer, causing them to waste more time, and even getting harassed for longer by the chain hunts.
Original Pain makes it that if I can get a chain on an injured survivor, and I lose them, I am safe to know they will waste time mending and then potentially healing. Also, cocky survivors will try to mend in chase, which gives me extra distance.
As for Perks - Lethal Pursuer, Thrilling Tremors and No Where to Hide + a open 4th perk slot.
LP gives you early game info on where you need to go, and potentially the aura reading helps you get a hook fast.
Thrilling Tremors because experienced survivors know to do the box when you pick up a survivor. but then that means there is 1 less survivor on a gen, meaning an extra gen is blocked. So it gives you great value. I've had multiple times where Thrilling tremors on pinhead got me a whole map wide gen block on Pinhead.
Lastly NWTH gives you great reading when you damage a gen as survivors tend to hide against pinhead. And if they do, you get a easy chain hit followed up by a M1. Or, if they are injured, a easy Deep Wound.
The 4th perk is then open for whatever you need or feel like at the time.
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@shelobster said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481041#Comment_3481041
I never said he wasn't. I'm just so absolutely bored of facing nothing but him. This game has other killers too. Let me face them. I've played 4 SM matches. I'll gladly face her more if it gets Wesker off my list.
I would want to play trapper, but I don't want to get T-Bagged each time I get pallet stunned. Also, after trying out Pinhead and getting harassed by a sabo squad, and thus I think I will stick to Wesker and Blight for now.
It is an evil cycle, I can only take so many matches where I try fun stuff while getting harassed, before I become the harasser.
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@Sharby said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480628#Comment_3480628
But then what would toolboxes do? Sabo would have to be buffed to hell and back, and I can already take a guess that people wouldn't like that either.
true
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In that case, can't an arguement then be made for BHVR removing all items that speeds up gen repairs, other than perks?
Just spit balling here
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Interesting Question, I would like to know as well please.
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Not to BHVR it doesn't
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@UnavailableName said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480386#Comment_3480386
And the playerbase, that uses massively proxy-camp and tunneling to win their games, are jsut inflating the kill rate and so the performance statistics for killers.
That is the problem with this community, they do not understand that with sweating every trials exploiting design flaws of the game to win jsut bring false statistics.
Yes the trapper in top 1% MMR is getting a 60% kill rate but if you remove all the trial where the killer has camped and tunneled right at the start, you would get a 30% kill rate.
The data never lies
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As I saw in Otz' video.
They do not want to buff the trapper because they are happy with his performance.
I suppose this is the same for a lot of others
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@clowninabout said:
As survivor I do gens, that bugs the heck out of me when I'm playing killer.
fr fr
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480347#Comment_3480347
My point of the thread was basically things you do as killer or survivor (t-bagging, camping, tunneling etc.) that when you play the other side you get annoyed by even if you do them yourself. That was the point. Sorry if it was confusing, didn't know if it would fit in the title.
Woops, my bad. I apologize
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Edit: I misunderstood the post.
I would say, camping. Though I rarely do it on purpose, I am annoyed when it happens to me as a survivor
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@SweetTerror said:
So I'm curious, after 7 years why is it that hooks continue to disappear upon the death of a survivor? Without hooks killers can't do their objective, and without hooks it creates dead zones that allow survivors to escape over and over again. Killers have only a matter of seconds to get a survivor to a hook too, so you can't really tell them to be more strategic about what hook they use.
Seriously, why is this still a thing after all these years? Is there a logical reason why this gameplay mechanic continues to stay? Survivors can already use a variety of ways to save a survivor: flashlights, flashbangs, hook breaking, body blocks, etc, so do we really need to throw in deleted hooks on top of all of that?
What if it goes away temporarily, like when a hook gets sabotaged?
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@Satelit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479685#Comment_3479685
That Clown skin isn't even gonna look that great in-game,they're gonna add a ton of dirt on it and ruin the white-red contrast.
Let us judge the end product when it releases and have high hopes in the meanwhile.
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I think the clown skin is kinda neat tbh
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Next Patch: Gabriel fixed the Singularity.
Singularity is removed from killers and is now a Survivor.
This is the reason no one sees Singularity Killers anymore
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Make both Zombie speed addons base kit.
Other than that, i don't really know.
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Gambriel fixed him, and he doesn't harm the crew anymore. Next Patch will introduce Singularity as a survivor and remove him as a killer
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@GreyBigfoot said:
https://us.v-cdn.net/6030815/uploads/5D8CP7MJIOAM/image.png
For me it's this meme that the perk icon reminds me of
True
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@Coordi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478603#Comment_3478603
I've only played with Mandy, but now that you brought it up, this sounds like a really fun idea. 😍
Please stream that! It would be so fun to watch!
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3475284#Comment_3475284
i think it depends how you implement item. an item that provides counter-play can be interesting if the item is engaging for survivor to use and add's entirely new ability to survivor master to play against the killer. The issue is that they've been adding items on killers where they do not need an item and item is not adding anything unique to killer.
For Wesker, he has passive to grant survivors -8% hindered so item exists to counter-act this incredibly powerful passive but he would not need this powerful passive if his virulent bounds were strong by default in any situation at loops.
Sadako tapes are suppose to be clutch tool to save yourself from a mori. mori are powerful so I think this item does make sense but you have to be careful to not makes tapes so strong that it hard-counters power making it impossible to mori.
these two characters warrant items. they're boring implementation of item counters because your countering passives but they worthy of it.
where the problem of items goes is next two killers.
Nemesis has this infection mechanic where it allows survivors to tank 3 hits? it provides no benefit for the killer and only hurts killer. its like having anti-corrupt intervention as killer power. nemesis with this mechanic is legit forced to run corrupt intervention to counter-act the anti-corrupt intervention of his power. its kinda silly and infection serves little purpose other than to make killer worse.
Singularity has Emp mechanic. This is also not needed. it just adds chase extension if it is cleverly used by the survivor mid-chase either by teammates or by the survivor itself.
these two killers are great example of killers that do not need such a mechanic. their power are not strong enough to warrant drawbacks and they add very little in term of gameplay. So I do agree with your post that item-counters on not strong enough killers is uninteresting design.
I agree
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478469#Comment_3478469
Curious, do all you mods and such on here SWF together?
Don't be mean. The game has its flaws but the mods are in no control of what happens in regards to balancing.
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Five Nights at Freddy's.
Purely because I want to eat my popcorn while watching the reactions of everyone.
But in all seriousness, I would like a Warhammer Crossover (can be 40K or fantasy). Would most likely be skins, but it would still be awesome
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As much as others would have you believe, the game's health has improved. Mechanics are grinded and polished for the better.
However match making can still be an issue, and you may or may not need to sweat a lot to win. But a lot of bugs are gone
It depends on your own personal attitude and how you like to play.
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I love the gameplay loop of Nemesis, but unfortunately I cannot land tentacle slaps to safe my life.
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Though they should not lean into giving survivors safety measures so hard. Or at least, make it more risky.
For example, if you try to solve the Lament Configuration against Pinhead, it allows him to teleport straight to you. We all are aware of this.
While the teleport doesn't guarantee a hit, it is still a danger because it reveals your location and brings immediate danger to you. So smart survivors will first move into a position that is advantageous for them to negate the teleport, but there is still the downside that it literally brings the killer straight to you.
Even smarter survivors will know to solve the cube as Pinhead picks up a survivor, as he needs to either drop the survivor and teleport, risking they get healed, or let you completely solve it while securing a hook.
This is intelligent safety measures that allows for counter play from the survivors, but it is still dangerous. With Sadako, when a survivor removes a tape, it doesn't even notify you. It doesn't even reveal the survivor's location to Sadako. They just turn off your teleporting spot with no drawback at all. in fact, it is better to do it as you don't get passive condemned anymore.
Where is the intelligent counterplay? "You gain a stack if she hits you?" She needs to find you first, and then she needs to actually hit you. How many decent survivors can stall out a hit from a M1 killer?
It's just infuriating. Why not at least give killer instinct when they get a tape so she at least knows in what direction to walk to? Or any repercussions for getting a tape?
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I've been waiting for Exoprimal for a while now. It's a good excuse to take a break from this game for a month or two.
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@Chiky said:
and then they say the game is not surivivor sided...
I don't think it is Survivor sided game design.
I think it is lazy game design. Why give the Survivor an interesting way to counterplay the killer when you can give them an off button?
Give the survivors a difficult way to counter the killer, but make it rewarding. If they have the skill and instinct to pull the mechanic off, then it should be rewarded.
but they shouldn't be rewarded with a literal off button.
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@ARTRA said:
May be you should add Sadako to the list if you didint saw the incoming rework.
But looks like sigularity 2.0 to me.
Yes you have a power but survivors "needs to be strategic" (or something like that devs said) to counter Sadakos power.
i really want to because this rework does seem to be another case of this
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Thing about rolling the dice is that sometimes you roll a six
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@Spectralfx said:
This perk is ridiculous!
It amounts to literal "subtle speed hack".
Just like the previous meta with DH, it rewards survivor for doing absolutely nothing! its free.
except this time, they are not getting free health, its a free WIN vs any M1 Killer!
it makes no sense that the perk made it to live servers after all the complains there was about it on the test servers.
Thing is, when the DLC released, the perk everyone was complaining about was Scavenger, which was nerfed. MFT was not touched. Then it came to live servers, then give or take a week then the complaining about MTF started.
I'm not siding with anyone, just providing a timeline from my own observations that allows me to say that MFT wasn't the target of complaints during testing.
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I made a very nice mini rework idea for Myers yesterday if you want to read.
It's short, sweet but simple
https://forums.bhvr.com/dead-by-daylight/discussion/381675/the-shape-mini-rework-suggestion
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His kit is extremely strong.
In my opinion, these are the two main weaknesses he has.
1 - He is INCREADIBLY map dependent. Perhaps the most map dependent killer in the game. After playing him for a while, I can already say that open maps with huge sight lines, such as Fractured Farms, Mother's Dwelling or Coalmine, he feels so strong. But on the opposite ends, close condensed maps such as The Asylum and The Game make his power extremely weak. I have no idea how to fix this issue, but he definitely depends a LOT on the map for his performance.
2 - His Counter is made WAY too strong. I know EMPs were hit a bunch of times, but I think the wrong aspects of them were nerfed. The duration of how long his biopods are disabled is longer that 1.5 times the cooldown of some perks.
I know you can just replace them by shooting another, but when you are across the map, you can't really do that, which kills his map pressure.
While there are less EMPs currently, the fact that they disable your biopods for so long makes the only viable way to play him a discount chase killed
These two factors are what is keeping him weak in my opinion. Could be wrong.
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Wholesome interactions between me as killer and the survivors.
I can never kill a Claudette that offers me a toolbox for her life.
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@Jarky said:
It doesn't - so perks like Nurse's Calling/Sloppy Butcher, etc. will NOT affect the Deep Wound recovery as it's classified as a 'Mending' action rather than a healing action.
I dunno if I can list everything off the top of my head but a healing action is:
- Self-caring from injured -> healthy.
- Healing another survivor from injured -> healthy.
- Healing another survivor from downed -> injured.
Mainly, I wanna know if Healing from Deep Wound would activate Genetic Limits
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That may not be as easy to implement. Maps are a infinite pool. The system can easily pick a new one that hasn't been played and use it.
But there is a finite amount of players. The number of Nurse players is DEFINITELY not the same as the number of Myers players, and so on, and the system will then need to get you one of those lesser played killers.
So to get to the point. It will murder matchmaking timers.
