Avatar

Dino7281

Dino7281

About

Username
Dino7281
Joined
Visits
0
Last Active
—

Comments

  • There are few issues:

    Someone just have to play against good survivors. What do you think happen if everyone will just start losing? You are going to play against them anyway.

    You dared to grind grades for BP once? Yeah. Good luck trying to play "fun" builds ever again -> enjoy 3 hooks per game.

    You dared to stop playing for two months? Yeah, 0 ######### given that you got worse. Go play against 4k playtime survivors anyway.

  • @CashelP14 said:

    I would hate this. I don't care if you give killers 5 or 6 or 7 perks, the majority of them will run full slowdown. The 7 perks would probably be:

    1. Ruin
    2. Undying
    3. Corrupt
    4. Deadlocked
    5. New Artist Scrouge Hook
    6. Pop
    7. Tinkerer

    The top 5% of survivors would still beat the majority of the weaker killers (I.e Myers and Pig).

    Yeah, at this point I think it would be easier to just choose basekit, so it doesn't get out of hand...

    I would like Whispers and just buff overall basic regression.

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2667490#Comment_2667490

    Yep, boons just shut pentimento down.

    The advantage plaything gives you is that if the oblivious survivor doesn't have boons, but someone else does and they want to bless it to avoid pentimento, they have to wait out the 90 seconds.

    Logic of this build:

    Ruin -> force survivors to care about totem

    Plaything -> create more hexes

    Petimento -> more slow

    Thrill of the Hunt -> make boons less issue for you


    Main problem of this build: Plaything can't spawn over boons, which I still think is super dumb. I don't think it is going to be good build, but if you combine it with secondary power (slow) killer like Pig? That might be a lot of fun

    Cenobite might work too, but I really hate him.

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2667486#Comment_2667486

    I'd imagine the slowdown does since that applies to all totems but idk if a rekindled totem gives you a token back or not. That was an oversight on the PTB with small game, you could cleanse 9 totems and it became worthless since it made the detection range 0 degrees.

    Even if it doesn't give stack back.

    This build is countered with Boons, right? and Thrill of the Hunt is closest to what we have as "counter" to boons.

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2667462#Comment_2667462

    Oh yeah I know they changed it and I completely agree it sucks. It'll never get past 2, maybe 3 if you're lucky. As long as the survivors are halfway decent they're going to know where those totems are since they already did them.

    That build is just a hypothetically interesting way to use the perk despite it being bad.

    Ruin, Plaything, Petimento, Thrill of the Hunt might be interesting..

    not sure if Thrill of the Hunt works for Petimento tho


    Problem is that new map has really, really bad totem spawns that are visible across the whole map and sometimes multiple totems next to each other.

    It's amazing they still didn't learn how to hide totems...

    I just don't think there should ever exist totem spawn visible from more than 4 meters. Make that survivors actually have to look there to see it...

  • @RoaderFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2667416#Comment_2667416

    No problem :) It's all little bit confusing.

    General idea is Any 4 + 1 of own 3. So if Killer want all 3 own perks in his build - that leaves another 2 perk slots for anything they want.

    That would change meta a lot, if that extra perk is only from teachables...

    Some killers just have bad teachables and some are bad when you know for 100% it's there: Wraith, Doctor, Huntress, Nightmare, Spirit, Legion, Oni, Deathslinger, Pyramid Head, Twins

    I would suggest including free perks to this? So you can't tetl for 100% what that perk is from start and useless teachables will be smaller issue. Prepare for lot of NOEDs tho.

  • @GuyFawx said:

    walls most serve as a Los blocker for those killers so they have to guess more than anything. The artist is going to be a pain with Lethal persuer if that perk isnt changed on her release

    How so? Should will hit you with crow that you can remove, before she can do it again?

    Oh no, so OP...

    *Looking at Huntress / Blight*

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2667202#Comment_2667202

    You do know they fixed the description to its the second totem? I feel like as soon as that regression penalty shows up they will be off to cleans that last totem they just did. I really don't think it will ever get pass 2 tokens. Just my opinion though

    I was so sad when they nerfed it in first hour of PTB...

    That perk might be good, if gen penalty was first token.

  • I think I can make Overcome busted combined with CoH...

    It's not really perk you can just use alone tho.

    but with CoH / Medkit? Yeah, that will be fun to hold W.

  • Map is interesting, but have you seen totem spawns there? It's going to be one of the worst maps for totems.

  • Yeah, any hope I had just left...

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/2667456#Comment_2667456

    Really? Yesterday I went against a Demo with NOED who hid it by using his shred. The exposed notification didn't pop up until he M1'd a different survivor. I don't know if Devour Hope is different or not.

    Hmm, maybe that did some changes...

    I will test it when I get home.

  • Only issue atm I see is boons: You know it's there, but you don't know which, or how many. Killer has to pay quite high price to find out.

    but survivors just get told whenever they are under hex effect. It's still dumb that you can easily find out that killer has Undying... I would do it same: show icon, don't tell which, let them find out.

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2657930#Comment_2657930

    Let the killer walk at least 2 meters will not be difficult for him

    The developers changed the size of the maps almost 2 times, but there are the same number of hooks, so it is not difficult for the killer to walk a couple of meters to hang the survivor on the hook

    For this reason, sabotage in the game died as there are a lot of hooks

    That's not really true.

    Mainly on indoor maps you often have only 1 hook avalaible.

    You want this basekit? Sure. Make agitation basekit :)

  • @Freddo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2666874#Comment_2666874

    Was against a huntress, hatchets don't hide it sadly.

    Are you sure about that?

    I think they do. I am 99% sure about Trickster and Nemesis. Huntress seems same.

    Unless they changed it, I will try it in custom.

  • Demo can't, Blight can't.

    Anything with an M2, that is on related to M1.

    So Trickster, Nemesis, Huntress, PH etc.

  • Thank you. Your help is highly appreciated.

  • @ShinobuSK said:

    Watch me genrush that build every game

    Cmon, let us have some hope...

  • @wewantbetterfun said:

    Corrupted intervention 120 seconds without having 2 gens done in the first 2 minutes

    POP: removing progress they made in their face

    Deadlock: stopping a 2 gen pop within 10 seconds of the first one

    Scourge hooks: pain resonance: knowing which gen is worked on and which one to POP

    Killers who hate getting genrushed, have the control now!

    Survivors who love to hold M1 to end games in 3 minutes, time to use your ASDW and fight true pressure

    I hate Deadlock with Pop. It denied me pop multiple times during my testing.

    I want to try build: Pop, Pain resonance, Surge / Eruption, Thrilling Tremors

  • @Viamont said:

    https://forum.deadbydaylight.com/en/discussion/comment/2667432#Comment_2667432

    All ideas? not really, from time to time theres people who have a far better understanding on how to properly balance a concept unlike you, ideas that i whole heartely can get behind and support. Also whats the mater? geting more agresive? seems you missed one last part on that excuse of an insult, also im still waiting for your answer on that other topic

    Yeah, I mean it's kinda dumb to call that hypocritical. There are bad and good ideas, that's it.

    If I suggest that all killers should mori from start of the game and survivors should get survivor aura reading effect from kindred to help soloQ.

    Would everyone be hypocrit just because they would want survivor change only? It's stupid to think that way...

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2667433#Comment_2667433

    I can dream it though, which gives me hope for the future which is enough to accept today

    Fair enough.

    I have lost hope after last patch...

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2665941#Comment_2665941

    You reject all ideas for improving the lives of survivors and only want a buff for the killer

    Well you are of course a hypocritical piece

    https://forum.deadbydaylight.com/en/discussion/comment/2665774#Comment_2665774

    Especially face camping with a nod

    WHAT? The killer just showers if you burned out why spoil the game by standing near the hook

    https://forum.deadbydaylight.com/en/discussion/comment/2665768#Comment_2665768

    Apparently the maine killer answers me

    Then squatting at the exit and clicking the lantern are also non-toxic.

    You have bad ideas and good ideas. It doesn't matter if they are for survivor or killer. This is not really hypocritical...

    His two idea would be abused af. 1) was tried before. Second would be abused even more. That survivor would just have better DS? He will go for protective hits nonstop, because he can't die...


    Action is not toxic, reason why you do it is:

    Tell me good reason to use flashlight macro, or wait for a killer just so you can teabag at the exit gate?


    I can tell you good reason for both camping and tunneling that are not toxic...

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2667413#Comment_2667413

    Lack of information from bbq also provides information, my most prevalent interaction with this is at the end of the match if I knew the general area of the survivor who was far away and didn't see them on bbq I can usually pinpoint which locker they are hiding in for a free grab to end the game then and there, just tonight I had a match where I ended a match this way for a 12 hook 4k by accurately using the lack of information from bbq to my advantage

    bbq is good for instincts since they usually go hand in hand, sure bbq is good for all players but the better your instincts the more you can do with any information it gives you which is ideal for added a basekit feature to counterbalance another, making sure if one has room for growth they both have room for growth

    You can do this easier with Whispers...

    I mean, I doubt they will ever do something like that anyway, so it doesn't really matter.

    It took them several years just to change some numbers for Huntress / Trapper etc. Those are simple changes...

  • They shouldn't, but you have that for multiple perks:

    Whispers, Small Game etc.

    I don't think they are able to fix that.

  • @Barbarossa2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2667361#Comment_2667361

    It's not just about killers or survs its x power + perk + addon.

    Same with Survs certain perks stacking is just crap. Seen a surv team with 3 healing boons? its just crap. certain perks alone are fine, pair them with something else and it creates horror stories for both "sides" Hence why limiting certain perks would create balance and give players the ability to use something other than meta.

    There is no way you would be able to balance that well for both sides. It would nerf a lot of killers that need specific perks and don't have just generic builds. This can't be done unless you make tons of buffs to weak perks. Your change would force everyone to use ######### perks, which is just bad imo. Also you have perks that do multiple things, so it would be hard to determine to which category you should place them.

    Another interesting idea would be point system, where each perk has some points and you have limited amount to use. Problem is again: impossible to balance.

    but you still have issue that each killer is different. So not each perk is as good for every killer.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2667395#Comment_2667395

    5% pop for kindred basekit is breadcrumbs

    whispers is inbetween since its bad or near useless on a lot of maps, its kinda hard to be outside of 32 meters of a survivor on midwich and the game

    I think you are undervaluing bbq, its information is invaluable for game flow and knowing where to go / which gens are being worked on

    I am not saying it's a bad perk, but you often don't get any value from it. Survivors can hide behind gens, in locker, or be close to you. Or you have slow killers that can't really benefit from that information that much compare to Blight etc.

    Whisper works for each killer same and it always work. Yeah, you have two maps where that effect is weaker, but that perk is not bad. It would also fix an issue with endless game where you have two survivors left and both are hiding, which is really annoying.

    Whispers can save you a lot of time, you don't have to get that close to the gen to see if someone is working on it -> just watch perk. You would never walk in deadzone with no survivor around etc. That perk would help a lot.

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/2667368#Comment_2667368

    Artist is in a weird spot as you could argue that the lag time between dire crow spawn and dire crow firing sort of evens out the 115% movement speed. She's not laggy, but her power is.

    Nemesis isn't exactly what I'd call a ranged killer.

    Pyramid Daddy's like Artist, his power is a bit laggy to compensate him moving normally.

    Don't really know what you mean laggy. I have never had issue with PH and he can get his range quite far with add-ons, can hit throught walls and multiple survivors, also second power... So PH is way better than Deathslinger and he is 115%.

    Same for Plague.

    Nemesis is kinda hard to compare here, because he has shorter range and his power is often denied over any loop (just crouch).


    Not sure about Artist tho, I played only few games with her on PTB.

  • @adirgeforthedead said:

    https://forum.deadbydaylight.com/en/discussion/comment/2667365#Comment_2667365

    I think it'd be fine if his lullaby was just the sound of the rattlesnakes right off the very beginning of his terror radius. Besides that I agree with you in everything else. Quick-scope was his unique feature which rewarded you for trying risky shots and received an equal punishment for failing. I'd be fine if they even extended the time it takes to exit ADS because it was absurd how easily you could cancel ADS to go for an M1.

    In his current state, Deathslinger really feels hopeless in safe loops and he has very little on his favour. I will never understand the decision behind these changes... he wasn't strong in most situations and large maps were horrible for him. People hated zoning and he is now completely dependant on zoning and bloody sensitivity makes him so insufferable to play as.

    Rattlesnake sounds would be super cool tho, so I am fine with that.

    Thing is: his ADS mechanic sucks a lot, any FPS players can tell you that. Weird sensitivity, lower FOV, it's just really clumsy to use. If you let players to quick-scope, then you don't have to fix ADS mechanic, because noone cares about it.


  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2667373#Comment_2667373

    better alternative

    BBQ becomes basekit and the bloodpoint part of were gonna live forever also becomes basekit

    (also to make things slightly more fair killers don't get revealed by basekit kindred for 6 seconds forcing them to leave the hook or risking survivors getting information on which way the killer is going)

    now it fixes bp issues and gives killers a counter buff, since survivors would get information each hook why shouldn't killers also get information to balance

    I mean, BBQ is actually not that good for most killers. Everyone is using it for for BP, there is like 5 killers where BBQ is actually good aura reading perk.

    If you want good perk that works for every killer: Tinkerer (that would be OP), Ruin (hex is not good idea), Surge (but make it work for special attacks), Whispers (that would be quite good to be honest).

    If I should do basekit changes for a killers rather than one strong perk, maybe do smaller effects for both detection and gen refression?

    Whispers -> work for each killer and killer will not waste time looking for survivors in deadzone.

    Small Pop -> make it 5% for 60s and nerf pop by same value.


    People are suggesting Kindred aura reading basekit and that would make soloQ way more effective on gens, so there would have to be some changes to help killers with that.

  • @bjorksnas said:

    Maybe thats the answer to basekit kindred is another perk slot for killers, since while survivors defenitly need something to make soloqueue more bearable it does push the needle heavily in the other direction

    Problem is that it is quite easy to chose basekit for survivors, because they are all same.

    But most killers just don't need same perk to be basekit. Even Pop wouldn't be good for all of them.

  • @GuyFawx said:

    Killers have 6 perks as their addons are essentially also perks not every killer mind you but a lot of them. I cant see them ever increasing the perk count on only killer as it would seriously disrupt the games semi functioning balance

    Yeah...

    Lot of killers just don't get good enough add-ons and add-on effects are mostly just weaker versions of perks and that is by a lot.

    and what do you think are items for survivors? Those are actually stronger than perks that do same thing. You can't really say that about killer add-ons.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2666549#Comment_2666549

    ranged killers are balanced on 110%. Making him 115% won't solve his actual problem which is having ######### gun.

    90% of their negative killer changes apart from nurse have been disaster so much so that just about every single one of their changes will eventually need to be reverted.

    he needs revert, pretty much all of them do. killers would be in way better place.

    Really?

    Plague, Nemesis, PH and Artist are what?

  • @jesterkind said:

    Don't revert it, improve it. Most of what they did was necessary (excluding the TR increase, that one feels suspect to me), but it wasn't handled particularly well.

    Make him ADS slightly quicker (without it being the same speed as the old quickscope, I think there's a middle ground that can be found there), make him 115%, and possibly replace the TR increase with a lullaby radius? If not, maybe some more reliable TR addons. After that, Slinger would be in a much better spot.

    Lullaby is often worse than TR, because you can't get rid of it. Depends if it is like Huntress (loud) or Trickster (silent)...

    Quick-scape should have never been nerfed. That was main thing that made him unique compare to other ranged killers. They should just nerf ADS fake and it would be fine.

    Like what is reason he shouldn't have that? He has limitations that other ranged killers don't. Probably worst is: he can't down over most pallets.

    Then there is just long list why he is worse Huntress...

  • @Barbarossa2020 said:

    I think they should just put perks into class, survival, regression, Hex etc, you can only have 1/2 of these.

    Certains perks together work to well. They in turn create op/toxicity.

    And this could be done for both Surv and Killer.

    So you would actually nerf killers? So they can't stuck regression perks... nice fix

    This would be terrible to balance and decide what is where.

    Also problem is that not each killer needs same perks, you would just nerf those if they have some must have perk.

  • @SunsetSherbet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2666614#Comment_2666614

    You don't start at new MMR for new killers. Let's say you have a 1900 MMR killer. Your Artist is going to start at atleast 1600.

    Alright, then I am #########.

    I guess I will just watch a movie and see how many games I can lose during that time...

  • @SunsetSherbet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2666090#Comment_2666090

    So it's the same as the old system where getting to red rank killer was intentionally made easier because red rank survivors complained they had to wait too long/kept facing the same players. It's also very easy for killer to hit top MMR but very hard for survivor. So the survivors actually at top MMR are VERY good. Where as a pretty bad killer can still get to top MMR in a short amount of time. It feels like the entire idea of the system is to ensure newbie survivors have good matches. It doesn't matter what happens with anyone who has more than 10 hours play time.

    I am not sure it's done on purpose, but let's by honest.

    Actually good survivors don't really care about escaping. Escaping as a requirement for win / lose is really bad idea and that is main reason why you probably don't have that many survivors in high MMR, or just lower than they should be. I would determine it 100% based on chase duration and gens done -> not punished for doing only one of those.

    Killer just has to kill players, where two kills if you want kills is not that hard in most games -> you kill one during game and one when all gens are done, sometimes one more when they try to save. I have actually stopped securing last kills in end game, because I don't want to go higher. Well, lately those escapes are not really on purpose...

    It just sucks when you haven't played for a long time, but game doesn't give a ######### and sends you against really good teams anyway.

  • @deKlaw_04 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2666410#Comment_2666410

    a yeah some people are just ruin the game with stuff like that. Wish people were more positive and that MMR would go away so that losing would not be as frustrating.

    It's not about losing, it's about how you lose.

    One of my best games I actually lost.

    But when you lose against multiple second chance perks, BNP, map offering and you manage to get 1-3 hooks during game? That is frustrating.

    They have made it even worse with validation. Losing because you got validated 3 times in 1 game with 27 ms ping, yeah that feels deserved, right?

  • I have played with some survivors that just can never be happy.

    If killer is losing -> he is trash etc.

    if killer is winning -> he is "tunneling" "camping" "sweaty" etc.

    They just never shut up till you do it for them...

  • @Tubby_Squirrel said:

    https://forum.deadbydaylight.com/en/discussion/comment/2666433#Comment_2666433

    And if you only get 1 hook, your MMR goes down and you're more likely to be put against lower skilled surviors... is there like some bug where MMR just doesn't go down?

    Well, we can't tell when we don't see it...

    So far I know only few people that tested it and they didn't find difference even after losing lot of games in a row.

    I wonder what games I will get with Artist, because that should be starting MMR, right?

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2666056#Comment_2666056

    My theory is that MMR is non existent you're just getting paired with whoever, I 4kd a swf just yesterday and the next game had survivors with less than 40 hours in the game and I've got 10,000 , I ended up letting them farm because I felt bad after having everyone dead on hook with 5 gens to do, but the same could be said for survivor because Ive escaped on a rank one killer who obviously knew there stuff only to turn around and get a ash rank 4 ghost face who has trouble kicking the gen. Based off of that I've come to the conclusion there's absolutely no way they have any sort of MMR or skill involved in determining who you face it's just about getting as fast matches as possible

    It probably starts searching close to correct MMR, but where there is no killer with that MMR it will just start searching lower / higher...

    This is why they will never show MMR, because everyone could call them out on how it doesn't work.

    I have played like 12 games during this weekend and I just got destroyed every time, except one. They used RPD offering so I just camped the ######### out of them...

    Classic meta perks, lot of CoH, some BNP, some insta-heals / agent, yeah lot of fun... for them tho

  • Who cares?

    Killer already wastes time doing that...

  • Spawns are issue. You can have survivors spawned each on different gens and there is just nothing most killers can do about that.

    Also huge maps.

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2666056#Comment_2666056

    You could try playing without getting any kills for maybe 5-10 games. I don’t know how much that would help.

    There was guy that tried like 30 games and no effect.

    Problem is that a lot of killers (from what I know) stopped playing, so survivors are now matched with killers that are not supposed to be there and get destroyed.

  • @Nathan13 said:

    best thing you can do is take a break or play survivor.

    I have found a huge issue with this.

    You don't play -> you get worse, right?

    but your MMR doesn't get reset anymore, so I didn't play for almost two months and I can't play my mains now...

    Edit: I just played Cenobite (I suck at him, only few games) and got 4k (playtime) survivors, so it doesn't matter. I can't play anything now.

  • @danielmaster87 said:

    Because they shouldn't get to take a break from making new content to fix their game. They should be able to do both. Raise your standards!

    Yeah, but also be a realistic... if I can chose only one, it will always be fix the game.

    Look at Dota, there is new hero like once a year and noone cares, because the game works and is well balanced.

  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2665372#Comment_2665372

    The devs also said that killer-specific MMR hasn't been implemented.

    There's also been no confirmation by the devs on any sort of values. Yes, they said each survivor is considered an individual win or loss, but they never said that that means a killer gains 4 times as much MMR for a 4k as a survivor does for an escape.

    If 30 matches were enough to jump a significant amount then you'd be in high ranks one week and low the next just out of sheer luck.

    30 games is not enough to expect a significant difference in an MMR system.

    Also "losing 4 times the normal amount of MMR" is just wrong, since you ALWAYS have that same amount of MMR for grabs in a killer match.

    "The devs also said that killer-specific MMR hasn't been implemented."

    When the devs said that?

    From what I know killer-specific MMR was promoted from start and I am pretty sure it is active.

  • @GrayEyes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2665361#Comment_2665361

    He just said he rarely plays Doctor so he shouldve already started at a lower mmr

    And the devs even said for killers it's not 1v4 its 1v1v1v1

    So therefore that's 30 games of losing 4 times the normal amount of mmr

    Umm if it's working how they say it should he definitely should've lost a ton of mmr don't be silly

    I just wanted to start playing after long break and got destroyed super hard and it looks I would have to play over hundred games to get normal survivors again... ######### that

    My main killers are just unplayable for me atm.

  • @Bennett_They1Them said:

    https://forum.deadbydaylight.com/en/discussion/comment/2664338#Comment_2664338

    also, as far as I see it, the first slap on hook (if it's consistent) is to stop the annoying screaming in the killer's ears. the second's to be toxic.

    What is third?

  • @Tatortot said:

    As It stands now, the game is a struggle to enjoy. As survivor, I feel like I escape most of my matches unless I get tunneled and face camped. As killer, I've just been defaulting to memeing to finish challenges as I'm not willing to play toxic and am either always matched with a tough SWF or baby survivors too sweet to hook.

    I really miss ranked matches, as I always felt like it was a hair-raising experience as so whether I'd get a 4K as killer or get an exit gate open as survivor. It was by no means perfect matchmaking, but the types of matches I'd get didn't really feel so binary. I really hope Behavior will get a reality check and implement game design elements that promote varied and non-exploitative gameplay.

    After rigorous testing, I have discovered that the best way to play DbD is to not.

  • @scoser said:

    Got to agree to revamp or remove SBMM. In the current state where kills are the only thing that matters, there's a killer camping and tunneling in at least 50% of my survivor matches.

    Problem is that it is not really because of SBMM. Let's be honest, there is no killer that want to be in high MMR.

    I think main issue is CoH, because it forces killers to commit to each chase, which is just bad. Killer doesn't have time to it and guess what is best way to gain time as a killer? Remove a survivor from the game.

1 … 22 23 24 25 26 … 57