ElusivePukka
ElusivePukka
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/2566798#Comment_2566798
I don't know what you mean.
You think I'm really scared or I am missing sarcasm as I am prone to do?
Lil bit of both. DBD is the least scary 'horror game' around, and if anyone's truly scared of the other side or their loadouts they should probably drink less caffeine and stop taking it so seriously - but also, no really, the only people who need to crow about how un-scared they are are the biggest scaredy cats around (on the inside) :P If you took it personally, oh well, my bad.
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@Clevite said:
I don't fear anything, I'm the ######### killer.
The moment I'm scared of a lobby is the moment I become a survivor main.
If you have to say "I'm not scared", we know you are. Same for anyone who has to say "I'm good at the game" or "I'm a stable individual" :P
Fun little hyperbole is just good framing, friend.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2566724#Comment_2566724
Because it's very often for me that i go against twitch streamers that are very disrespectful to other players in the game. I know this is common with a lot of players... but if you're a twitch streamer i'd hope they would have some decency and treat other players for what they are, other people. But no. If i ever watch back VODs they are almost always disrespectful to me or other players, regardless of what role i am on. Sometimes i go against twitch streamers who are offline that are disrespectful in endgame chat, and then i look at their twitch and their profile completely contradicts the kind of person they are.
I don't like those types of players basically.
edit : i am not saying all twitch streamers are like this but players with ttv in their username often act a certain way i don't like.
Plenty are, no argument here. Twitch, despite being one of the reasons DBD took off, and one of the reasons it's going strong: it breeds toxicity and arrogance. There's people who escape it, and people who work against it - when I'm SWFing, there's a few in my friend group that I admonish for being disrespectful - and they're all (save the COD player) Twitchies.
I hope you get some who praise you and yours, just to spite those who are frustrating
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Haddonfield getting a shack would take the most survivor-sided map and push it even further to that extreme.
Mother's Dwelling is just too big and flat. It needs a reimagining, not a rework - Temple of Purgation is a Red Forest that's fine in size and composition.
Don't you touch my Lery's again.
The swamps are 3-dimensional, beautiful, and lush. They're also too big, with too much potential for safe pallets.
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Or give'em a brief AI stint so they go hide, like the tutorial bots, rather than idling.
A lot of people don't have control over brief spikes, especially with storm seasons and coastal regions.
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@[Deleted User] said:
TTV
Any particular reason? TTVs tend to be small people, more distracted by their chats than by any particular skill - but that's only my experience.
I'm usually more afraid of having a TTV on my team as a survivor because it means the killer frequently will tryhard for the camera :P
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@Mistakesweremade said:
Getting swamp maps instantly makes me want to quit. I hate them so much because of the abundance of complicated, boring structures they have.
Swamps can really be hard - I personally like that they're the only maps with decent foliage, but I'm not so keen on their sheer size.
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I like the passives, personally. I think they tend to be the more interesting option, because PH's "active passive" cages, Nemi's zombles, or the half objectives of the other PH's box and Freddy's Dream state - they're just neat ways to differentiate the game. I feel things get less stale if there's a mix of these in the game.
However, the 'second objective' idea seems to be where BHVR is leaning. PinBoi's passive is a pressured second objective. With killers getting boons to worry about, which can absolutely ruin a chase with any halfway decent survivor and equivalent killer, the devs are more likely to see 'tantalizing distraction' as a worthwhile addition over adding more game variance - especially as they've been saying in interviews that they're not liking when killers can surprise survivors, and their changes have been along the lines of trial normalization.
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I mean, this game is an unoptimized mess. I do fine with current gen games on my game on ultra graphics or equivalent, but if a Blight shows up on RPD it's hell on my card for whatever reason, and a clickyboi with a macro can still kill a lot of mid-grade PC builds.
The pretense that the game is entirely fair and predictable in load, especially when Steam's been getting hit with attacks and unscheduled maintenance more and more: it's just dishonest. On the other hand, no, DBD - despite having the potential for access to tools which could differentiate between different types of DC - has never gone out of its way to acquire or develop those tools, and even if BHVR had them they wouldn't be super reliable. They're not a 'small indie studio' anymore, but by no means are they giants of the industry with access to the best of the best.
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Pins/Pyramids on heads have been the most balanced killers to be released, as far as I'm concerned. Solid powers, interesting and unique counterplay, and dynamic changes to gameplay cycles.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2564529#Comment_2564529
LoS isn't some infinite option and killers move faster than survivor, what version of DbD are you playing?
You can also be immediately removed from a game thanks to the another survivor giving him all the stalk he needs. Which again, may not even have been that avoidable on their part. Tombstone Piece really doesn't require that much stalk for what it can do.
I'm playing the same crappy matchmaking as you, but even mid-tier players can get that Tombstone Piece to take approximately 2 minutes to pop off - doesn't matter the map, 2 minutes is an average worst case scenario. I've seen it take four or longer. A certain proportion of a survivor has to be visible for a stalk to start triggering, plus he can't stalk if you're too close, plus he can be lost fairly easily due to the speed decrease while stalking - seriously, play some Myers in any halfway decent bracket if you think a Tombstone's anything but a (largely detrimental to function) meme.
"Nerf this because it means we don't get to press W for Win" just isn't the compelling argument people think it is.
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Neither is getting nerfed anytime soon - and frankly, I find it odd that people are so desperate for the nerfs on these in particular. Tombstones aren't difficult to suss out, and LoS control is nearly entirely under the control of survivors in a regular game.
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I don't have fun as Trickster. Granted, I've only really given him a chance since SBMM - I either dominate or get dominated, with no middle ground. He might be fun on even ground, but I've never seen that experience.
Bubba's fun, but I don't consistently get good chases with him - everyone turns into robots in a chase.
Nemesis is a fun experience, but the zombies aren't where they should be, and his counterplay's more known than Huntress/Nurse - you feel powerful, but it's hollow.
Freddy, though, even though he's nerfed: that's just fun. I even have fun if I'm losing, because it's a soft oppression over the map, with multiple playstyles that compliment his two power sets. He just doesn't get boring.
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Didn't a streamer go through and work out a loudout-based mmr system?
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My peeve here is We'll Make It. It ought to trigger regardless, while BT and WGLF both make assumptions of a killer's proximity.
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@Speeddemonsaif said:
https://forum.deadbydaylight.com/en/discussion/comment/2564048#Comment_2564048
There is litterally no counter to Dead Hard. "Waiting it out" just lets the survivor dead hard to a pallet.
Dead Hard doesn't turn, and is less than the length of a lunge. It has plenty of counterplay if you force it.
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@dugman said:
I didn't learn anything from the new basics videos but I watched them anyway just to hear the awesome narrator. I kind of wish at the end of the matches they had that actor saying the results ("Brutal Killer", etc).
If not The Narrator, just get Jeff Steitzer :P
"Double Bleed", "Brutality", "Headshot", "Multikill"
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I'm a killer main.
I don't think it should be removed. I think it should be made more consistent, so that counterplay becomes more consistent in turn.
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@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/2564029#Comment_2564029
I agree.
Edit: Altough, some killers are not really equal when it comes to emblems so that would need adjusting.
Some other stuff too.
While I agree, I think the 'emblem MMR' system would also give more reliable data as to which killers needed more universal buffs/reworks than the current one, and even provide insight onto which parts of the game each killer struggles with.
Emblems have never been perfect. I still stubbornly think it'd be better as a basis for MMR :P
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@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/2564021#Comment_2564021
Well emblems made you pip right? And matching people with similar ranks together was the intention.
The problem is it was rainbow ranks a lot of the time for some reason.
Emblems made you pip, but black pips were still valued, and the matchmaking increased rank range every minute or so.
Having MMR be directly based on the scoring events within emblems, making MMR be based on game interaction/engagement rather than rewarding non-interactive play - it'd be better than what we have, and would allow people to have better environments which compliment and contrast their skillsets and playstyles.
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@NeonFlowerPower said:
The old emblem system, while not perfect, definitely made much more sense to measure someone's skill\decision making. Unfortunately, the system didn't work because it just tossed everyone with everyone.
To be fair, matchmaking was never based on emblem results. If emblems determined MMR, rather than kills/escapes, the MMR system might work better.
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DCs already increase per DC in a time period.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2563984#Comment_2563984
We get little in the form of openness, honest communication, or accountability from BHVR talking heads.
Would you want them to tell you all the things they are and/or have considered over the years? That's a lot of useless information, IMO.
Personally, I don't want to hear about things that are on the drawing board, I want to hear about things that are actually being implemented. Besides, we all know how "We're discussing this idea" followed by "This idea will not be implemented because X, Y, Z" is going to go. People hear/read the former and somehow get "This idea is definitely being implemented", then read the latter and immediately grab the pitchforks and call the devs "liars" and demand "accountability".
And you're allowed your personal preferences and jaded assessment of the community - with the note that I don't disagree with either entirely.
However, hearing what's on the drawing board is something others might like - I would. A development process wherein community feedback about priorities is considered would be nice, even if there's more overt practices of "This is not going to be put on the list/put very low on the list". A development process which has actual answers for your "X, Y, Z" rather than the current vagaries would also lead to far fewer pitchforks.
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"Operating in such a way that it is easy for others to see what actions are performed. Transparency implies openness, communication, and accountability."
We get little in the form of openness, honest communication, or accountability from BHVR talking heads. Mostly just people like Mandy running damage control or general community engagement - an important job, but not the same.
@Orion sorry, editing a ping since I'm responding for you
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2563971#Comment_2563971
Devs need to open a line of communication to allow the community to say what they are seeing that's making the game not fun to play and unfair as well.
The Feedback and Suggestions section is open to everyone.
While that's true, it's not exactly a welcoming or transparent place.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2563949#Comment_2563949
Except we're talking about survivor scoring within the same trial and how some players are reacting to the scoring caps, not survivor scoring in general. Your implication that they would/should just play killer if they wanted that 5k would only be meaningful if they could swap roles during the trial, which they can't.
We're talking about survivor scoring within a trial, sure. Your initial response about 'moral dessertism' is one I agree with, by the way - real altruism 'scoring' would give other people BP :P
Your next comment, though, the one that brought me in: "You'd think helping yourself escape would be a big enough incentive. That's 5k BP they're potentially pissing away for no reason."
They're already the type to piss away 5k. I'm of the opinion that someone like that isn't overly concerned about whether they get out or get that 5k in the first place, just trying for grade or BP - a lot of people view MMR as a punishment since the reveal, so I disagree that someone. While the trial might not net them that 5k, any other time in a play session will. A deliberate misinterpretation doesn't change what I'm saying.
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She's worth shards. That's only a day (or a couple) of play.
I'm not intending to spend money on this game until there's some optimization and QoL put into gameplay and matchmaking.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2563934#Comment_2563934
Tell that to my Basement Bubba/Myers even when no one pops in to say hi. Survivors are always strapped for points in low-mid, but an absent killer game can shore up that 5k easily - the pretense that no one has the option of switching roles is asinine.
We're talking about survivors' points, though. It's literally in the title: altruism cap. Killers do not have an altruism score category, so why are you bringing them up?
Plus, performing actions in the basement gives even more - those lockers while in a terror radius give more than that, as is the basement chest, et al.
The locker-hopping while in TR is capped at 250 BP, and opening chests doesn't give any boldness points whatsoever (it's also capped at 250 BP). You'd still need to spend a long time in the basement to get your 10k BP.
I'm bringing up killer games because you brought up BP - whether you like it or not, offering an alternate, easy route to BP is an easy counter to any claim that lazy/selfish players would inherently covet a mere 5k. Even if the cap were changed, survivors who're behaving like OP says are still going to seek the low road.
The survivor experience is one where options abound, the killer experience is one where you're frequently awarded BP regardless.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2563918#Comment_2563918
You can't, though, due to stillness crows. At best, you can constantly hop between lockers, which is about as engaging as watching paint dry. Even then, the points you get from being in the basement are very low. It's 5 BP/s, so you'd need to spend 2000 seconds (33 minutes and 20 seconds) constantly hopping between lockers to get 10k.
Tell that to my Basement Bubba/Myers even when no one pops in to say hi. Survivors are always strapped for points in low-mid, but an absent killer game can shore up that 5k easily - the pretense that no one has the option of switching roles is asinine.
Plus, performing actions in the basement gives even more - those lockers while in a terror radius give more than that, as is the basement chest, et al.
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No Way Out, Blood Warden, NOED, Remember Me
My casual Pyramid Head games still do gloriously with this. I try to avoid having NOED last too long, herding survivors toward it, but the feeling in EGC when they're really sweating about the timer is definitely worth letting them escape; I wouldn't get that if they just gave up.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2563869#Comment_2563869
You'd think helping yourself escape would be a big enough incentive. That's 5k BP they're potentially pissing away for no reason.
When you can AFK in basement for an entire trial and get double that, plus whatever you did for participating to fill up the other categories, remind me why 5k matters?
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Significantly more helpful and thoughtful than the Survivor Guide.
C+
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@fucciflakes said:
https://forum.deadbydaylight.com/en/discussion/comment/2563731#Comment_2563731
Only to be even worse with Boon Perks being introduced! Yippee....
No worse, no. BHVR're just mask-off about it. They've been pretty clear for years that killer QoL is at the bottom of their priority list, with killer buffs only coming when the survivor side starts complaining about the game's stagnation too.
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@White_Owl said:
You guys go on and say to a newbie or someone that never played that he should hold W to win and see the result...
Yeah, ummm.. this is exactly what I tell newbies when I'm teaching them. Part of the looping course is "skip every other loop unless your killer is dumb enough to mindgame themselves for you, you'll have more than enough time now and have them for later"
It's one reason why my crowd has a history of 3/4 gen runs.
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@Stryker said:
https://forum.deadbydaylight.com/en/discussion/comment/2561687#Comment_2561687
you know, these kind of ironic comments wont last long....
can't wait to say "get gud" when the roles will be switched and survivors will start making "queue time is 4123582375 mins long, plz help! devs do something" posts non stop.
people are already leaving this game, and even more will when the new update will drop, making jokes and mock will isn't helpful.
The unfortunate thing is that sure, people are leaving the game, but people are introduced to it every day. Social media sites still have plenty of free and paid advertising for the game that's just as effective as when we entered, because there's still no major success in this framework for any competition.
BHVR's monopoly means their stale, uninspired, backwater ideas never truly get challenged.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2562379#Comment_2562379
Oh yeah, true. Those are probably the worst kind of cheater
But then again let's face it, script kiddies don't cheat to gain a slight edge - they do it to show off and be the center of attention most of the time.
The only good cheaters are the select few who turn the game into a party for everyone - killer included.
Everyone gets to see multicoloured fog effects and dance together in blood/confetti!
Granted, I've only seen this twice, and most cheaters these days are just those tryhard, tantrumy script kiddies.
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@Lenox said:
https://forum.deadbydaylight.com/en/discussion/comment/2543130#Comment_2543130
Very odd to do that against Nemi.
I had a SWF team confirm to me that one of their group DCs every time they faced a Trapper - so it's not like tier lists matter when it comes to which killers trigger a tantrum
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They took out Heart Attack Spirit, which is the only scary thing that's been in this game.
They eliminated the chance for scares a long time ago when they chose to perpetuate an m1/ W/tunnel meta in lieu of fixing atmosphere elements, and the recent dev commentary of 'we don't want killers to be able to surprise survivors' kinda clinches that they've pivoted against any pretense of scares.
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I'll go one further than some here, so tinfoil hat time: it's so the devs won't get called out on their own low MMRs, equating to the community being right that they don't know what's going on in their own game :P
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@MrCalac123 said:
It isn't one. It's an asymmetrical PVP game of cat and mouse that happens to use horror icons and elements.
I'm gonna hafta offer a slight alteration.
"DBD is an asymmetrical PVP game of Tom and Jerry that happens to use horror icons and elements."
I think that might convey the power dynamic and general vibe better :P
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@Fenril said:
https://forum.deadbydaylight.com/en/discussion/comment/2561956#Comment_2561956
What about your passive-aggressive attitude? The fact that you're still being passive-aggressive can only mean that you've never looked into this issue and yet, you're here, sharing some light on what kind of psychological issues we may have and how serious they are. Sounds like we have an hypocrite here. ๐
And I'm standing on the hatch waiting for it to open so I can escape the match while my friend sacrifices himself on his second hook as he and I are well aware that we've already lost the match and are trying to do what we can to prevent the killer from having 4 sacrifices, a.k.a playing the game as it's supposed to be played, as the company who developed the game intended us to play. ๐
Learn what passive-aggression is before trying to accuse others of it, much less hypocrisy considering your first post :P
Sucks to hear for you, here's a tip I hope helps: until the hatch change, maybe try to run at the killer after you locate hatch. That way you might be able to bait a hit which will launch you back there and give you not only priority, but enough space to exercise it.
Another thing you might not like but might be helpful: a lot of killers know the deal if they see someone volunteer for death or missing struggle checks. It can actually be useful bait against a killer to have your friend wait out his timer, so the killer might think they're waiting on rescue.
Asked my second question in good faith, waiting for an answer.
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MMR's fine on paper, but the reality is they went for an overly simplistic approach that game developers have known, as an industry, does not work for matchmaking like this - and the evasiveness/lack of transparency just made everything worse. BHVR also knew, due to a previous attempt at escape-based matchmaking, that this system wasn't stable, but they did it anyway.
Rank/Emblem-based tiers of play encourage participation, which is what we're missing now. In EBMM we're having survivors being "rewarded" for leaving other players on hook, and killers being "rewarded" for camping - and anyone who says 'we shouldn't think of MMR as a reward' is a deliberately dishonest fool.
"Monke Brain understand number go up, Monke Brain think good."
It's a basic, universal truth of gaming that we're seeking reward due to play. Due to the grind in the game, the reward can't be a common commodity like bloodpoints - that's blood from the stone, not fun. That's payment, not enjoyment. Rather, getting good chases, getting good saves, getting good downs: those are what truly reward DBD players.
The instability of MMR as implemented, however, balanced around SoloQ survivor rather than taking into account the skill ceilings of killers, the loadouts of players, and the presence of SWFs in the game has created a situation where the devs have taken their inability to account for and willful ignorance of the reality of the online playspace and weaponized it against the players.
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I'm a killer main who finds your thread amusing. I think that defensiveness needs some looking into.
You're just standing on hatch and haven't gone through it yet.. why? Also, got any heated opinions on how killers can stand on the Black Lock and prevent key usage?
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My go-to 'bully perk' when I'm playing survivor is Diversion; pretty delicious confusion can abound because half the player base doesn't even remember it exists. Head On, Diversion, Deception, and Self-Care/WGLF almost guarantees my death, but my friends tend to live while I loop a tilted killer for the latter half of a match.
Killer main, though, and I gotta say - some people with Head On telegraph it a bit too much.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2561705#Comment_2561705
Im not too worried. It sounds annoying but unless its stronger than the meta survivors wont run it. Theyve had lockers and distortions for years to hide from bbq and they never use them.
I'm not overly worried that it will replace meta, I'm worried that it will do what a lot of releases do: reinforce the meta. I dislike meta builds, playing as or against either side - it's the most brain-dead way to play, not the most challenging, exciting, or intangibly rewarding imo.
I think boons will just make killers double down, as they're seen as a shadow-nerf to hexes and a lot of non-meta but fun perks, which makes survivors double down, and so on ad nauseum.
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At minimum, give us a way to sort them which is better than what we have. Libraries of icons aren't fun to go through.
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@EvilJoshy said:
What did they do to bbq?
One of the upcoming boons hides auras in a radius - the same one which is gonna make scratch marks even less helpful in a chase.
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@Objectively_speaking said:
No joke you joining them hurt them more than if you just got on a smurf account and walked them through the game. Because when your in a SWF it takes all players average and compared to your new friends you would of been making them play against meta players.
https://us.v-cdn.net/6030815/uploads/762I4JTCXX55/image.png
Compared to your friends you are the giant peak and where MMR appears to draw from when matching killers.
We don't know if this is true, though. There's been no word regarding SWF interaction with matchmaking, and the devs have implemented three different matchmaking models in the past - two where your assertion would apply, and one where it wouldn't.
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"Basement Chest" was my weirdest I've seen in the wild
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@cannonballB said:
It happens to me every game, and it's always the 4th gen. Always.
Same. Whether I'm playing killer or survivor, every single game - that 4th gen pop never comes through.