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Fibijean

Fibijean

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Fibijean
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  • My advice would be to watch Otzdarva play Trapper, if you haven't already, and learn from what he's doing. He's probably the most well-known red-ranked Trapper main in the community, and he's very good if not the best at it.

  • @kill_bill said:

    thanks for the satisfying answer

    No problem, glad it was helpful 😊

  • The short answer is, it's a combination of your connection and the survivor's - if yours is fine, the survivor's might be bad - and it's also something the devs are aware of and are looking into fixing.

    Here's the longer answer, taken from this summary post that I made of what was said on the last developer livestream:

    Why do grabs often get cancelled without a hit?

    This is part of the “infamous” interruption system. When the game was first released, it operated exclusively on a peer-to-peer system, where the server was the killer’s machine. So whenever the killer tried to grab a survivor, it would work, because the killer had little to no latency. Since dedicated servers were introduced, this mechanic has become increasingly problematic, since not only does the killer have to register a grab on their end, but the survivor’s machine also needs to register and acknowledge the grab for it to work. There can be a significant enough delay between these two inputs that by the time the information from the killer reaches the survivor, the survivor has usually already stopped performing the grabbable action. Essentially, there has to be agreement between the two machines, and the killer can’t grab a survivor who is no longer grabbable. This feels unusually bad for the killer because they not only miss their grab, but they also don’t get a hit either and just end up “waving” at the survivor.

    This is another important latency-based issue that the developers are not satisfied with currently and are working on fixing, with the aim of creating an experience that makes sense and feels fair for all players. Interrupts and grabs, in particular, can definitely be improved upon because the developers have a very clear idea of what needs to be done to fix it, so in this case it is “just a matter of time in an ongoing process”.

  • How long ago was this? The patch was released less than 24 hours ago.

    Also, could you explain what you mean by sabotaging traps (just to be sure that you're not confusing sabotaging with disarming or something like that)?

  • I would agree with you, if Quick and Quiet had the power to blind the killer or knock them out.

    Hex perks give notifications for two reasons: firstly, it's pretty much a rule across the board that anything which has a direct (physical) effect on the player displays a notification when it activates (Decisive Strike being one example). Secondly, hex perks are designed to be powerful and dangerous if left unchecked, and the notification is there to give new players in particular a fighting chance against them.

  • I think it's gorgeous. My first game on the new map, the Entity was displeased with me because I spent more time gawking at the environment than I did attacking survivors.

  • No, it means Iridescent. The UI designers probably just used their "Earn # Emblems of X quality or higher" template that they used for other similar challenges, and didn't pay enough attention to how much sense it made in this particular instance. In other words, the wording is probably just an oversight.

  • Matchmaking has a few serious bugs at the moment, which are causing issues like yours to be alarmingly common. The devs are aware of the bugs but haven't fixed them, presumably because they're devoting their efforts to perfecting the new matchmaking system which, once released, will render the current one obsolete anyway.

  • @Thatbrownmonster said:

    https://forum.deadbydaylight.com/en/discussion/comment/1150594#Comment_1150594

    I am questioning you what you think they did for 5 months

    Did they do anything related to the dlc? or just worked on the models and nothing else, because by your comment you state they did all that work in 1 week when they had 5 months

    No? I'm saying considering the amount of work that goes into creating a DLC, the stuff Senzu listed seems like about what one could reasonably get done in a week or two working at that same pace. That wasn't a list of tasks they completed in the six months leading up to the DLC release, it was a list of things they accomplished in between the end of the PTB and the live patch release.

  • Reports are definitely more than just a placebo. However, the team generally don't ban someone for something as serious as cheating or hacking without evidence, no matter how many reports they get. So it's unlikely that someone will be banned for cheating unless you first submit a post-game report in the scoring screen, as you did, and secondly send video evidence of their wrongdoing to Support via an "Additional player report information" ticket.

  • @Micheal_Myers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1150635#Comment_1150635

    Hopefully they fix it soon. These Dcing players need to get punished for ruining the experience.

    EDIT for context: Its 2 survivors Dcing not just 1. So it's just me and 1 other survivor doing 5 gens alone. Which is nearly impossible and unfun if it happens every match.

    That sucks, and yes I quite agree. Hopefully they get the bug fixed soon so all you Xbox friends can go back to uninterrupted games 😊

  • I doubt they forgot. They're probably still working on fixing the bug that forced them to disable the servers in the first place.

  • I wouldn't recommend buying a DLC based on the strength of the killer or perks, since those things can change very easily. It comes down to what you value in a DLC aside from that; if either or both of the characters or their perks seem interesting or fun to you, I'd say go for it.

  • There's a definite pattern of people thinking they know everything there is to know about the game just because they're high ranked.

    I played a game as Nurse the other day (second game as Nurse in about 3 years) and was, predictably, terrible at it. A rank 2 Steve looped me the entire game - and when I say looped, I mean he tried to run a Nurse as if she were an M1 killer. He was extremely predictable, and only got away with it because I was so inept.

    I was going to let it go, but he felt the need to gloat about it after the game, so I tried to make him aware of the fact that what he did is an extremely ineffective tactic against a Nurse, and if I had been competent he would have been dead in five seconds. But he wasn't having any of it - apparently you can't "tell a rank 2 how to loop" because they know everything, and I was just making things up to make myself feel better about losing 🙄

  • @Thatbrownmonster said:

    https://forum.deadbydaylight.com/en/discussion/comment/1149978#Comment_1149978

    Sorry but what?

    They did this in 1 week?

    When in a dev streamer they confirmed they take at least 6 months before the release to work on the chapter

    As a designer (and therefore having some familiarity with the design process), that seems reasonable to me. I think you might be underestimating the amount of work that goes into these chapters.

  • I certainly don't think new Ruin (or as a friend of mine likes to call it, "Hex: Decay") is stronger than it was previously. Having said that, it sounds like part of your problem is you're using it wrong. Ruin in its current iteration is not going to be effective if you camp individual generators to make sure they regress.

    A better strategy is to spread yourself out as much as possible, be constantly chasing survivors off generators, so that they will find it difficult to make any meaningful progress before you're forcing them off again, which is most easily accomplished with a high-mobility killer like Nurse, Spirit, Hillbilly or Freddy. Basically, the regression isn't intended to bring a nearly completed generator back down to zero, it's meant to make it difficult for survivors to complete a generator fully because it erases chunks of progress every time they're forced to abandon repairs.

  • You shouldn't have, if you were still holding it when you left. I would recommend filing a bug report here: https://forum.deadbydaylight.com/en/categories/bugs

    Be sure to be as specific as you can about the issue, and include details like the platform you're playing on. There are detailed instructions on how to properly file a bug report in this article: https://forum.deadbydaylight.com/kb/articles/149-how-to-report-a-bug

    in s Comment by Fibijean
  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1150035#Comment_1150035

    There's a lot open for the developers because they can make changes without fear of forcing RBTs killing survivors who didn't have the chance to search boxes:

    • RSN2 as basekit

    This will cause survivors either waste time or wait for their RBT to active to see auras. If they wait for their RBT to active (they or someone powers a generator), they will likely be under tremendous pressure because they have to search, at basekit, 4 boxes within 2:00 (since they likely had the time to recover from being hooked or downed).

    Therefore, survivors doing generators instead of wasting time will have a pretty high mortality rate alone. Now, imagine if you used Tampered Timer, which reduces the active timer by 0:30 and gives the active timer a total duration of 1:30. We're talking about needing great RNG on your side or else, it's game over.

    Keep in mind, this only happens if they DON'T get the passive timer. If you treat the RBT seriously, you won't be under a lot of pressure because you probably got a head start or received a passive timer from being hooked while your RBT activated.

    • Increase base search time
    • Skill check success and bonus zones are reduced when a survivor with an active RBT is searching a box

    We can have this or RSN2, since if survivors do generators, they are severely punished by the RBT because they won't get a passive timer. You only get the passive timer if a generator activates your RBT when you been hooked or downed within the last 15 seconds.

    We can safely make changes without fear it will kill people who genuinely couldn't search boxes. So, if you're hooked and a generator activates your RBT, you're fine, you won't be killed by the combos I mentioned above because you are given extra time to search boxes. 😁

    I see. Well, there could be something I'm missing, but when you put it like that it sounds fairly reasonable. I see where you're coming from now 😊

  • You should do, yes. If we factor in the experience you get during games, Level IV should get you 13 tiers at an absolute minimum, and probably realistically more in the 15-16 tier range. The last 4-7 tiers shouldn't be too difficult to farm over the final three weeks, assuming you're not enormously busy (which, if you're already at tier 50, I assume you're not).

  • Paulie did a whole video about it, the Secret Room factored heavily into it and was a key clue in the toolbox's discovery.

    https://www.youtube.com/watch?v=jjBtIloYdkU
  • @oh_0k said:

    https://forum.deadbydaylight.com/en/discussion/comment/1149955#Comment_1149955

    I and many other thought this meant they could have more time to change stuff from the ptb instead of doing it on a hotfix

    That is an assumption you made - a reasonable assumption, but an assumption nonetheless. You can't fairly blame the devs for that. And as Senzu pointed out, there were several significant things that were changed. Not to mention, we don't know what kind of gamebreaking bugs got found and fixed during that week that would otherwise have made it through to the live patch.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1141095#Comment_1141095

    There are good reasons behind adding a passive timer:

    Weakened or disabled survivors are given more time from the RBT to recover, which means we can make direct changes to the RBT without worrying any survivor are put into an unwinnable situation over something they couldn't control.

    Also, since you're implying the passive timer is all bad, you forget the part where if it doesn't active (survivor wasn't recently hooked or downed) then trapped survivors will have a shorter timer. The passive timer is skipped.

    Direct changes can be making RNG more in favor of the killer.

    Having the RBT activate after the Exit Gates are powered on (we will also have to pause the EGC when there's a RBT in play to make this happen).

    Heck, we can increase the search time to make RBTs harder to remove and waste more time.

    We don't have to worry about the RBTs becoming too lethal when survivors are given plenty of time to search boxes now that there is a passive timer. 😁

    Long story short, this change gives the developers more freedom with changing the RBTs.

    I wasn't forgetting about the passive timer's activation conditions, I just wasn't sure it was necessary in the first place. Part of the problem was that I had the impression that the default timer currently is less than two minutes and you had just increased it across the board, which was an assumption I made without looking it up, so my mistake. I would recommend including the fact that the current timer is 2.5 minutes in your OP, though, to avoid such confusion.

    Also, you say this will make it easier for the devs to make adjustments to the RBT. Just out of curiosity, what kind of changes are you imagining that this might enable?

  • It wasn't mentioned in the Patch Notes, so safe to say the answer is no.

  • Some more context would be useful, but for now I will assume you're talking about perk tokens.

    Token-based perks gain tokens every time a specific action is performed, or in some cases start the game with a set number of tokens that will be consumed throughout the match. The requirements for gaining and consuming tokens are different for each perk, and will be detailed in the perk's description.

    The tokens will function in one of three ways: either they will be consumed to confer an advantage, or they will increase the power of the perk with every token gained, or a combination of the two (the perk's power is increased with each token gained, but it is also possible to lose tokens).

    Tokens aren't a physical object, so they're not visible, but you can tell how many tokens a perk currently has by looking at the number next to its icon in the bottom-right of your screen.

    in Token Comment by Fibijean
  • @Jackel said:

    https://forum.deadbydaylight.com/en/discussion/135934/chains-of-hate-release-time

    I thought the New Chapter was going to be launched at midnight of the 10th?

    So the New Chapter will be released at 11am today?

    That's the plan. It's now been confirmed: https://forum.deadbydaylight.com/en/discussion/134600

  • Not yet. 11AM ET (about 45 minutes from now) is when chapters usually drop, but nothing has been officially confirmed yet.

  • It's a bit like the "respect the 4%" meme that was around fairly early on, where killers felt compelled to let a survivor go if they managed to kobe off the hook without any luck bonuses.

    If a Pig player is on board with the "Boop The Snoot" meme, if you poke their nose as a survivor, they will let you live. Some Pigs will let you go just from that one chase, but most will allow you to escape the match. However, there are a fair proportion of Pig players who don't care and will kill you anyway, and you never know which is which until you try booping them (unless you've played against them before). That's part of the reason why those who follow the meme will let you live, out of respect for your bravery in approaching and booping them knowing they could easily take the opportunity to kill you.

  • @Yinus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1148228#Comment_1148228

    Also, if this sounds like im mad with you i apologize. Is the situation that got me mad, im glad that someone atleast reads/replies this kinda stuff.

    It's okay, I understand it's not personal. Do bear in mind, though, that part of the current issue with matchmaking is that there are several severe bugs in play. The matchmaking in the screenshot you shared, for example, is not intended and should not be possible. So when I say that the new system will hopefully fix the issues, I'm also talking about bugs like that.

    As for whether or not it will work overall, I don't personally think we have enough information about it to make that call. In theory, once we get the chance to test it out, we'll know it's working if everyone's win/loss ratio is roughly 50/50.

  • Playing against skilled players will make you better, but I've never heard anyone use that to argue that matchmaking shouldn't be fixed - It's more of a silver lining for those with the right attitude.

    Unfortunately, matchmaking as it currently stands isn't something you can do anything to influence. The only advice I can give you is to wait a bit longer until the new matchmaking system is implemented, which will hopefully fix most if not all of the problems present in the current one.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/1147494#Comment_1147494

    Probably a victory for the killer, since he successfully stopped the survivors from escaping.

    https://forum.deadbydaylight.com/en/discussion/comment/1147692#Comment_1147692

    I don't think that would work. People just wouldn't concede. They would say "if you want the game to end then let me (kill you / finish the gens)"

    Also, the survivors didn't escape, so they lost.

    The game you described sounds absolutely boring for the plague. Just walking back and forth hoping the survivors stop being so immersed so she can play the game.

    That's why it has to be unanimous. My idea is only meant to come into play in a situation where no one was having fun, as you described in your OP.

    And one could just as easily argue that the killer didn't manage to kill the survivors, so they lost. That's my point - it's not fair to either side to arbitrarily award an unearned victory.

    If you can come up with a different way to end a game fairly where both sides win or both sides lose, I'd be happy to hear it.

  • @Lavos99z said:

    Think of it like this: If a football team beats the other team 70 to 0 (or whatever), and then they say "good game" to them...isn't that insulting and gloaty? Isn't that kind of a huge slap in their collective face? I get that you guys think it's "sportsmanlike" but that's just not correct. I have never felt like when a bunch of people who played toxic then said "gg" to me after stomping me were doing it in an honest and sincere tone, ESPECIALLY on the survivor side. Survivor gameplay is way too easy and they honestly have no right to rub it in.

    No, it's not. Because footballers know what the phrase represents and appreciate the sentiment behind it.

    Yes, if people go out of their way to make your life miserable during the match and then say "gg" at the end, it's hard to take them seriously, but that's because they have already proven that they don't care about sportsmanship, so the contrast rings false. We're not talking about those types, we're talking about people who simply play well and win, and want to metaphorically shake their opponent's hand as a show of camaraderie afterwards. If the opponent is inclined to interpret a friendly gesture as a slap in the face, that's entirely their problem.

  • The maps are full of stuff like that, pretty much anything that has something written or drawn on it has some kind of meaning behind it. The golden toolboxes and the secret room on Hawkins are the most famous examples, but they put a lot of small, significant things into the maps that tend to go unnoticed by players.

    There are also fun details and changes that get made behind the scenes, like how the Family Residence map, when it first came out with the Spirit's release, had one sword missing from the set of three katanas hanging on the wall, which was meant to be the sword that she uses ingame. After the Oni was released, a second sword vanished from the set.

  • I've been playing a lot more killer since the Tome started forcing me to. I tend to prefer killer when I'm playing alone, because I find it a lot more relaxing than survivor. Unless I'm trying for an Adept, I never feel pressured to do well as killer because I don't care about my rank (in fact, I'd rather be lower ranked) so I have nothing to lose. Plus, after many, many hundreds of hours playing survivor, killer feels fresh and interesting. I feel like I have things to learn, goals to accomplish. And, as an added benefit, it gives me better insight into how the game feels for both roles so that I can have more informed opinions about things like game balance, based not just on empathy but on first-hand experience.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1147694#Comment_1147694

    "Hook Tech" was fixed in the PTB, you couldn't slide under the hook, however, occasionally, when hooking someone as the killer you would be slid the left/right of the survivor for no reason.

    Oh I see, I only managed to get one game on the PTB so I didn't notice that, but that's good to know.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1147679#Comment_1147679

    They always put an announcement out for exploits they will ban for, this is not one of them, and a fix will be coming out with Caleb I presume, I'm sure you remember hooking survivors as a killer and being pushed to the side? That was an unintended bug due to the fix.

    That's what I assumed - that since they haven't issued an announcement saying that they will ban for hook tech, it's safe to assume they won't. But I didn't want to rule out the possibility that there may have been one I missed.

    I don't really understand what you mean about the "unintended bug due to the fix" part. When did that happen? As far as I know they never put out a fix for hook tech; they were about to, but then they delayed it because they discovered the issue was more complicated than they had anticipated.

  • @ausanimal said:

    The biggest problem will be what happens at the end off the 20 min take F13 after 20 min the match ends and you survive but that was built in as a win for survivors to survive the night, so what would it be for DBD if survivors get it classed as a escape then matches can be dragged out for the 20 min, if killers win and survivors get killed like the EGC after 20 min or no one gets anything and the match ends there is no real way to balance it.

    To me i would say give killers the win as survivors had 20 min to do the gens and get out and if the timer hits 0 then any survivors left gets killed but i would drop the time limit down to maybe 15 if not less put pressure on both sides before the timer ends and give less points to the killer if a survivor dies that way to stop killers dragging out the match for no reason.

    I agree that the talking point here should be what happens after the 20 minutes are up, but I don't think the timer should be less than that, and I don't think the victory should be awarded to either side. There's no way to do it fairly unless you find a way to give both sides the win.

    For example, I once played a match against a Plague where there were two survivors remaining. Neither of us were sick, and getting sick would obviously have been a death sentence. She was patrolling generators, vomiting on them all, so if we touched one we would get sick immediately. Because we couldn't get sick, we had to wait the 30 seconds and then start working on the generator, but we'd only get 20% progress at most before she was back and we had to hide and watch her infect the generator, kick it, and leave. By the time it was safe to touch again, all the progress had regressed.

    In that scenario, both the survivors and the killer were playing well by making the best available strategic decisions. It would not have been fair to anyone for the game to end and the victory be awarded to one side or the other, but it was a very long game.

    I think probably the best solution would be to introduce an option where all players can vote to concede. I don't think players should be forced to end the game if they still want to be there (we all still enjoyed ourselves in that Plague game, even though it went on forever), but if the game is going too long, and it's not anyone's fault, but no one is having fun, the remaining players should be able to unanimously decide to end the match. In that scenario, everyone would keep the points they have gained so far, and as far as emblems are concerned, killer emblems would be awarded as if the survivors had escaped, and survivor emblems would be awarded as if they had died, so no one gets rewarded for something they didn't do.

  • @Freki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1147644#Comment_1147644

    my recolection was that it was stated on a dev stream recently it was. i'd have to go find it before but i've been hearing others ALSO talking about hearing it.

    If you come across it, I'd be interested to see it. I know it was talked about in the stream before last, but I don't remember any mention of banning people for it.

  • @Eye66 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1147583#Comment_1147583

    Imma mark these words for when I'm proven right this week

    Sure, then we can both be right and it will be a win-win.

  • @Mellow7 said:

    Lmao "GG" just adds salt to the wound no matter what game it is, I've seen people so furious at tournaments when their opponent says GG and extends their hand out for a handshake they just walk off, ofc in person and Online are two completely different things but I do agree that "GG" is sometimes not what someone wants to hear after getting curb stomped in a game.

    That's them being a bad loser though, not the other person being a bad winner. It's not the other person's fault if someone takes offense where none was given. Of course you wouldn't say gg if you know that they're going to respond badly, but if your intentions are good it's up to the other player whether they accept the handshake or storm off (metaphorically speaking, obviously).

  • @Freki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1147634#Comment_1147634

    not a bug, but determined unintended exploit. when you see them doing this start recording them doing it, report it as using an exploit then follow up with a ticket and links or upload a clip to them.

    I've never heard of anyone being banned for using hook tech. Has it been confirmed that it's bannable?

  • Aura reading perks are incredibly underrated, especially for solo players. Bond (Dwight), Empathy (Claudette) or Kindred will give you a lot of information about what your teammates (and possibly the killer) are up to and where, which can help you avoid getting caught and know which areas of the map are safe to traverse. Feng's Alert is also a possibility, since it will give you a lot of information on the position of the killer in particular.

    Nancy's Inner Strength is a great self-heal perk if you're good at finding totems. If you're worried you won't get enough use out of it, though, you can bring Claudette's Self-Care instead, which is slower but more reliable and not as inefficient as many people believe (as long as there are no healing debuffs in play).

    Jake's Iron Will is also a great perk to limit the damage being injured can do to your chances of survival. Iron Will and Resilience is a popular combination if you're fairly confident in your ability to not get downed quickly.

    Meg's Adrenaline is a great pick to help you get out of the trial in one piece, the obvious downside being that you have to survive to the end to get any use out of it. I would also recommend Bill's Unbreakable if you get slugged a lot - not only does it help you get up on your own in the most dire of situations, but (more importantly, in my opinion) it helps you recover faster and you can recover to 99% instead of 95%, so it's easier for teammates to rescue you.

    In summary, I would personally recommend one aura reading perk, one self-healing perk or Iron Will, plus Adrenaline and Unbreakable, although you can substitute one of the latter two for Spine Chill or an exhaustion perk if you prefer.

  • @smappdooda said:

    https://forum.deadbydaylight.com/en/discussion/comment/1147575#Comment_1147575

    That still doesn't make sense. Assuming it's 1-2 points for finding a survivor it should still be more than 2. (unless we are dabbling in fractions now)

    I think it's entirely possible that we might be. Even though it's displayed as "2", the game's code may count points in multiples of ten, so you may have actually got 20 points for finding survivors, which would make sense if you get, say, 1 point every time you find a survivor (or 0.1 points, if you prefer).

  • There will be more cosmetics coming for the Deathslinger, but we don't know when exactly and they will almost certainly be in the Store, not packaged with the character. I won't share pictures here, but everyone who played the PTB had those pictures easily accessible just sitting in a folder, which is why I wouldn't consider it leaked content and therefore probably acceptable to mention.

  • I have a similar experience to you. I've been playing DBD on and off since mid-2016, but the last year has been extremely difficult for me and DBD has become my safe place. Playing the game and hanging around these forums gives me a sense of purpose and something to focus my energies on outside of everything else in my life. It's one of the few places I can go where I don't have to think about certain things or people that are making me miserable. Plus, I've met some wonderful people through here that it always cheers me up to be around.

    It really has very little to do with the game itself, but there's just something special about DBD that I keep coming back to, and it will always be precious to me for the role it's played in helping me get through some of the most difficult months of my life.

  • I get where you're coming from, but equally maybe we should give people the benefit of the doubt and not assume that they're gloating or being sarcastic just because they repeated a standard phrase which has been a staple of good sportsmanship, win or lose, for literal decades.

    It's not toxic to say "good game", but it is toxic to get angry at someone because you assume they're making fun of you when they're actually just trying to thank you sincerely for playing.

  • They don't usually inform us of upcoming changes coming out of a PTB until they release the Patch Notes. Point being, there's no reason to believe he won't be changed just because we haven't been told that he will be, so it's still very much a possibility.

  • It's not saying that you found 2 survivors, any more than that you won 40 chases (which, while technically possible, is incredibly unlikely). That's just a reference to the number of points you gained for finding survivors. The way it's displayed is very confusing and unhelpful, so I wouldn't pay a whole lot of attention to it if you're trying to figure out what you did wrong.

  • I just commented on your other thread, but for the sake of anyone else reading this I'll just reiterate that the devs are aware of this, it's not intended, and they're planning a fix for it in a future update.

  • It's commonly called "hook tech". The devs are aware of the issue, and are planning a fix for it in a future update.

  • @underlord99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1147482#Comment_1147482

    how would making more killer challenges not fix the que times ?

    Killers queues are not universally instant. Remember that this game is played all over the world, and queue times vary in different regions at different times of the day. There's a distinct possibility that having as many killer challenges as there are survivor, when ideally we want four times as many people playing survivor as killer, would mess up queues in the opposite direction.

    Again, I'm not saying that there aren't good reasons to change the challenge distribution, or even that having it as it is now is well-advised. What I'm taking issue with is OP's assertion that the idea that having less killer challenges than survivor, in order to keep queue times decent for both sides, is "absurd" just because it's out of touch with their experience of the game as it currently stands.

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