Gastongard
Gastongard
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I have been lobby dodging trying to have a match without bots and its almost impossible to even get at least a 2v7. 99% of the times is a 2v6, with two useless bots. I only had one match with 2v8.
You really feel the difference between a bot and a human, even someone with a few hours its more eficient than a bot running like a headless chicken the moment he hears a tiny terror radious -
No. Next question
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I work in the game industry, I make characters and heels are always a hot topic. they need a taller skeleton, and in a game where you are trying to re use as much as possible (animations, cloths, materials, etc), its hard to make stuff like that. I worked in a gory fighting game and female meshes had two body types, with and without heels, but this was made like this from pre production, so the rigging team already had two skeletons to work with. In this case, im not sure, i guess short deadlines (new content every three months or so), different departments not wanting to overlap or delay the work for the other, and those kind of stuff make this things a big harder to be done if they wasnt done from the beggining.
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I think its better to give killer some more creatives challenges to do stuff outside regular gameplay, like kicking gens, hooking survis, chasing megheads, etc.
On the other hand, i agree that it sucks having your teammate throwing the match just to cleanse totems, but after 8 years it must be hard coming up with new ideas to fill 4 pages of each tomes challenges. Same with new perks, at this point every new perk seems like a recycle idea or an update of an old perk. -
brother wins 9 matches like nothing and then loose one against a "SWF" and comes here to rant about how unbalanced is the game.
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@I_Cant_Loop said:
A surrender button would be universally abused. People would quit for just about any reason, as we've seen in the past during periods when the DC penalties were suspended. The game would become unplayable for anyone not in a 4-man SWF group. I know you can't force people to try in a game, but at least make it inconvenient and time-consuming to leave a match.
I should have explained more, I was very frustrated and hitted enter and never came back to the post.
I was refering on having a vote surrender option, as you have in league of legends. something democratic where if you get the mayority of votes you surrender, and if you dont you keep playing. Maybe the post gave a different insight of what i was proposing -
@I_Cant_Loop said:
Do you have some video of your killer gameplay that you could share? I'm naturally skeptical when people on this forum claim that they "win all the time" as killer. People come on this forum and claim this all the time, yet not one of them has ever backed it up with video of their gameplay. I'm not trying to flame you - hope you can understand why I'm skeptical. If you're really winning all the time, even after getting into the high MMR range, then you would be among one of the best players in the world.
I dont stream or anything so I dont record my matches. As I consider myself as main survivor, something like 60-40/70-30 surv/killer ratio so I would say I must be in low mmr and thats why I tend to win as killer. And tbh I would love to know how to decrease my mmr as survivor if that means to have more fun in my matches.
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I dont like any of these ideas. Just give the killer a gun, it will be faster and less boring for survivors.
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Shaggy as killer.
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I dont agree
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@Akumakaji said:
Just take a wild guess, of how fun this game went for the killer. Yeah, don't be shy, go ahead :)
https://us.v-cdn.net/6030815/uploads/WE06PV99QZOR/unbreakable.jpg
well, if the killer didnt slug or tunnel that would have been a 3-4k. Except for the prove thyself and the brown toolbox they didnt have any gen perks.
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@Tostapane said:
at this point give them a gun for killing the killer…
I wouldnt mind a ptb or a game mode where survivors could kill a killer and make him slug on the ground for 16 minutes or so, depending on the amount of survs alive.
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He just needs a bit more cooldown for his abilities for being more balanced, is pretty much free hit on almost every scenario. You need to be braindead to miss a hit with dracula.
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What more reason do you need to play as killer as having easy matches against solo survivors? Which are the mayority of playerbase. Im not trying to gaslight you, you must have your own experience, but understand SWF are a minority, and you have really bad luck if you go against swf match after match, i highly doubt thats even possible stadistically.
The game is clearly killer sided, with 500 hours put in maining a killer you can easily win most of your matches. 500 hours on the survivor side is nothing, with some luck you can last 20 seconds on a chase. Streamers or player with 7k hours as you mention wins 8 or 9 out 10 matches most of the times. Sometimes they dont even loose a single match in their entire stream.
Game is horrible for solo q survivors. I played like 15 games today and I scaped probably 2 times. Rest of the matches where like this: someone is tunelled at 4 or 5 gens, rest of the team doesnt want to continue and someone kill themself on hook. Or the first person hooked kill themselves. Or someone see its a nurse or a blight or whatever killer they dont like and just DC. Last half an hour i switched to killer and played 3 matches in the most chill way, and got 3k, 4k and 2k against what probably was a swf. Its day and night. I wasnt even mad for the 2k, it was fun anyways. Solo q is horrible and devs dont even care. -
They should change the 18 meters for 32 meters at least.
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@Skillfulstone said:
Is the Finisher Mori system unhealthy and incentivizes boring and unfun gameplay? Absolutely.
Would basekit Unbreakable fix that? Hell no, it would create a lot more problems than it would solve, there's a reason basically the whole playerbase rejected the devs's first attempt at pushing the Finisher Mori alongside basekit Unbreakable, it was horrible and greatly limited gameplay alongside putting Killers in tons of lose-lose situations, even more so against SWF teams.
The Finisher Mori system is likely there to justify a future monetization of Mori animations, as there is literally no positives about it from a gameplay standpoint. All it does is encourage players to sweat and slug people for 4 minutes in order to see that juicy animation and it'll only get worse if/when new Mori animations get sold and people want to justify their purchase.
I think there was a general overraction for that ub basekit system. Right now it would solve a lot of things in the game without damaging too much on the other side. Now killers can go and slug the entire team without any consequences. Making 4 people lives miserable. that needs to change. Gameplay is built around hooks and gens. On the survivor side avoiding doing gens can make the game longer but the balance of the match its still given by the killer. But on the other hand if killer refuses to hook he can still win but in the most toxic way, denying gameplay for the other side. The finisher match mori system was bad designed from the get go and it was proven by nurses and blights finishing matches in 2-3 minutes.
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I think its a combination of several things :
-Horrible map design: Each new iteration we get is worse than the last one, you know when devs are "reworking" a map, they will destroy it for survivors. There are maps like borgo where you can get 5 pallets in the whole map. Also, they have been adding new tiles that super unsafe, you have very little chance to get if you are lucky one loop. Most of these tiles are just a super unsafe pallet that its there for nothing. If these arent enough for you, you will have a lot, and I mean a LOT of dead zones where there are not even props or not even a window, just plain surface. See new haddonfield, the main street can have 1 or 2 pallets top if not mistaken, then the rest is pure dead zone, and its a big street. Then the houses most of them where nerfed or semi nerfed.
-zone-Antilooping killers. Last killer we got have been anti loops killer, nemesis, xeno, vecna, dracula, unknown, etc. Can be fun for someone with a bit more experience, but the vast mayority of players are not in these group, and they find the killers very hard to even loop. Unironically the most fun killers to face are the older ones, and even the maps. Do you see someone using a map ofering for going to xeno map?
-Lack of comunication. We got a few QoL that are much appreciated, but solo q is still in diapers in comparisson to a 2 man or more swf. We dont have a wheel with some pre recorded messages, or a ingame chat with some limitations. We cant even see other peoples perks. The game push you to be selfish in your gameplay, you have to fight against that and be a bit more altruistic.
-Constant nerfs to useful perks and buffs to useless perks. Meta would be a lot more variable if we had more comunication. I would love to use more team perks, but why should I pick a team perk when i know my team mates wont be sync with me, its much more useful a second chance perk like DS or UB, even more in this tunelling and sluggin meta.
-Tunelling and Slugging Meta: Not sure whats the solution here, but at least we should try some things on PTBs.
-Constant aure buffing perks on the killer side and nerfing distortion. Not a fan of distortion but man, killer can use their strategies such as camping, tunelling, slugging, but oh hell no you wont use a hiding strategy. At this point there is almost anything in the game that doesnt revel your aura and because of this mindgames are useless in most loops so only solution is just hit W and pray to find a loop or a pallet near you.
- For godsake just implement a surrender option. You get you teammate killed at 5 gens because of a robot that will tunnel him out of the game asap, whats the point of continuing that game? It could be a 5 min timer, or something like that, but please this is a real necessity, a lot of games have this utility and it works perfectly, i dont know why this wouldnt be the case here. Im pretty sure even the killer will prefer to go next instead of finding themselves in a 2v1 situation where the 2 survivor will spend the whole time hiding waiting whos dying first.
-Devs trying to fix things that are not broken, and not hearing what community is really asking for.
-Unfair hitboxes and super unfair hits like vaulting a window, being on the other side and receive the hit anyways. Or being hit by a hatchet even when you are fully covered or out of huntress sight for example, only because of the super vague shape hitboxes. These also can be a ping problem, but cmon, why its always favoring the killer? -
Something I cannot understand is why are we even talking about nerfing SWF, these are the real minority of players! Killers that says they are always facing swf are lying, they get good solo q players that get some coordination, but then you see the statistics of these killer mains and they win 8 or 9 out of 10 matches, are you kidding me? How come SWFs are a problem when you win almost all of your matches man?
Solo Q is miserable and whats most frustrating for me is that forum mods are always avoiding these trheads, so that tells you a lot on how important solo q experience is for them, zero to none.
We have "solo q miserable experience" threads every day, i dont know what else do they need to happen so they do something, at least try something else on a PTB, thinking outside the box, instead of buffing teamwork perks in a game where you have zero comunication with other teammates, so the chances you have some value from these perks are really low, why should I use any of these perks instead of DS, or UB, to at least try to have a few more seconds of chases in the tunelling and slugging meta? -
Map offering are one of the most toxic things this game has. There is no scenario where it doesnt turn your math into a toxic sweat fest. If you are killer and you play against a swf that burns a map offering you already know the kind of mathc you will face. If you are a survivor and you see the killer using midwich, dead dog salloon, or an indoor map, you already know it will be a pain that match, some stealth killer with disgusting addons, and you have like a 5% chances of wining that match as solo q survivor (being that 5% a generous hatch that appears behind you). Your teammates are probably gonna kill themselves on hook, happens almost every match where you see a killer usin a map offering. Its always the same. Nothing but toxicity. This devs dont learn.
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I think we should give him more time, at least for the first data BHVR gives us, the lich is already super OP, im sure Dracula will have the same kind of ratio and with time nerfs will come so it gets more balanced. Right now im trying to get to know of to loop him and overall i find it kinda fun, a lot of mindgames involved, same as blight.
But I understand your point, if mayority of players have the same opinion then its safe to say it needs some kind of balance on his numbers. -
I cant believe people asking for regresing gates, as if already gates spawning wouldnt be a problem, most of the times they spawn right next to each other, even in H shape maps, it doesnt make any sense, having two sides on the map and gates spawn right next to each other. 80% of the times killers can patrol both gates between a second or two, or not even moving, they can watch both gates.
Thats the problem, gates spawning, not the gates speed, or if they regress or not.
99ing the gates only promotes good gameplay for survivors, promotes altruism, which also a lot of times is the doom of the team, but at least it gives you a chance to save your teammate. Imagine just being able to open the gates and run away, thats very selfish in a game where 99% times that already happens in solo q. I dont think its bad to promote altruism in a 4v1 game.
Killer mains needs to learn that because of having 1 or 2 matches where they get 3k instead of a 4k because gates spawning ISNT a bad thing and they dont need to run to this forum and rant about it. Same as people complaning and asking nerfs for survivors at the same time they say they get 3k-4k 95% of their matches, the joke tells itself. How much easier you want the game to get for you? -
No, its not a joke, and it shouldnt be buffed.
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Excellent. This is what the community wants and needs.
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As a surv main I like to face Drac, while the bat is really strong and seems a bit too op, its somehow mindgameable, as spirit. There is a lot of 50/50 mostly on windows, fast vaulting so he vaults on your side and in the second he transforms you slow vault and he ends up in the opposite side of the window. Something similar to when Weskers tries hitting you and vault windows or pallets x)
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809522#Comment_3809522
That would mean the killer has to wait until up to 3 of their perks are gone to use Pentimento and as soon as a totem is cleansed the only worthwhile effect would be gone. Nobody uses Pentimento for any of the of the other effects, so you'd basically eliminate the perk altogether.
Don't get me wrong, I would be fine with some changes to Pentimento but this is not it.
Yeah I see what you mean, You have a point there. Maybe it could work just focusing on the gen slowdown starting with something like ~15% slowdown, and gaining 5% extra slowdown for each totem you turn on, up to 35-40% which its a lot but well, at this point you would have 5 totems. Basically you could always have at least 15% gen slowndown. I dont know, just brainstorming here.
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Wesker infection nerf wasnt too much and dont need to be reverted
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I dont think that is toxic, but it definitely needs a revision, how come the strongest token is the first one? 30% (i think it is) gen repairing punishment should be at least the 3rd or 4th token. Not the first one. Its the same as devour hope exposing people on the first token. Even devour hope needs at least 3 tokens (i think) to expose people and get the strongest debuff.
Pentimento needs a rework. -
Try playing as survivor in soloq against a killer who uses this tactic, you cant talk and have an honest unbiased opinion if you never have deal with this scenario because you wont be able to feel what other people feels here. Its almost impossible to fight back these matches in solo q, and its a pain in the ass having to wait that much time on the ground, doing nothing, whats the game design behind that? Its nothing more than bad and toxic game design. Of course its not killer fault if BHVR gaves them the tools to do it, this needs to go.
Lets say everyone starts using this antislugging perks as you mentioned, that would be a pain in the ass for a lot of killers that relies on slugging, like oni and even perhaps twins. And there are tons of situations where sluggins is the correct play for a killer, but in this scenario not even that will help you, and you know what comes after this, the millions of killer mains posting here complains against unbreakble, boon exponential, etc asking for nerfs. Because it will happen, its a ######### circle.
I consider it equally as bad as the old eruption, it wont let you play the game, what kind of dev wants people to stop playing their game? Well, only BHVR. Because if slugging starts being meta I can assure you, you will start having a lot more bots in your matches. How fun -
@Backmon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809447#Comment_3809447
it was a reason uroboros are no threat to survivors anymore, so there is 0 point to cleanse against it cause you can still looping with 4% speed penalty just fine
Its still a threat, you will go down a lot faster because of that 4%, hes still very strong. If you say "there is no point to cleanse against him" is because you never play as survivor against a wesker. You are just trash talking only from the killer perspective, try playing an entire match with that 4% movement penalty, I can guarantee you are not going out alive from there.
A good wesker will win the same amount of matches now than before nerf.
Also the nerf was very justified, It was very easy to tunnel the unhooked survivor, this is a game where 5 players play, you are not the only person who should have a "fun" game making miserable other peoples lives. -
As a survivor its no fun, you get always tunelled or camped, you have no tools to counter it, no second chance perks, you dont know what pallets are already used, etc you get the point. At least as a killer you are still on the power role and you get to do this same stuff for free, but you can get easily genrushed without any reggresion perk or something like that. Also you always get the perks at level 1 and always the shi***est of the shi***est on the perk roster btw.
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I will never forgive BHVR for what they did to my boy, Spine chills.
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Nah bro, as a killer I didnt loose any match I played today, I could tunnel and camp every survivor I hooked and it was risk free. You know they will never have WoO, or any second chance perk. The mode as killer is easy mode against soloQ. You might get some difficulty against a swf, but most of your matches will be against soloQ survivors.
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I see you guys posting tons of great idea, but im not sure tagging someone is the best solution. I had 3 consecutive games lastnight where killers just slugged everyone, even a nurse on midwich (she used the offering), the first two I dced, the third one i didnt because the penalty would have been like 15 min or so, so i just put the volume to 0, alt-tabed and worked on something else.
What would really help here is something like Propnight did, give X amount of extra % to repairing each time a survivor is killed. A game shouldnt be over at 5 gens and 3 survivors because the last one was tunneled. With 3 survivors its ok to have a difficult match, but it shouldnt be imposible! Even slugging now, its starting being a really bad problem, just give survivor basekit unbreakable, with a longer time like 90 seconds, like a gen. Its really easy BHVR.
I think thats the weakest point of the game and his design. From a gamedesigner perspective, i dont know any other game where if you loose a player in the first minutes the other players of the team are there just to waste their time, thats just bad design. And even speaking about %, I dont know any other game where devs just want that their 80% playerbase loose 6-7 out of 10 matches and consider it a fun game. Its ridiculous. -
@Laluzi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3804671#Comment_3804671
Oh, current Zanshin is terrible, but that doesn't mean turning it into one of the strongest wallhack perks in the game is a good change. Especially when it's in the same update that kills the best survivor anti-aura tool. That's more than usable on Pyramid Head, it's meta. I'm All Ears on steroids.
I'd be… somewhat okay with the Zanshin update if survivors were shown that the killer has it, but as it is, it's Schrodinger's wallhacks. The only non-losing play is to leave the loop, but you can't react to it if you can't identify it and there's a few killers who can abuse the hell out of it because they don't need to destroy most pallets.
They need to reduce the time to something similar to im all ears, even less I would say because as a killer you have a lot more input in choosing wheter to break the pallet or not so you can make almost the whole map a constant aura reading surface if you want.
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I think the rework is very unhealthy for the game. Devs are punishing survivors for being near dropped items, for being near chests, for being near a dropped pallet, in a few months you wont be able to walk without your aura being showed somehow by a perk. This is a really stupid direction the game is taking. I know its probably hard to have new ideas at this point in the game, but cmon, this only removes the only fun part of the game, whats the point of trying to loop is there in no mindgame involved, its a robot chase, because killers are already complaining on just going from loop to loop, imagine with this new zanshin rework, thats one of the best counterplay, run from loop to loop as a brainless chicken. I can see OoO coming back and Any means necessary to reset all dropped pallets and lets wait a few weeks to start seeing new killer mains post here complaining about this.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3800574#Comment_3800574
I think you just hate Hag because that's literally how she's designed to be played. She has no chase power outside of her territory so she kinda has to double down on camping by design.
Yes, Im not saying the opposite, I think its a really boring and really bad design a killer basekit where you need so many coordination and team work in a game where most people play solo, and devs wont also give survivors tools or mediums to comunicate or have some kind of little coordination. Its kinda the same as old SM, where you needed the most coordinated team to break a 3-gen, it was almost impossible playing solo against her.
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Forget it. BHVR filosophy only focuses on making soloq experience more misserable, this sounds like something would help survivors so its big no no.
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I dont hate hag, I hate hag players. You guys all play in the same boring way.
this is what i found when i searched for tutorials to be a hag main:
1) find someone
2) hook someone
3) put a million traps around the hook
4) proxy camp
5) wait for someone to activate a trap to hit him, or just wait for the hooked person to kill themselves or die on hook (with 5 or 4 gens remaining)
6) rest of the team give up and goes straight to the killer to die and go next.
This is what a soloq game against hag looks like 9 out of 10 times. But, whatever, of course you can play however you want, Im just talking from my experience and probably most solo q players. -
Sounds like bad luck or just skill issue. Huntress received tons of innecesary buffs lately, she was already doing great, now its even better. Practice more. Switch to survivor for a few matches and you will see what insufrible gameplay is, you will return to killer running as happy as a kid with a candy.
Tbh I dont understand why killer mains cant admit sometimes is OK to loose, sometimes you will have less experience or level than your oponent. Devs did a terrible TERRIBLE job making killer mains think they should win every game as a golden rule and if they loose god damn those ultra OP survivors, bad game design, nerf every item, make survivors appear with 2 hooks at the start of the game, etc etc -
aguante messi, the goat
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At least give them a cooldown when the match starts, as many other killers. Its super fun to enter a match as survivor and 3 seconds later get a hit by a blight with lethal persuer. Its just not fair.
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Unless BHVR gives survivors an incentive for doing gens, this will keep happening, so far all the answers to this issue has been giving the killer the free 4k, with aura revealing within X amount of time, crows appearing faster, etc. These are all bad ideas, because will put the balance more on the killer side than what already is (60-70% according to BHVR) and this will end up with more nerfs to killer perks, etc. I think the best should be something similar to what Propnight did, each time a survivor dies the remaining survivors gained some extra % in repairing, to the point that the game is not over even when is 1v1, that survivor is able to even repair by himself if he can do it the last gen. This would also help balancing the game in the scenario of your teammate killing himself on the first hook. On the other hand, killers should gain X% of perma haste per survivor killed. In propnight we saw this working and the killers still had the advantage and most % in wining matches.I think games would be a lot more interactive and less boring in a 2v1 scenario with something like this implemented.
I think this would make the game more interactive and less boring in those scenarios. -
This post is a huge L take. You should have more confidence in your skills
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looks amazing! where can I see rest of submissions?
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If you dont like it, dont play it. A lot of people is having fun with this mode. You can still play regular mode and sweat how much you want there, slugging, camping, tunelling as much as you want 🙏
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One match and already ranting? seems fair and totally objective
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Plague, but just because the ugly effect occupiying my whole screen when im infected.
Vecna, I feel hes super OP and really unfair to go against, I havent won a single match against Vecna playing in soloQ. In the lattest matches I just killed myself on hook.
Chucky, his power most of the times feels unmisseable -
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763361#Comment_3763361
You can’t force killers to stop facecamping, but BhVR still made an anti facecamp mechanic. You can’t force killers to stop making 3-gens, but BHVR still made an anti 3-gen mechanic.
Similarity, you can’t stop survivors from ragequitting, but BHVR can still implement an anti ragequitting mechanic.
Why do you say "You can't" when they, in fact, can do that? They did it bro. I think there is a difference there, between what somehow is an strategy, and on the other hand willingness to play. Not the same thing.
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@Peanits said:
We definitely see the frustration it causes and have shared it with the team, and we agree that it doesn't feel great to have teammates abandon you. I'm afraid I don't have anything more concrete to reveal at the moment, but I'd like to be open about it regardless.
It's a tricky problem to tackle since even if the option was removed, there are other ways to quickly get out of the match, such as running to the Killer after being unhooked. Ultimately if someone refuses to play the rest of the match, we can't force them (in a literal sense, they could walk away from their system and still leave the team one player down).
That's not to say that it can't help, of course - making it more inconvenient can be the nudge some people need to finish out the match - though it wouldn't get rid of it entirely.
Hopefully this sheds a little light on it, and please by all means keep the suggestions coming!
This is a nice response, thank you.
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It used to be Skull merchant because other players just gave up, but I think overall (at least with the people I play with in soloQ) people started to have more patience and it has become a more enjoyable killer to play against.
I think what its more unsuferable to play against is the same couple of perk every game, same with survivors, If you removed 80% perks of the game , no one wont even notice. This talks about how shi**y most of the perks are and how boring the meta is.
But anyways, Chucky is the one I hate the most, just because how difficult is to see him. Trying to mindgame a chucky player is like that bart pictureAlso the voice lines man, how annoying can that feature be, geez. Makes me want to kill myself on first hook just not to hear him anymore.
Also N°2, that dash thing he has is really difficult to dodge, most of the times feels like it has little to no counterplay.
