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GloomySpooks

GloomySpooks

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GloomySpooks
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  • I wonder if they can steal the Halloween game's idea to let him have a shadow stalk mode for faster travel πŸ‘€

  • Justice for Blue Collar Gabe and Cowboy Vitto πŸ™πŸ»

  • I love that this positive and healthy post is ignored for all the negative doomposting, regurgitating the same things their fav streamer said, and bashing the already-canceled update for everything it's worth.

    The discord server was exactly the same, no matter how much someone would ask for suggestions in ptb discussion on improving the system, everyone would ignore that to scream about how unfair it was and add nothing productive.

    And all the people wishing for the game's death are the same ones screaming the loudest to reject any healthy change for the game. Because it would mean they'd have to relearn how to play for a lot of them, and the veterans don't care that it would mean a better experience for newer players if the people they're playing with also were adapting to new things.

    Anyway, great post, thanks for trying to be positive about it OP!

  • Looks great, can't wait to see what actually makes it to live. :|

  • Yes, it's especially discouraging to play against ranged proxy-campers. An added LOS effect that would work like Myers's stalk (super weak at a distance) would be great!

    However, as you see in your thread here, killer mains will whine and cry the loudest if bhvr takes away the easy-win mechs. They even complain about hatch because apparently 3/4 kills is JUST NOT ENOUGH (they should have everything and survivors should have nothing). I think you have a good idea, I just know it won't be implemented because a killer's job is to kill and they want it as easy as possible until the day the only survivors that are playing are the bots. πŸ€–

    Dramatic exit

  • @Jock21 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812036#Comment_3812036

    How's using aura reading perks more braindead than using pre-nerf Distortion when most of them have requirements in order to activate unlike current Distortion ? Also why shouldn't survivors also learn how to play the game when chases are, you know, part of the game ? Hypocrisy and double standards aren't gonna win you an argument babe, so come up with better arguments next time.

    Lots of reasons "babe," for instance, ping has a lot to do with how well you do in a chase, also, newer and casual players aren't spending 5k hours trying to learn every map in the game.

    It's all good tho, this change (and others requiring survivors know every perk/strat of the game) will either make the more casuals find another perk for people to complain about, or stop playing the game altogether. But what I'm really hoping it does is raise the skill level of survivors in general. The bad killers' tears would taste so sweet. πŸ–€

  • Idc about medkits, keep them the same, but give me back self-healing CoH so it's actually useful again.

  • @HolyDarky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3776632#Comment_3776632

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3776685#Comment_3776685

    Peanits this was a serious question: Do you, the developers, really think you did a good job and did the right thing with the Knight rework and the buffs to Iron Will and Darkness Revealed? If yes, why did you never respond to our feedback and suggestion? We spent so much time and effort in it but you never responded to us and you did what nobody wanted/asked for. Also if you think you did the right thing, can you explain why our suggestions were wrong? At least, this would be great to understand what went wrong and how we can do it better next time. Of cause, every other developer can answer this too. I would love to see an answer.

    Not all feedback is usable feedback. They are working on a huge list of perk changes and some changes they're making now may be to account for future changes to other things.

    That would be my guess at least. They've been saying for months that they're making a lot of perk changes, people are going to be complaining every update about it. Doesn't mean they should ditch the plan.

  • I just want the game to be fun again. πŸ₯²

  • I hope the only nerf distortion gets is the removal of scratch marks. What are you supposed to do against aura-reading nurse?

  • I think it needs adjustments for sure. Tho tbf I haven't played this mode much.

    Like personally with the survivor loadouts, half the effects were not great. I'd like to see less of a class setup and more basekit things (like the self care on last down, alert, windows, healing speed) and then a simple perk combo you can choose with options for endurance and stealth perks (fun stuff like quick and quiet/headon or lightweight/iron will) that have been adjusted to have group effects (aura reading, speed boosts). This would obvs take a lot of planning tho.

    Not sure how I'd change killer for it (queue times were too long for how little I got to play), but I'm sure they'd appreciate some slower gens or something, they did seem to fly if the killers weren't coordinated. M1 killers will probably need some basekit speed boosts after breaking pallets/vaulting or something, as poor trapper seemed to mostly be cleanup crew/sheep herder.

    The biggest problem is the effect on lobby queues. Idk how they can work around that other than bots.

  • Well I don't know, are all the lengthy aura reading perks healthy for the game? The HIDE AND SEEK horror game. Especially when things like full aura-readiny comp nurse exists, with which walls, pallets, vaults are useless for survivors?

    Lol okay okay, Nurse example isnt fair, okay.

    But is getting sniped by hatchets across the map by aura reading huntress, is there lots of survivor/killer interaction in that?

    There are things on both sides to consider. Distortion/iron will are great for survivors that arent good in chase. Also, it challenges the killers relying on auras to find survivors. Should they run dead hard/decisive instead?

    If you leave the distortion player for last, that's a mistake for sure. Since you cant rely on whatever perks you're using, you have to use game sense to find them. Best time to do that is when you can account for the other survivors, ideally you apply enough pressure that they HAVE to go for an unhook or do a gen, thats when you find them. Then its up to you what you do with them.

    Also, sometimes you have to account for people doing streaks and such, yeah theyre going to avoid the killer as much as possible to get their escape. Basically its just a playstyle preference that some killers just cant counter because they're also depending on perks. Practice finding blendettes without aura perks, thats my advice.

  • Am I suddenly colorblind tho or is Sable's deep rift just barely a different color? Like I couldn't really tell a difference until I squinted at the roses in her headpiece.

  • Also, where is the perk preview popup now? They weren't in Lara's bio in the store.

  • It just needs to add an aura to the dropped item I think. Soloq suffers the most from it, especially on maps like hawkins. If you're in the area of effect for it, the item should be visible so you can at least find the item to move it if your soloq teammate dropped something in a bad spot.

  • I have changed my playstyle. The forums taught me to be more selfish/stealthy because the survivor players make it clear they don't care about their soloq randoms and killers think everyone is a swf so they don't care if they tunnel you out at 5 gens. πŸ™ƒ

  • @Jwmj said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744336#Comment_3744336

    And I get that, but if BHVR doesn't think it's a bannable/reportable offense - why do you and everyone else? It's part of the game.

    Basically they can't do anything real about tunneling because when a 4 man swf all bring decisive strike/dead hard/otr, etc, tunneling isn't that effective and/or the killers that play comp will COMPlain (teehee) because that is a comp strategy against sweaty 4-man swf that could otherwise outplay the killer. Tunneling early is handicapping the team, which makes sense in comp, but in an average soloq game, it's how you end the game in minutes, not allowing one person a chance to do much more than throw a pallet or 2 if they're lucky before being bored on hook again/letting go because what's the point of sticking around for the rest of that game? Also, quite discouraging for soloq players and with queue times as they are in an 8-yr-old game, maybe killers shouldn't want to reduce the number of players by driving away new players with an oppressive comp playstyle?

    And considering most random matches the survivors are not very efficient and go for hook saves before even 10 seconds have passed, it's quite easy to find a different survivor in a compromised position (going for the unhook), so there's no real excuse to tunnel most of the time.

  • It's all about patience. Once they're in your red stain, their only option is to try to make you whiff. Predict the spin, wait for it, don't swing and just move your camera to find them, the spin isn't gaining them any distance from you if you don't swing so you can afford the patience.

    Also when they're that close, make sure you're not lunging out of excitement, that can make you miss too. It's best to get really close and then hit a quick melee. Reserve lunges for choke points where it's harder to spin out of the way.

    And then sometimes you're just going to get a cracked swf with 10k hours so don't let it discourage you. I'm a survivor main tho so this is just my console experience advice from a part-time Myers. Good luck!

  • @Ohyakno said:

    This is literally just bias. You don't remember the challenges you get easily, you get annoyed and remember the ones that frustrate you. It's like how people say they get camped, tunneled etc etc every game.

    Like there's no way you actually think their MMR system wouldn't just explode if it has to factor in challenges, right?

    K

  • Use Zenshin Tactics and you can use a perk slot for the same exact info, and learn how to mindgames survivors with it. There is literally a killer equivalent perk, making it a balanced info perk. Use it if you think survivors running WoO is what is really losing your games for you.

    I would absolutely love a survivor perk equivalent of lethal pursuer personally.

  • I would say for game health, slugging for the 4k is not great. Whether it's a sanctioned action doesn't change the fact that the majority of people are not being entertained while laying slugged while they watch the last teammate swapping lockers.

    Achievements and challenges aside, it's disrespectful of people's leisure time, which is sacrosanct to most.

    But one can't demand maturity in video games I suppose.

    Especially not one where 'teabagging' is debated often. πŸ˜‚

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3717663#Comment_3717663

    The vast majority of popular game mechanics across multiple genres often started out as unintended exploits/bugs/glitches/player interactions.

    When your playerbase finds interesting ways to engage with the game that express a deeper level of skill and understanding of the underlying systems of your game you're always gonna have to weigh the pros and cons of removing it carefully. Whether it be hug tech, flicks, moonwalks, crouch techs, 360s, wallbangs(blinding through slotted surfaces), etc. they're all forms of skill expression that add depth to the game and a large amount of the playerbase enjoy both seeing and using. DBD has a history of rather than choosing to make these things proper parts of the game they instead either remove them or stifle them to near uselessness. There are ways to adjust the game to accommodate these "techs" while keeping the game balanced.

    Fighting games originally were not made with combos as we understand them today in mind. When players first started to really do long strings of attacks in SF2 it was straight up unintended by the devs. Rather than squash the "tech" and force players to lose skill expression that they were having fun with. They made adjusts to the game overall in the future revisions to enshrine the ability of characters to combo attacks together as part of the normal design then balance it so everyone could do with a decent level of consistency. Players who were better at the game would get more mileage out of it, but since it was made a natural part of the game it made it easier to balance in the long run. It became a genre defining mechanic that fundamentally changed the genre for the better.

    Shooters are notorious for exploits and glitches that ended up becoming tech that is considered benchmarks for how well you understand the functions of the game. IR shots, drop shots, cross map knife ricochets, wiggling(found in shooters with leaning mechanics while aiming), etc. Stuff that now gets celebrated and widely used that used to be just straight up bugs and unintended design quirks. The devs choose to more often than not embrace these things turn them into proper codified and balanced mechanics rather than just denying them outright.

    DBD by comparison goes the abnormal route of and flattening out the game's skill expression and time after time just straight taking away genuinely fun things. Like I'm all for fixing actually problematic bugs that destroy the spirit of the game no matter which side they benefit, but the only thing keeping this game going is the fact that it is unchallenged in its genre and the licenses it has access to. When people look up DBD content these days they get tons of videos seeing genuinely fun and funny stuff that gets them excited to play the game only to then get the game and find out that most of it has been patched out or nerfed into the ground.

    I'm enjoying this discussion and agree with a lot of this but also I'm wondering if the recent changes within the company have a lot to do with it as well and I'm wondering if they're trying to find a way to balance the game overall. I mean at this point tho from what I gather about the coding, they should just make a DBD 2 for balanced competitive play updated for future tech and revert current DBD to a more meme-friendly game.

    IMHO

  • Yeah let's not overreact because it's still great for the people NOT on hook, yeah sucks for whoever had it on hook but killers that face 4 adrens in endgame get a bit of a reprieve now if they managed to hook someone before it popped.

    Think they should've left haste alone tho, plenty of ranged/teleporting killers in the game to justify it, plus t3 batteries Myers, 99 marking ghostface and NOED & Terminus still exist.

  • I tried to make a post about stealth and people eviscerated me for it. I think stealth is the optimal playstyle honestly (killers are faster, some have ranged attacks, ping says I can't loop) but it doesn't work if the whole team isn't being stealthy.

    It is frustrating for a killer to go against a stealthy team, but it can also be frustrating when you want a real game and some survivors are just making it too easy with their flashlight clicks and teabags, you down them quickly because they want your attention but they're not that great at looping and then you're steamrolling the team because they started early unhook pressure on the team by getting caught immediately and no one is doing gens lol.

    Stealth is the best option when there's no pressure to NOT be stealthy. Unfortunately so many people think if you get in a locker, you're being useless. RIP Built to Last, head-on, inner healing, flash bang, not to mention avoiding aura-reading events. So often someone harasses me in game because they saw me get in a locker πŸ™„ when I'm literally running streetwise/built to last or trying to head-on the killer if they're coming and the team just tries to give my position away.

    And with killers now like the Unknown, who can not only range attack but teleport, stealth is key in most games.

    In short: Down with ultimate weapon, basekit lightweight for all!

  • As a Myers main, please don't change this map lol.

    But in all seriousness, as survivor this map feels balanced, it requires a certain amount of stealth on both sides. Even with a terror radius the killer could be coming from various directions with all the LOS blockers.

    As killer it is a map that definitely requires mindgames for all the windows and small rooms, but I think that's what makes it fun. The generator spawns usually feel fair as well.

    Doors are usually easy to check but can be harder to find as survivor, but I think just some proper exit signs with arrows throughout the map to point out the exits would help, tho not sure if that's doable with random door spawns.

    Reducing the sound of the main room would def be appreciated by both sides I think.

    Perhaps a few breakable walls would help contend with the long walls for M1 killers.

    But in general, I like this map.

  • People are saying main/piers are strong but in my experience most killers arent going to chase for too long there, generally they patrol the very open 3-gens in the middle and don't bother chasing around structures. Dismantle some walls/windows in main if you want but do something to split up the middle some and maybe trim the grass.

  • The Unknown is a silly little guy imo.

    When they showed that still of half his face in the camping teaser, I already knew I wasn't going to like it. I really dig the creepypasta vibes of the teasers so I see where they got the "big smile, no eyes" look from but idk with all the twisting and his head seeming so small, he just looks goofy lol. A little less twisting and more just deformations and disproportioned limbs would be creepy, and make him look less like Dwight lol, give it some longer stringy hair and make its head a little more of a proportionate size, idk. But yeah, he is creepy but I am def going to laugh more than be creeped out by him. His floppy nodders crack me up.

  • This is why I'm not playing as much recently. Most games I end up playing for hatch or leaving via hook ASAP because teammates are literally doing nothing while I'm being chased/downed/hooked. Like if the killer already has 4 hooks and we haven't popped a gen bc survivors are insta-unhooking in front of the killer instead of doing gens, going down 3 feet from the same hook and becoming a hook trade, then the one that got unhooked just lingers nearby like the killer doesn't see them and assume they're trying to unhook asap so they go down again and deny even safe unhooks, what's the point of trying to help them at that point? It's frustrating, because not helping feels crappy but so does going down as well because obviously the killer has no reason to leave the hook area so you know whoever you go to save is probably being proxy camped and it's going to be a trade or tunnel situation at that point. And chances are the killer will slug the last person forever to try to draw you out so you can't get hatch. And if that person is petty they will bring the killer to wherever you're hiding lol.

    Seems to happen anytime there's a lull in content. Hopefully when Alan wakes up soon, games will be more interesting again and bring back the more experienced survivors for us poor soloq fools.

  • This is why I wanted bot killers in customs. People need an option to test out plays/loops/perks/FLASHLIGHTS (me, it's me I can't with flashlights) on some sort of practice mode.

  • Agreed. You can try playing at different times of day, as someone suggested, but also, do you run the same perks a lot? I would suggest trying to switch up perks completely and see what kind of team it might bring you. I've found that matchmaking seems to be influenced by similar survivor perks (I'll get into a lobby with 3 other random also having similar combinations of the perks I have on). This is a theory no one has confirmed for me yet but it's become pretty obvious from all the soloq I play lol. Meta perks will get you with people *trying* to be sweaty (and mostly failing and dying early) so try running sneaky perks, or info perks help a lot (alert/dark sense) in just avoiding death by staying away from the killer, mix it with a little distortion or calm spirit, you can prob at least get hatch if escape is the goal. Though I will warn you that info perks often summon all the stealth killers it seems, so be prepared for them to be pretty useless some matches lol (and lots of Chucky).

  • Idk if anyone has already suggested this but honestly a basekit kindred would really help soloq, without giving too much of a buff to swf. Maybe not seeing the killer's aura (to keep kindred as a useful perk) but whenever someone is hooked, everyone being able to see everyone else, then you could at least find the Meg hiding in the corner of the map to give you a heal before saving.

    Though this probably won't change much because behaviour was correct in that some soloq players just don't care to help. πŸ˜‚

  • I see a lot of people complaining about "unable to burn thru stacks" of distortion (laughing in stealth killer).

    Scratched mirror Myers can burn thru them in 30 seconds and never give them back.

    Same for any stealth killer with aura reading who stays stealthy.

    Also, who says you need to burn thru them? Why can't a survivor keep a type of info perk from working for you?

    On the flip side, most stealth killers can counter info perks for survs too (love having kindred/alert on a wraith match πŸ’€) making those perks useless as well. And all the killer perks that inflict blindness, effectively negating all info perks for a survivor. (Here's looking at you, ultimate weapon spammers)

    This sounds like killers feeling entitled to everything going their way to make the game as easy as possible for them. I rarely play killer anymore because it got too easy to get kills most of the time, there seems to be at least 1 new survivor in every lobby, and their inexperience can still throw the game even if they're teammates are a 3-man swf.

    Distortion is perfect for what it's meant for. (Soloq teammates like me that are bad at looping and thus play sneakier).

    Is it frustrating going against a super sneaky squad? Yes, but like killers like to say about tunnel/camping - "it's a strategy" and honestly a more cannon strategy considering this is a "hide and seek" horror game. Killers want to find survivors immediately and then just proxy camp and tunnel 1 or 2 players out early, play gen-kick simulator with the last 2 until they give up or slug for the 4k (this has been the majority of my DBD games lately) and it's simply because "it's a strategy".

    So I reiterate: Distortion is perfect for what it's meant for.

  • Yeah I think all the killer mains need to calm down a bit here and think about that. The FOV slider is probably going to make gameplay a lot different for killers, so even if these "tweaks and updates" are mostly nerfs, it will likely be necessary if being sneaky becomes much harder for the survivors because the killer can see better. Spinning a killer is already a 50/50 last ditch effort in chase, that is almost useless with a patient killer, if FOV tech dies, kill rates are gonna skyrocket, so I would expect there will need to be adjustments to fix the gap it creates.


    Only saying this because I've noticed how difficult it is to spin a hit from Chucky. Imagine a 7 ft Chucky. All that the light touches will be their kingdom.

  • It's really annoying when I 99 the gate, see NOED hit, try to go find the totem before a hook rescue and the others just open the gate and leave the person to die on hook. Especially when I'm running a totem build specifically to get rid of it quickly.

    Comms would help, but there are a lot of survivors that think the escape is what's most important, just like the 'slug for the 4k' killers thinking no one should escape. This game has a lot of opportunities for selfishness, as well as misplaced altruism.

    Piece of advice tho, don't 99 vs trapper πŸ˜‚ and like others have said, if you don't know where the other teammates are, or someone on death hook is being chased and you can't sabo/blind to save them, just LEAVE. Give them an opportunity for hatch or just to let the others know you won't be around to help. Don't just stand at the gate so you can teabag or whatever, especially vs certain killers, because things like blood warden and gate-blocking add-ons for their powers exist.

    Also I just want to say, endgame is the only time I'm fine with being insta-unhooked. Gate's open? Yeah sure follow the killer as they're carrying me and grab the unhook, that's great. DO NOT do that any other time during the game tho. That snowballs into tunnel/camp/sacrifice by 3 gens Everytime. Use chase/hook time wisely, stop crouching to watch teammates get chased/downed/hooked before you touch a gen, you should be progressing the game while the killer is distracted. Literally the safest time to do gens is when they're in chase, why would you not use that time? Lol I really have a way bigger problem with bad teammates than annoying killers.

    They should really improve their tutorials and gameplay tips on loading screens, not just the random perk videos they make for Instagram or whatever, but stuff actually in the game, for the casuals and such that don't bother actively trying to improve by finding streamers videos. Give us load screens with real info. Info about applying pressure, explaining that if gens aren't getting done, killers have no real incentive to leave the hook. Anything to help the noobs PLEASE IM BEGGING.

    My biggest piece of advice for survivors tho is to play as killer. It helps the most I think in learning about powers/perks and how to counter them, when they get killer instinct, if you should be expecting NOED or endgame perks.

    Sorry for rambling. I haven't played in a few days for these exact reasons (and too much Chuck πŸ˜‚)

  • I just want them to add bot killers so all the killers can switch to survivor and stop complaining about how "stressful" it is. If the game is stressing you out, take a break from killer. And by that, I don't mean queue as a survivor just to be a hideous teammate.

    For real, if you guys played for fun instead of acting like getting juiced is the end of the world, maybe we could ALL enjoy the game more. The only time I get annoyed as killer is when I'm trying to complete a challenge and I just can't because the survs are too good. But guess what? I accept my fate, walk around throwing random swings just to get them out the door and hope for survivors more in my skill range next match.

    I would rather have a 2 minute gen rush game as killer where I still get about 20k bloodpoints than a 2 minute game of bleeding out on the floor because the killer wants a 4k at 5 gens and I get 2k bloodpoints. Get it? The game is always capable of being fun for killer because you aren't being downed and left to rot with no gameplay actions available, not getting left on 1st hook to die because all 3 teammates decided the gen they just started is more important, not getting tunneled out of the game immediately with no chance to do your challenge. The load screens in this game last longer than most matches for new survivors, and new killers get absolutely dunked on by an experienced swf, do you really think that's a good experience to bring in new players?

    Honestly the problem with this game isn't the perks, or the powers. It will always be the mindset of the people playing it. Fix your perspective and stop complaining about every "advantage" the other side has. If more people played for fun instead of sweating all game, maybe everyone could enjoy the game.

    They just need a competitive and casual mode, sweaty unfun strats would have negative results in casual with some tweaking to the unhook mechanics and such, maybe basekit unbreakable after a certain time limit downed to combat slugging, built in aura reading for killer (or auto killer instinct) if the killer hasn't found a survivor in a certain amount of time (i personally dislike sneaky builds on survs because it encourages the killer to go after the same survivors instead of spreading hooks because they can't find the sneaky survivors) and then competitive mode would be the current state of the game, with whatever tweaks would be needed to satisfy the competitive groups (idk, I'm not very competitive in this game, what the hell do you guys want? Lol)

  • I just want to point out the irony of complaining about someone "ruining" a match by leaving early, without a single mention of the fact that the person who exited early was probably not enjoying the match too much already, which is why they left.

    Are you forgetting the insta-save Megan in front of the proxy camp tunnel knight? The urban evasion gamers hiding at the edge of the map at any sign of the terror radius while you're being chased, downed, and hooked and they haven't even seen the killer yet? Lol there are plenty of reasons to give up on a match.

    Please don't act like the only person who "ruins" a match is the person who takes a quick way out. And trying to punish people for using the only viable way to escape a bad match is a good way to get people to stop playing the game altogether.

    Enjoy the queue times and load screens as DBD becomes the mini game inbetween that πŸ˜‚

  • Maybe for a custom game mode, but I think they should keep things special for events.


    The killers complaining are funny. I'm sorry you guys weren't having fun with the void. I personally enjoyed hitting someone and then using the speed boost to get into the void, just for me to enter via a different portal and surprise them because they expected me to come through the same one. Also got plenty of downs from survs trying to enter and exit void. Yes there are some survs that fake the void to throw you off, that's the fun of it. I swear some of y'all want your matches to last 2 mins with 0 resistance πŸ˜‚

  • Get rid of DC penalties, you can get a bot instead to play. Is it ideal? No. But neither is getting tunneled at 5 gens, which is usually why I've been giving up lately.

    Killers want to camp and tunnel, what's the point of staying? Teammates want to meme or try to bully killer instead of progressing the game? Sorry I gtg get my next challenge. Teammates insta save in front of the killer? Nah I'll probably just wait here, to be downed again in 10 seconds πŸ˜‚.

    You give a person a penalty for leaving a pointless game, so they get out the only way allowed, as an easy kill for the killer.

    So really, ask yourself what YOU could've done differently to avoid other people giving up. Or just accept that some people get annoyed and would rather not stick around for more. Can't get too in your feels about it when you don't know what the other person was thinking when they did it.

    As a survivor main, I see these early DCs for 2 main reasons. 1) killer is proxy camping for a potential tunnel/hook trade - while not a game-ender, if this is what you have to look forward to all match and no one is doing gens, you look out from your hook and see three crouched aura across the map from you, or no gens have been touched and they all come for the insta-save instead of having used your chase/hook time wisely (TO DO GENS!), well that starts to feel like it's not gonna end well anyway so why not just go? Lol and 2) Their initial chase was embarrassingly short-lived, the killer is just too good, what's the point? MMR is fickle. Team should just get to concede lol. I personally LOVE getting rolled by a P100 Blight at 5 gens /sarcasm.

    When playing killer, it's usually Mikey, and quitters are on indoor maps, when teammates are too scared to touch a gen. I understand this. It's annoying for me too because then I just have to stumble upon the survivors because they're all just hiding lol and the match takes forever. Did the quitter know I was going to let them all escape? No. But how boring to only ever find the same surv doing 1 gen while everyone else hides lol I understand why they'd just give up.

  • Basically if you don't like distortion, get better with T1 Mikey. Usually eats my tokens in the first 2 minutes and I never get them back. Other than that, nah so many killers run lethal for that easy first down, so distortion is needed at the start too. I think it's a great perk but yeah it really annoys me when my swf all decide to wear it. I personally only wear it if I have a challenge to survive all game or something similar. Someone said distortion players are usually bad and that's exactly it. If you hide all game, you're never going to be able to survive if the killer finds you because you never bothered to learn looping. Honestly most annoyed at how many times a bad teammate has gotten hatch because they would hide at every whiff of the terror radius and was too worried about being seen to do gens.

    If you have too much misfortune with aura reading, try things that give notifications instead of aura (or replace at least one aura-reading perk with like discordance or rancor or something).

    Survivor perks are to negate killer perks and vice versa. You're bound to run into teams specifically avoiding the killer and it's annoying but just play casual and move on to the next match, don't request every survivor perk that actually works be gutted lol.

  • I think if they would fix matchmaking it would fix these issues with people getting frustrated going against the same perks repeatedly. Pretty sure the MMR is non-existent, matches seem based on perks and challenges tbh. Pick a challenge to be in the killers terror radius forever without being caught - here's 3 scratched mirror Myers for ya, in a row! Oh you just got a challenge to run away from your gen without being hit? Queue all the killers running fearmonger! The only time I get a really random killer matches is if I'm running random perks that aren't meta. I don't run MFT unless it's with a challenge because 9x outta 10 it means I'm gonna get in a lobby with sweats lol.