HugTheHag
HugTheHag
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- HugTheHag
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What the hell, no
Most SWFs are just random people playing with friends while talking about work or movies or something. They're not better players and they're not more toxic.
I'm not gonna judge a whole group because of outliers.
Would be like saying all killers are toxic because of Bubbas.
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I have fun ! I also have a much tamer experience than most, considering I am a very lenient and friendly killer and survivors rarely BM me in return.
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Honestly, same. Plague is definitely on my least favorite list.
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Now they truly are lost.
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Your friends are right. The game is very beginner-unfriendly.
However, it's not just about your first 20 games in my opinion. That would not be enough. Technically, there's already tiny training wheels in place in the form of knowing which killer you're facing and receiving brief advice on how to go against them for your first 3 games against every killer.
But you don't get better at the game, or very marginally, from theory. Especially as survivor when you're starting out, since you're very underpowered compared to killer when you're inexperienced.
Considering you can't reasonably buff survivor more than they are, and that the ensuing balancing on the killer side will probably be very rough on new survivor players, the only thing that would realistically help new players is a much more precise matchmaking.... Which won't happen.
Unfortunately, new players just really have to strap their asses to their chairs until they've practiced enough to get better. :/
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You keep playing as you usually do, even if it means losing a few matches, until mmr settles you back into your comfort bracket where memey and nice work ! =)
Changing up your playstyle at the cost of your fun by switching towards meta and ruthless strats will not make your games any more pleasant. If the game thought you could now handle more experienced teams, suddenly having a spike in kills from being more efficient will cement that rise towards brackets where meme builds and nice playstyles don't find their place. And after that, it's gonna be a long trek down and a lot of losses necessary until you can go back to the laid-back mmr you enjoy.
Generally, accepting losses and slowing down the mmr gain by giving hatch are good ways of giving yourself time to grow in skill.
At least, that's what I do, and I'm pretty satisfied with my games so far.
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Definitely a jerk move, but at the end of the day, it's a game and it's not that deep.
I encounter nice killers more often than this kind of play pretend.
If anything, I find that most often, killers who genuinely want to give you hatch don't care if you wiggle out. I've had killers intend to give me hatch just walk up to me again after I've wiggled out and walk with me to hatch instead of carrying me. Or carrying me but stopping on the way to drop me in front of a totem for last minute points before the end of the game.
As for the door, these guys are the reason I give the survivors distance whenever I give them gate, haha.
Though weirdly enough I don't get aggravated when a killer moris me after letting me open gate. Clearly they could have killed me earlier but at least I got the gate bloodpoints. I think it's a little bit funny too getting moried in the gate area, especially if it's like, a Bubba or something.
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Pretty sure the stun is shorter than the time needed to reset the pallet, but I could be wrong.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341493#Comment_3341493
It's useless for most killers unless that killer just slugs the person that was down. Here we have a perk nerf that encourages slugging.......which is JUST AS UNFUN as incapacitated, lol.
We'll see how it plays out. 10 seconds is a lot, enough to pick up, keep an eye on them on the way to a hook, and have an idea of where to go once you're done hooking.
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Considering the nerf, 10 seconds of aura reading is the lesat they could do. It's more than reasonable.
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DbD x Virus : It Is Aware for a true horror experience, except the horror comes purely from gameplay
Against the Virus killer, your fps drop to 10, your textures don't load beyond 10m and survivor health states drop to one, but killer FoV is yanked to prevent them from hitting straight in from of them.
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I don't think it's that bad. It definitely should have kept the flat 10% (I'm hoping they reconsider that), but the aura reading is nice. Considering it happens at downs, it's like having both regression and BBQ in one perk. You know where to go next. You can probably also have some sweet snowballs or snipes (Huntresses will have a field day!) if you don't mind slugging a little bit.
Maybe in the next balance change they could rebalance regression perks like Thana. I never really used it, but still a bit salty that it went from +0.5% to "now the max you'll get is 6% slowdown unless you're a Plague or a Legion".
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341119#Comment_3341119
Too bad it encourages slugging though. Because you won't have time to pick up the survivor and hook them before the aura reading runs out.
It does, but that's at the risk of the slug being picked up, so it's pretty fair. And even without slugging, having an idea of where people are roughly is still very good. That's why BBQ is still very useful despite only being 4 seconds long.
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Honestly not that bad of a nerf. I think they should have kept the 10% of completion instead of current progression, but the aura is neat. Since Eruption functions on downs, it's even incentive not to camp to know for 10 seconds where the people are if they're hit by it.
Definitely did not expect AMN to get a buff, but go it I guess ! Any buff to lesser used perks is appreciated.
I don't think these are the only two perks that will receive changes in the next update, so I'm still looking forward to the Circle of Healing nerf.
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- Tier lists are boring and useless, especially when it's about killers that haven't yet been released.
- Competitiveness ruins the fun of the game.
- Most content creators, even famous "wholesome" ones, often do promote unhealthy mindsets and goals.
- On that note, content creators with thousands and thousands of hours shouldn't be consulted for balance. They don't know how it's like being a beginner or a casual in this time and age of the game. They would balance at the top and make the game miserable for a lot of players.
- If you go for winstreaks, you don't get to complain about matchmaking or your opponents being too strong. Even after you're done with your winstreak and back to casual. That's the game trying to balance your past winrate. It's normal and intended.
- Tunneling and going full meta to keep your winrate in front of increasingly good teams just takes you further away from your comfort zone and is ultimately making things worse for your experience.
- It's not that hard being nice in chat, even in defeat.
- It's also not that hard not taking out frustrations on future opponents that did nothing to you.
- Twitch streamers shouldn't encourage toxic behavior through redeem goals (paying channel points to make the streamer be as toxic as can be in a game). If you have this kind of redeems, it's not a humorous, ironic stance, it's still making people miserable for funsies.
- Going out of your way to comment something rude on a player's steam page is petty and childish. Just move on.
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TTVs give me performance anxiety.
3 flashlights are also a dodge. I don't know who'll be on the receiving end of that, but I don't want to be put in the same basket as those daring survivors. I'm happy to ba a background character.
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I don't think bringing real life killers to the game is in very good taste, therefore I don't think they will bring those. DbD is a horror game, but bringing real killers into it would be glorifying them and their actions, for an overall pretty poor message.
However, we could get a XIXth century inspired man with a knife, that would have its own story but similar esthetics. I do like the scene you're painting.
Just... Not straight up real killers.
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You can report them.
The scoreboard just has a horrible, horrible layout that makes accessing the report page counter intuitive.
To access it, you have to hover your mouse over the "escaped/died" or "killer" logo on the right side of the scoreboard.
It will prompt a "Thumbs up/Thumbs down" icon, and if you click on it, it takes you to the report screen, where you can select your report reason between cheating, unsportsmanlike conduct, griefing or harassment.
This will flag the match for BHVR to identify when you submit your support ticket.
Hope it helps =)
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A bit worried they'll do a 6.1. and nerf popular perks into the ground whether they're OP or not, only for the sake of change, without understanding that if there are only 20 good perks, then they're the only ones that'll come into play.
If there were more good perks, they'd be played more.
Perk changes should come through buffing unused perks rather than overnerfing the most used ones...
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That's certainly an exchange haha
Welcome back by the way !
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@Mr_K said:
How did you get injured? Padded Jaws are meant to restrain, not to wound.
He hit me while I was still caught in the trap, and that pushed me out of it. =)
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Happy I can't relate too much !
I like Boop The Snoot ! I know I know, it's old and overused... but I started playing last year so whenever it happens it still makes me tingle with happiness.
Bartender survivors also bring me a lot of joy. =)
Or pretending to do a gen when I turn friendly as Ghostface !
As for visual memes, this one is my favorite, but it's a bit dated :
(art by Skaithis on Tumblr)
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That's funny, because before I dropped my draft to go to work, I had listed a handful of perks or combos that could fit the requirements if you're thinking about them hard enough, and Flip Flop + Power Struggle was on the mind. Not on its own though, I'll admit !
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Looking forward to playing the most pleasant map in the whole game, aka Dead Dawg =D
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I tend to like original chapters more than licensed, as I'm not particularly fond of any classic horror license. (For the love of all that is unholy, please no more RE and no more voice lines)
So far in 2022 it alternated between licensed and original, so unfortunately I think we might be on licensed for this one. No idea which one though, as everything we have is speculation.
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I'd say Forever Legion or Madness 3 Doctor, but I have a feeling it's gonna be a plot twist survivor strategy that comes up.
So I'll put my money on unhookable/unsluggable builds ! =)
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If we're speaking fairest, oftentimes Pinhead, weirdly enough.
If we're talking completely friendly and goofy, happens too rarely for me to say one more than the others.
I am super friendly as killer though, and I main Legion and play a lot of Ghostface & Nemesis recently. (I also main Hag, but with her I'm never really friendly)
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Haven't played them all, but so far :
Favorite : Legion, because I have fun zooming around and chaining hits is very satisfying
Least favorite : Nurse, her fatigue makes me motion sick
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I don't agree. I'd argue Flashbang takes some skill too. If you time it badly, the killer can just look up and it will do absolutely nothing.
Saboteur takes some amount of skill and game sense. Too early and killer can go to another hook, too late and not only you'll be injured but your friend will still be on the hook.
For the people is high risk high reward and therefore requires some game sense on to when use it without getting yourself killed.
Deception needs some timing to get value from.
Smash Hit.
Hyperfocus and Fogwise (in themselves) takes skill.
So yeah, a lot of survivor perks are quite passive (and that's not a bad thing ! A survival game should have a lot of consistent perks), but there are quite the handful that require skill and good game sense.
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Can confirm, was playing killer the other day and even during pallet saves it's sometimes like having Lightborn.
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Hag ! They are so rare, I feel undescribable joy whenever I go against one. She's definitely not a popular pick despite being strong enough. I mean, she's not busted, she has lots of counters which can discourage people from playing her, but survivors are so unused to facing her that it makes up for it.
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Never Sleep Pills are genuinely great. Paired with Sketch Mural, the debuff is barely noticeable, and it's so much easier making chained hits with the additional time.
Definitely my favourite addon to play on Legion =)
More generally, I think meme addons that offer alternative gameplay are really interesting. You don't have to use them if you don't like them, but they're either a fun challenge or legitimately not that bad.
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Jane, really ? In my experience they're among those that fare the best ! X)
Agree on the Leons though. They're the pure himbos of DbD and I love them with all my heart.
I'd say Haddie, as I must be the only one in my region and I suck at chases real bad haha
Dwights are either quite bad or they're bald gods.
Felix is rarely a good looper as well.
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Lack of popularity, but also excessively short deadlines.
BHVR seeks to push out new content every 3 months, with each new event, character, perks, incidentally breaking some other things that need to be fixed again. At some point, there just either isn't enough time or manpower to work on fixing everything.
It would be much better if they spaced out chapters, if only a little bit, as to have more time to put out actually working new killers and fixing the old ones.
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Play both roles, to understand better the strengths and weaknesses of each.
Be kind. Most times, your opponents are just... regular people like you. They're not out to ruin your day. Being respectful and kind brings tends to bring out the best in my opponents, and in turn makes losses less frustrating.
Don't expect toxicity in every game. If you go into a game steeling yourself in case it's toxic people, you'll only make yourself more anxious, often for nothing.
Don't take out your frustrations on the next opponent(s) (or teammates) you get. They have nothing to do with your past games.
Exhaustion perks are nice, but they're not a necessary fixture in your builds to have a good game. Perks that favor the group are important as well. Don't be shy in taking aura perks, perks that boost healing speed, or such.
Dont' try a late game rescue against an instadown killer. Don't try one at all against a facecamper at all if your teammates can't assist you.
Against a facecamper, don't hang around the hook looking for an opening. There won't be one. Do gens, and come for a trade (unhook at the cost of you being hooked next) at the right time so that the rest of the team can keep doing gens and escape. A team that goes for trades at the right times, on a medium sized map can hope for 3 escapes if everything goes well.
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@Not_Music said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335051#Comment_3335051
Honestly, that's wicked fair! I'll avoid skill checks then. The Hatch idea could be something, I do really like the idea of that. We could change the Sandbag too. Another idea I had was to make it so you could put an injured teammate into broken while you get some other buff. But then how do I get them to activate it
For the put into broken, I think you're looking too far on the sandbag aspect.. As in, I think it would be neat concept in itself !
I don't know how it would be justified lore-wise, but a killer perk that makes it so that self-heals inflict you with broken for 30s/35s/40s. As in, you wasted 16s trying to heal, but now you're not only still injured but you're also broken. It would counter Circle of Healing and the medkit meta as now survivors would need to group up for heals.
Or, since CoH is gonna be nerfed again and probably into the ground, the opposite : Being healed by another survivor gets you broken and still injured for a 30s/35s/40s. As to not make healing completely impossible, the perk would be on a cooldown of maybe 60s, so that heals are now only possible after you've already wasted the time it takes for one health state. It would favor either self-heals, which hopefully would be less common once CoH gets nerfed, and take a lot of time, or big group heals, where all survivors are together and easy to find, and mostly, not on gens.
The second concept would probably be much too strong (or much too weak once the survivors catch on and if they have medkits), and require additionnal tuning, but there's potential in the idea ! =)
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@Not_Music said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334645#Comment_3334645
What if instead of a BP incentive, it gave you a boost? Whether that be a speed boost or you could work on things quicker. Maybe you're no longer effected by certain Status Effects?
I don't speak for everyone, obviously some people would have a field day with this, but I don't think losing 30% progression on a gen (assuming failing 3 skillchecks to become the obsession) can have a worthwhile counterpart ever. The action speed boost would actually need to be massive to make up for the lost progression.
Look at it in reverse : would you, as killer, accept a survivor perk that puts instantly 30% of progression into a gen, with its drawback being that the survivor becomes exhausted/blinded for a long period of time ? Injured with mangled ? Or even exposed ? That would still be broken. (even assuming only one gets taken into the game by lobby).
I can't see a bonus that would be worth, even individually, the trouble you put the team through... Except MAYBE, something that has to do with hatch, and the perk would play the role of a "jumping the ship" once the survivor thinks it's impossible to win, and would sandbag to see hatch aura for example (to maintain the original spirit you intended of sandbagging others for personal gain, let's say the hatch switches places everytime the obsession changes, so it's impossible for all players to know where hatch is definitely).
Which is already kind of when most sandbags happen anyway.
So, I'm obviously not on board with the concept of encouraging toxic plays, but I'm also unconvinced people would actually play along.
That being said, I could see a killer perk that plays with how much a survivor annoys you through notifications : like if they've missed more than x number of skillchecks or fast vaulted / exited out of lockers while not in chase x times, they get exposed or their aura revealed (or KI) for a little while. It would not happen a lot, but it could find its place on certain impossible skillchecks builds.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334888#Comment_3334888
I don't think nemesis needs buff as good nemesis can do well agains't any squads. Just watched dead play him a lot and watching him play nemy seems strong enough. Someone like trapper or myers need help first. Even Oni needs more help he is weakest killer in the game at start of match and seen dead/otz really struggle to build up his power agains't good survivors.
When I'm saying Nemesis, I'm more thinking of his two little helpers. Nemesis himself is doing fine. =)
I disagree with Oni. He's got his power every other minute since hitting someone fills his power halfway already, and his hitbox is very generous. I don't think he needs more than maybe some QoL surrounding the environments hitboxes, like other charging killers.
Myers and Trapper I cannot disagree with though.
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@AMOGUS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334832#Comment_3334832
TBH, I think solo queue status icons was somewhat of a mistake, because now being coordinated as Survivor is easy.
This was one of the things that was somewhat of a concern, Killer now needs Eruption and other broken stuff because the advantages of a SWF are now basekit. Meaning that every game feels like a SWF, and it's easy to ruin the Killer.
I mean.. Most swfs are not that good or coordinated, and I do not believe the icons are giving that much coordination potential to solos. You might know your teammate is on a gen, but you don't know where exactly unless you took aura perks or have impressive game sense.
I don't think it's a mistake, by a long shot, but I'm not 100% on board with the generator progress being shown.
I'm hoping for some time, love and care given to lower tier killers after this, because strong killers will still do okay against most lobbies, but lower tier killers need buffs regardless of how killrates evolve post-HUD.
I'm personally looking forward to some Nemesis and Clown buffs, fingers crossed !
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I love the icons, but I do feel like seeing the exact generator progression might be a little overkill.
I know it's necessary to better balance killer and survivor more easily.
I'm just a little worried about the game becoming more sweaty if survivors become more objective-oriented and make killer buffs needed in turn to preserve killrates. If done poorly, it could lead to a situation where survivors have the potential to be very efficient, so killers are buffed on par with this potential (vs actual average level), to a point where you have to be a very good looper to have any chance at survival, which would make it hell for casuals and beginners.
I played a little last week before the gen progression was showed, and the games already felt much better, with the time to do chests or totems without putting the team in danger, but I'd hate for it to go back to immediate post-6.1 where doing side-objectives = throwing the game.
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I think it's hard enough escaping as survivor without sandbagging, and that there's enough sandbagging without incentives, whether accidental or not.
I would not.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334250#Comment_3334250
I’ve got over 9,000 hours of experience. Rewatch your games where you die, you aren’t beelining it. You had to have something slow you down whether that’s related to you or the killer, something. It’s literally impossible not to make the timer with zero slow downs and just walking box to box. That’s being very lenient too, you can realistically still waste quite a bit of time and still make it.
They might be thinking of games with addons to make searching the box take longer.
With those, it's possible I think to not have time to make it to the last box, but I'll trust your opinion on it.
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When the game gets too hard as killer while playing as you usually do, you've probably reached your plateau -> end of your "comfort zone" where it's fun to play.
There are two mindsets from there.
Either "win at all cost" : start using scummy tactics that will push odds in your favor, like tunneling or OP builds, to keep winning and going up in mmr. The games will be less fun to play, less varied, and you'll eventually face equally sweaty opponents, that might be more skilled than you, since this higher bracket might be their plateau/comfort zone even with them not going all out. If the games get too unenjoyable, you'll be stranded very far from your comfort zone, and will have to lose a LOT to get back there.
Or "fun at all cost" (The Casual Way) : stop caring about losing a few games. Losing will bring your mmr down, and you'll be back in your comfort zone where you can play as you like and without being forced into meta. Once you're back in your comfort zone, where you can win and have fun with your favorite funky builds or with your low-tier killers, you can manage your mmr to avoid getting out of your comfort zone too quickly. Giving hatch or gate rather than 4K will prevent your mmr from going up too quickly, same with sometimes letting 2 people get out. (Or simply, losing a game against a good team !). That way, you stay in the bracket that's fun for you. Plus, your survivors will most likely be happy, so everyone is happy !
I think a lot of killers who have a bad experience on this game have made the mistake of doubling down on winning at all costs by sacrificing what was fun for them, and now can't go back without an impressive losing streak.
That's why I always roll my eyes at people being like "I did a 100 winstreak and now that I decided to play casually I only face sweats, BHVR please fix matchmaking" when it's clearly the matchmaking working as intended.
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@Saiph said:
Ah yeah, the usual "BHVR must buff killers or I will tunnel survivors".
Notice a pattern:
BHVR brings killer-sided patch 6.1. Killers reaction -> "Yeah but still gens go too fast, we have to tunnel to win".
BHVR adds Reassurance. -> "That's it, killer is dead, we'll have to tunnel to win now"
BHVR reveals that killer has a historically high 60% winrate. -> "Yes but still, we have to tunnel otherwise we can't win."
BHVR adds solo queue indicators: "Yep, definitely can't win without tunneling now."
At this point, if you really want to tunnel that bad just do it bro, you don't have to announce it to the world. In fact, you're not fooling anybody, most of you are already hardcore tunneling, and the reason you can't win without tunneling anymore is not because the game is more survivor-sided but just because your MMR has increased and now you're getting matched with tryhards like you...
OP's next post will be something along the lines of "I'm only getting matched against SWFs please BHVR let us dodge and remove MMR".
If survivor is that strong please go play it and also record your gameplay so we can admire your insane win streaks. You're so oblivious to solo queue state that you probably haven't even realized that sloppy/mangled bug makes it unplayable right now, it's a waste of time like it has always been but now you can't even sit at a gen because you're healing and mending and getting erupted every 2 minutes.
Not all killers, but yeah, you've summed up the forums pretty well.
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Imagine balancing the game so that both sides have roughly equal chances to win and lose. /s
If killer buffs are needed afterwards, there will be killer buffs. Hopefully killer-specific to bring the lower tier killers up, as well as maybe some base kit slowdown that incentives not tunneling, like a Grim Embrace thing (and for the love of all that is unholy, buff that perk!).
The only worry I have is that they give killers bulk buffs that do not address individual killers' issues, like they did in 6.1. I can see the game becoming super sweaty and unenjoyable if the killers are buffed too much that survivors have no choice but genrush with knowledge of each gen's completion progress, instead of being able to spend some time on side objectives. What use do chests have if opening one is throwing the game ?
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@Blinckx said:
when the perfect and fantastic MMR ( sarcasm mode on ) system pits me against inexperienced players, usually in the end game chat I politely allow myself to point out what they have done wrong in the game or how they should face a certain killer. Unfortunately most of the time, the maximum of the concept they express is "camper/tunneler" but hey, I try to be helpful
Thankfully there's less of them now, but you can't imagine the number of people who hide in lockers against Legion's Frenzy. For some reason, a lot of survivors think it's aura reading and not Killer Instinct.
I always try and politely mention it in the chat, but I rarely get a response (though no accusations either, mostly people just move on).
(I did get a "WAIT WHAT"' one time, which was vey funny)
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It's unlikely they'll encounter so many nice killers and that it will truly make a difference on their future matches.
I remember starting out and not escaping outside of being given hatch, for a very long time. The games were extremely frustrating, and for a while I had the feeling that I was wasting my time on this game because it was just too hard to escape as survivor and therefore not worth playing. (Only kept going as a favor to the friends I was playing with, at first)
I remember that getting hatch or gate was a balm on my frustration. And you know what ? My games were not significantly harder afterwards. When you die 10 times in a row for 1 escape, your mmr is decreasing. Adding to that a hatch into the mix from time to time doesn't make a difference. Mmr is still going down.
Furthermore, killers being nice to me when I was a baby is what broke me from my negative mindset about this game. It's what makes me give kills to baby killers to pay it forward. What makes me compliment my opponents in the chat and encourage them when things went wrong.
If more people had healthy and kind first experiences on this game, there would be much less toxicity around. That's my philosophy, and I'm sticking to it. If I see babies, I'll make sure they know there are some good people on this game too, and that it's worth sticking around.
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Agreed that Prestige should not be shown. Maybe in endgame, but it still does nothing except encourage taunting. If grades were removed in part because of bm, why replace them with an equally bm-inducing system ?
Some of BHVR's decisions I will never understand.
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They should get rid of that random skillcheck popping up when letting go of a gen alltogether.
Or at least give it the Overcharge treatment and make it follow the player.
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I'm pretty sure those polls are not checked by the devs.. Because that's not the polls' function. There's a subforum for feedback and suggestions.
None of the polls here have a significant enough number of participants to really mean anything, and are very biased compared to the data the devs can collect from the game. So it's not their purpose to bring feedback to the devs.
It's more a place to discuss stuff among ourselves. =)
