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I_Cant_Loop

I_Cant_Loop

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I_Cant_Loop
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  • @ytgocmen said:

    Literally, we can't play the game against this killer. He moves so fast, so every map is small for him, he can hit while literally flying, AND EVEN WORSE, he can hit with his ability from back of the walls, after dropping a pallet, he even can do it. 99/100 matches are against The Ghoul. Please fix him, or many people quit the game and won't return, just like me. I've never thought about pay to win style would come to DBD, that's crazy.

    They haven’t sold enough DLCs yet

  • There’s a very obvious trend in the strategy from BHVR here. Lots of recent changes, including this one, balancing the game around brand new survivor players. While the goal is noble (the experience for new survivor players is extremely frustrating), these changes also make high level killer play more difficult and force more camping and tunneling to apply pressure.

  • @DeBecker said:

    Why are killer always overreacting on each and every nerf? We heared the same as regression perks were nerfed last time and what happened? The same perks are still played. and you dont even know the details yet. Killer bias in a nutshell.

    what do you mean by “killer bias”? People who actually play killer being understandably upset that every single decent slowdown perk gets nerfed? Maybe we should also talk about “survivor bias”’ from people who never play killer telling killer players that they shouldn’t “overreact” to unnecessary perk nerfs.

  • @Reinami said:

    So with pentimento going away now, what do we have left:

    • Pain res
    • Grim Embrace
    • Dead man's

    pretty much all that is left.

    Can we please stop nerfing perks that aren't OP in high level play for the sake of low level play without compensating it in some way for high level play?

    Can we please get the old ruin that made it regress style level of perk changes where perks that are OP against average players get nerfed against average players but buffed against high level players?

    For example, do this change to pentimento (pending numbers changes) but make it so when a totem is rekindled it gets blocked for 30 seconds. It wouldn't hurt average solo queues because they probably are going to take longer than 30 seconds to find that totem and cleanse it anyway, and against high level coordinated teams, they can't immediately cleanse it 5 seconds after you light it.

    Not surprised to see so many downvotes on this. I guess all those who are downvoting would rather have even more tunneling and camping to apply pressure since every single decent slowdown perk seems to gets nerfed

  • @BurnedTerrormisu said:

    They could make a small post with: "We are working currently on ……, because we understand the issues you guys have. Please be patient."

    Going completely silent is never a good response to issues.

    You can tell things aren’t going well when there’s just total radio silence from BHVR. They see the player base with torches and pitchforks outside the windows, but instead of going outside to talk to them, they’re shutting the curtains and hiding inside

  • I play both sides about equally and normally defend the killer side pretty strongly, but there’s really nothing I can do to defend this busted s***. I don’t even want to play survivor now because it’s nonstop Ghoul getting free hits and teammates giving up immediately.

  • There have been some good improvements in the game over the years, but there are also problems that seem to be getting increasingly bad as the game ages.

    First and foremost is how quickly bugs get fixed. As more content gets added, things break more easily and every patch seems to be riddled with bugs that take a long time to fix or just never get fixed.

    2nd - older content is neglected because so many resources are dedicated to working on new content.

    3rd - improvements to the game continue to take FAR too long. We get announcements and teases of “roadmaps” for changes, but they often take years or don’t happen at all.

  • @MissiCiv said:

    1- Event offerings don't stack, and on top of that, they’re almost completely useless on the killer side. You have to actually find a blood gen, kick it, and hope to get a tiny bit of points. So the offering would do something.

    2- Due to several perks not functioning as intended, generators are being completed at an unusually fast rate. Blood gens are completed even faster. If you’re going to keep them this way, then at the very least, there should be six gens to complete instead of five.

    3- There’s nothing that can really be called a ‘new feature’ on the killer side. On the survivor side, all that’s changed is that instead of normal gens, you do one or two blood gens. So this is what we’re calling innovation now? Fixing a slightly different generator?

    —> Remember the old Blood Moon system? If you had brought that back and mixed it into this gen-focused event, at least it would’ve added some actual excitement.

    Let’s be real this event is just for BP farming, and the actually bonus only kicks in when you reach the ridiculous 500x BP cap. By the time that happens, the event might only have a week left anyway. All in all, it’s just a downright awful event.

    I have no idea what the point of the event is. I don’t plan to play it at all.

  • @Clevarz said:

    Do you feel like people too often focus on improvements of their favorite thing to play as "Killer or Survivor" and nerfing whatever they dont like playing against and buffing stuff to make it overpowered rather than the focus of fun and improvement of the game as a whole or do you feel as if people are being reasonable about the arguements they give for the game? This isn't targeted towards any side Im just curious on what you guys think.

    yes, this does happen too often. The reason is that that there are a lot of people who only play one side and never play the other. They have zero experience with the other side they are complaining about, but yet they are very sure that they know what they are talking about regarding the other side.

    95% of the “us vs them” posts and comments would go away if people bothered to play both sides.

  • It’s not going to get fixed. I’m highly confident of that

  • I just came back from vacation, looking forward to playing again, only to return to a busted-ass killer (who is quite literally in every single match) and a very disappointing event. Looks like I’ll be playing killer for a while, in normal mode, dealing with the queue times. It’s quite remarkable how quickly the fun can get sucked out of the game.

  • @StudiousTome said:

    Invocation takes 60 seconds. A minute. 40 seconds max if you come down to the basement and think you're helping. Take a chase. Distract the Killer. Or be working on gens in the case of Weaving Spiders.

    Invocations don't work miracles against a good Killer. In fact they are a risk, as they should be. WS trades a minute for 50 seconds off the 5 gens we have to do. Treacherous Crows trades that minute for vision of the Killer based on the number of crows they pass by.

    We don't need another person in the basement. The lay of the land is Killer-sided. I don't need you in the way of the only exit out of the basement itself. I'm Broken at that point. Do something, anything, else. I'd appreciate it.

    better yet, don’t run invocation perks at all. F-tier perks

  • There’s so much content in this game to fix/update now that the devs just can’t keep up. I wouldn’t hold your breath waiting for any map updates. Even just basic bug fixes take weeks or months now.

  • I have no proof that this is intentional, but there is definitely a history of BHVR releasing busted things to sell a crapload of DLC’s and then nerfing later once everyone has bought it.

  • @UknownShredder said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3905268#Comment_3905268

    If you read anything he said he said, if you invite x amount of players to your party you get penalized by X amount of regression, So then that balance the coms out a little bit and it does not matter if they sit on teams.

    I agree this is completely reasonable. There should be some sort of handicap to offset the huge number or free perks that communication gives a team. Sadly, this will never happen because people keep using the same straw man argument that they are “being punished for playing with friends.”

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3904542#Comment_3904542

    Here's the thing people who complain about people complaining about tunneling won't tell you from someone with about 4K hours into Killer.

    The number of teams you are playing against that would genuinely necessitate tunneling and/or camping is extremely low. People being better than you does not equal them only being able to be beaten via tunneling, it just means you aren't at the same skill level. This happens a lot in DBD due to the asymmetrical nature of the game and the…poor matchmaking.

    It’s not extremely low, in my experience. It depends a lot on when I’m playing. During peak evening times, I get matched against quite a lot of 3- and 4-man SWF teams and in some matches (certainly not all), the gens fly like nothing. I’m not a god level Nurse or Blight player and I would like to be able to have a chance to win using the killer I want to play and without using meta builds or super sweaty “unfun” tactics. I let the flow of the match determine whether or not I need to tunnel. Sometimes I do, sometimes I don’t.

    If you’re able to consistently beat very good teams with 9, 10 or more hooks and never camping or tunneling, great for you. You’re probably a lot more skilled than a vast majority of players. At least you back up your opinions with your own experience. Many others here do not.

  • A lot of people who complain about tunneling have never actually played killer themselves, at least not enough to where they are consistently facing experienced survivors. Once you get to this level, it’ becomes much more difficult to win without tunneling, especially if you’re facing a team coordinating on comms. You’ll notice that the complainers who claim it’s easy to win without ever tunneling never show any proof that they’re able to do it themselves.

  • @Mewn said:

    I played many games last night, everytime I was playing as Renato, people would just tunnel and camp me. Literally every game. When I played as Sable though, I was the last survivor.

    I played a game with my friend and my sister against a Ghoul last night, the killer was friendly to everyone except me, he showed me to the others while on the hook to tell them to unhook me, just to down me and hook me again.. he even has let them escape.

    Do killers have anything against Renato? It's a genuine question..

    no

  • @Crowman said:

    Of course we do. If survivors can't immediately figure out how to out play a newly released killer within the first hour then it's clearly the killer that is the problem. It's why people shouldn't buy new killers on release, because this happens all the time.

    yep, this. Also, I would love to see everyone who is screaming for immediate nerfs try to play the killer themselves. I have a feeling most of them would struggle to get a single kill.

  • lots of good game advice from some of the veterans here. Also, Badham is just busted AF in favor of the survivor side. Even after years of people providing this feedback to BHVR, nothing has been done about it. Unless you’re going against potatoes, you’re probably not going to get more than 1-2 kills on this map.

  • @rampagestreet25 said:

    Bring back manual scamper or bring chucky slice and dice speed back to 10m/s!

    yeah we definitely need to make it easy for Chucky to get free, guaranteed hits at loops

    /s

  • I do enjoy looping against most killers when there is at least some option of counterplay available. I’m still not great at it though :) There are a few killers on the roster (like Singularity and Spirit as someone else mentioned already) where the counterplay is limited to non-existent, and that is definitely less enjoyable.

  • BHVR could easily fix this problem with ping limits in lobbies, but they’re made it very clear they’re not going to do that. They would rather have the revenue from people playing on servers thousands of miles away from their homes than ensure a fair player experience for those living near local servers. They won’t even show you pings in lobbies so you can decide before the match starts if you want to go against an unfair high ping killer or not.

  • I’ve played Bubba quite a bit and he’s very weak against experienced survivors. No map mobility or chase power and is countered by windows and well-timed pallet stuns. Even when I manage to catch a survivor away from the safety of a pallet or window, the jank hitboxes on many of the map obstacles make me constantly hit thin air and get chainsaw stunned. By the time I recover, survivor is halfway across the map. Really all you can do to apply pressure is hang around hooked survivor and try to down as many as you can after the unhook, which of course is not very fun for the survivors.

    On the survivor side, he’s probably my favorite killer to go against because of how easy he is to loop for a long period of time.

  • @Darkest_Night said:

    Like the title says Hexes and Boons need to be tweaked to make them somewhat more balanced. Hex Totem perks should be harder to destroy them right when the match starts, perhaps a 30 second grace? Boons should have a cool down when snuffed, that way people choose more carefully where to set them. What do you think? What the would make them more balanced?

    Nice to see the downvotes from people who never play killer. I agree that hex totems need some kind of rework. Once you get to a level where you’re consistently playing against experienced survivors, they know where all the hex spawns are and make quick work of your totems. I think a mechanic where killer could light a dull totem or rebuild a broken totem (but at the cost of spending some time to do it) would make hex totems a bit more interesting and worthwhile to use.

  • Agree with others that finisher mori was a bad change. Nobody was asking for this and it encourages boring/unfun gameplay, yet the devs did it anyway.

    I do think most of the other recent changes have been good, but I think BHVR have been focused on the wrong things. Improving the SBMM system and matchmaking should have been priority #1 and nothing else worked on until that is fixed. But after years there is still no indication that the devs plan to ever change this terrible system.

  • I’d rather have BHVR using their resources on other things like game balance, maps, reworking/updating the other killers, introducing new things (new game modes, new items/add-ons), etc instead of reworking Skull Merchant like 50 times

  • Does anyone else feel like BHVR should be using their resources on other things like game balance, maps, reworking/updating the other killers, introducing new things (new game modes, new items/add-ons), etc instead of reworking Skull Merchant like 50 times?

  • @jedimaster505 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900348#Comment_3900348

    I'm not the one DCing lil bro. They do look at DC data and they can include DC matches but they won't because it's bad PR for BHVR to show the true kill rate and how high it actually is

    Here’s a point that you and I might actually agree on: I think if one survivors DC’s, all others should be able to leave the match without penalty. At least then we could have arguments about whether the game is balanced in “normal” matches and not have to consider those matches where survivors didn’t have a chance because someone DC’d

  • I don’t think that’s even mathematically possible unless they were cheating

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900219#Comment_3900219

    Nurse has had the lowest kill rate nearly 3 or 4 times now.

    I guess its just a skill issue if you die to her using your logic. She needs buffs obviously.

    Nurse kills rate is highly variable. There are either terrible Nurses or extremely good Nurses. The terrible Nurses bring the average kill rate way down. This is widely known in the community as it was discussed hundreds of times after those killer-based stats came out and everyone was wondering why Nurse was so low. But you keep going on using that terrible example.

  • @mecca said:

    Playing survivor in DBD is the worst balanced in any video I've ever witnessed and I've played a lot of games. I can literally play against some good players in any other game and have better chances of winning.

    Why are you still playing it then? If the game is as miserable as you say it is, nobody would be playing solo queue and the devs would have to adjust the balance. Clearly there are a lot of players that still play solo queue despite how miserable you believe it is. Maybe stop to think if this is more of an issue with your expectation of the game instead of the game being massively unfair for the side that you play.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900219#Comment_3900219

    Escape Rates are an average of the entire team, but they are not reflective of a single individual's performance. Let's say that 3 out of 4 players consistently escape, but only 1 player consistently dies, the Escape Rate would be 75% but that one player is still consistent dying and losing; things become a bit more tricky when you consider that entire teams can escape and die easily, so the 40% is become less tangible to really correlate to anything meaningful.

    SoloQ is terrible, and even some of the best players in the game lose regularly in SoloQ since you are the mercy of your teammates and RNG (Exit Gates/Hatch) as opposed to your own skill. This is entirely because MMR focuses on finding matches quickly as opposed to finding quality matches, you are bound to get horrible teammates that put the match in an unwinnable position, and this is also made further worse with the "go next" epidemic.

    In your example, that one player who is consistently dying is either 1) not very good at the game or 2) very unlucky. Luck will average out over time with enough matches and get that players escape rate back up to the average. That’s how it usually goes for me. I’ll have a run of bad matches and then a run of good matches.

    If the player is always dying because they’re not good at the game, what should be done? Should the game be balanced for everyone else around this bad player, or should this bad player work at getting better at the game to get their skill level up closer to the average?

  • What narrative? I’m not some “killer main” telling you that solo queue is super easy and just “git gud.” I have over 2,000 hours in the game and probably about half of that is solo queue survivor. I know what it’s like to play solo queue.

    I’m just telling you what the stats say. Solo queue survivors escape on average 40% of the time. If you’re escaping less often than that, I don’t know what else to tell you other than work on improving your gameplay. Plenty of other solo queue survivors are doing it. If they weren’t, the average would be well below 40%. If you are escaping that often, but it’s still not good enough for you, that’s an issue with your expectations of the game. You can keep asking for survivor buffs/killer nerfs to increase the escape rate, which will make the game more difficult for killer players. BHVR targets the 40% escape rate for a reason. When it’s been lower than that in the past, not enough people wanted to play killer and survivor queues were ridiculously long.

  • average escape rate is for solo queue is 40%. If you’re escaping far less than that, it’s not an issue with game balance. Plenty of other solo queue survivors are able to achieve this rate or better if the overall average is 40%.

    I guess everyone downvoting me doesn’t know how statistics work.

  • @mecca said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899871#Comment_3899871

    I don't believe the vast are survivor players, I really don't think there is a such thing as survivor main because there is no point in it. The queue times and incentives speak which side is most popular and fun. There is always an excuse to nerf survivors.

    Tell me, if we are so worried about survivors waiting, why wasn't killers nerfed for 2v8. Killers waited like 30 minutes even with a 400 percent bonus for survivors and there was no nerfs to killer. Everything will deny common sense to keep the game killer favored and miserable for survivor.

    The game would be so much more popular if it was fun and fair for both sides.

    Every time I play at night, survivor queues are super long and killer queues are instant. Even during the day when fewer people are playing survivor, killer queues are never as long as the evening time survivor queues for me. You can believe whatever you want, but the fact is there are far more survivor main players than killer main players.

    Survivors were buffed quite a bit for 2v8. I played survivor almost exclusively during the last 2v8 event and escaped a majority of my matches. It was not even close to being killer sided.

    I’m sure this will get downvoted just like my last post, which tells you that any opinion that even remotely defends the killer side is not popular here. What were you saying again about not believing there is such thing as a survivor main?

  • @mecca said:

    Survivor is terrible because people play it despite the fact. BHVR has proven themselves they prefer killer over survivor in the game with balancing and fun. The numbers is all that matters to them.

    Instead of improving and buffing survivors they are literally attempting to do anything to lock a survivor and dictate their play.

    If there should ever be a boycott, this is a screaming need.

    ”numbers is all that matters to them?” What does that even mean? A vast majority of the player base is survivors, many of whom play survivor only. BHVR has made plenty of changes in the past to buff survivors and/or nerf overpowered killers/add-ons. They know what will happen if survivor becomes too miserable for people to play. The player count has been very stable for the last several years, so clearly they are doing something right. If BHVR did what you want and nerfed killers into the ground, nobody would want to play killer and you would have ridiculously long survivor queue times like there have been at several points in the game’s history.

  • People have been asking for this for a long time. The problem is there’s just way too much content in the game now and most of BHVR’s resources are focused on even more new content creation. The pile of old content that gets ignored gets bigger and bigger, making it even less likely that BHVR will ever spend resources on maintaining/updating the old content.

    So…probably ain’t gonna ever happen

  • @MrT1412 said:

    Nemesis. My most played killer, and still one that I don't do great with.

    I don’t play Nemesis a lot, but I enjoy him more than most other killers. Unfortunately decent survivor players can pretty easily dodge his tentacle attacks and I don’t win very often with him.

  • Having killer “skill” be based on hooks rather than kills would be a healthy change.

    On the survivor side, it’s absolutely insane that “skill” is still based on escapes only and nothing else. There needs to be some way of rewarding players for playing well even when they have useless teammates and don’t escape because of it.

  • @jedimaster505 said:

    It's actually unplayable. Not in the sense that you can't press play, but in the sense that it's not worth playing. Mostly challenge with very little reward. Objectively bad game design. The reason being that a combination the OP killer balancing combined with horrendous matchmaking makes it so that there is little payoff for playing skillfully. It feels like I have to CS GO clutch for my team almost every single game.

    “Unplayable?” How often do you escape, out of curiosity?

  • Sometimes yes and sometimes no. If I get matched with decent teammates who clearly have some experience in the game, it’s usually enjoyable even when I lose. The times when I don’t have fun is when I get matched with players who are brand new to the game (which happens quite frequently) and they spend a significant portion of the match hiding and not doing gens, then get downed immediately once they are found. Matchmaking is really the number one issue here, not killer vs survivor balance.

    Many of the complaints are coming from people with unrealistic expectations. The stats say that on average you should be escaping just under 40% of your matches. The game is designed and balanced around this escape rate. If you can’t have fun in the game because you’re not escaping more than that, then it’s more of an issue of your expectations (and maybe also your skill level) and not an issue with game balance. You can say that survivors should escape more than that, but 1) it’s a horror game and survivor (individually) is supposed to be the weaker role, and 2) remember there is a human player on the other and they want to have fun too. Survivor queue times are already quite long during peak evening times and buffing survivors/nerfing killers is only going to make the killer side less desirable to play, leading to even longer survivor queue times. We’ve seen this happen before. Survivor queue times were way worse before the devs adjusted the balance to get to the current target escape rate because killer was very unenjoyable to play.

    Also, for those of you who say you “never” have fun, why are you still playing? The best thing for you to do if you want things to change would be to not play DbD. If BHVR sees that solo queue players are leaving in droves, I bet that would drive some action. Obviously that isn’t happening and there are plenty of people who find it enjoyable enough to keep playing solo queue.

  • this is what happens when new content is constantly being cranked out. All resources are devoted to working on the next thing while fixing bugs/improving older content gets the lowest priority. As more content gets added, the more there is to maintain, meaning the problem keeps getting worse and worse.

  • I was just thinking this yesterday when I was playing a survivor match on Rotten Fields. That map is one giant dead zone.

    The other Coldwind maps aren’t too bad, IMO. But I don’t know what the F the map designers were thinking on Rotten Fields.

  • @XDgamer018 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/440692/very-simple-solution-for-unplayable-solo-q-experience

    it sounds like you have no idea how impactfull a haste boost it let me remind you of old mft a wich used to be a 3% haste boost. If soloQ got a 4% haste boost that would be the DEATH of m1 killers like pig trapper etc not because they cant loop but because theyre slow. if you notice them just hold W and pre drop pallets and they either have to break chase or waste SO MUCH TIME getting to you.

    They do know, they just don’t care how it will impact killer players.

  • @jedimaster505 said:

    Killers already have Bloodlust to hold their hands when they suck at chasing and did nothing to earn it, so just give solo players a Haste bonus to compensate for their lack of SWF comms.

    BHVR stubbornly chooses to balance around the minority of high MMR 4 man SWF teams, so the solution is very simple. Solo Q players are invigorated by their courage to face the Entity without comms. For every solo Q player in the lobby, receive a Haste bonus.

    For example, 1 solo player = 2% Haste, 2 solos = 3 % Haste per solo, 4 solos = 4 % Haste per solo. SWF teams receive no Haste bonus because they already benefit from comms and improved coordination. These percentages are arbitrary. BHVR should adjust the haste bonus until 4 solos, 2 solos and 1 solo teams all have equivalent escape rates to high MMR 4 man SWF (currently 48%, except all the DC matches where survivors DC because the match was unwinnable must be included in this figure).

    Survivor will not be overpowered by doing this because remember, the Haste bonus will be scaled based on fair escape rates. 4 man SWF, 3 man SWF (1 solo), 2 man SWF (2 solos) and 4 solos will all be balanced for a 50/50 escape rate, tweaking the solo Haste bonuses until they all have equivalent outcomes on average.

    This will restore balance to the game and Solo Q will actually be a playable experience.

    maybe you should just take the same advice that you always give to killer players and get better at the game.

  • @SoGo said:

    Have you learnt nothing from MFT?

    OP is simply trolling yet again. They like to come to the forum to demand survivor buffs for EZ escapes while telling killers that they suck and need to get good, even though they themselves don’t play killer.

  • @ralecgos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897519#Comment_3897519

    I'm not an engineer. I can't sit here and give you exact solutions. All I can do is identify a problem and give my opinion on it.

    Low ping players should never be punished. NEVER NEVER NEVER. NEVER. NEVER. High Ping players should have a slightly more difficult experience, and have to play in a way that requires them to work around their high ping. They should NOT BE OUTRIGHT REWARDED FOR BAD CONNECTION.

    That is all I have to say to you. You are going in circles because you are just a stalwart killer defender. I literally play both sides. I have good ping on survivor AND KILLER. I WOULD NOT BENEFIT FROM THIS ANYWAY. From my perspective IT WOULD JUST MAKE THE GAME MORE FAIR. The game should cater to good/low ping as the BASELINE not HIGH PING.

    “Stalwart killer defender?” LOL ok dude. How am I “defending killers” here? I literally said that high ping killers are a big problem and have made other posts in the past stating the same thing. I’ve never seen someone on this forum get so mad at other people who agree with them.

    I can tell you with confidence that there’s no magic solution. When you have players with high pings on either killer or survivor side, someone is going to get screwed over. I get screwed on both sides by other players with high pings. On the survivor side, getting phantom Huntress hatchet hits or getting hit 10 ft after a window vault. On the killer side, getting stunned by pallets even though I see blood spatter and hear the “survivor hit” scream, or having survivors teleport all over the place while I’m trying to hit them. The only solution is to enforce ping limits. Don’t complain about the problem if you’re not willing to accept the only solution that will actually work. If there was another solution it would have been implemented long ago.

  • @Hex_Excommunicated said:

    Playing high MMR without using a mobility killer is just shooting yourself in the foot so it makes sense for you to see Blights more often if that makes sense.

    True. There’s just not enough time to down survivors and hook them quickly enough when they are all really good at looping, especially if you don’t use the tactics that many survivor players consider “unfun”. You need to have a high mobility killer to stand a chance of applying enough pressure to slow the game down.

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