Johnny_XMan
Johnny_XMan
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- Johnny_XMan
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Comments
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@JoeyBob said:
https://forum.deadbydaylight.com/en/discussion/comment/1288384#Comment_1288384
There's a reason games have mmr.
There is, it's called Skill.
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@JoeyBob said:
https://forum.deadbydaylight.com/en/discussion/comment/1288185#Comment_1288185
Yeah, games like league of legends would be so much better if a silver player went up against a challenger. Ditto for overwatch or any other competitive game. I agree, the system is so great as is.
/s
I never said the system is great. Hence why I agreed that matchmaking needs working and pointed out the devs acknowledge it's problems.
What I was talking about was getting better at the game. If you want to go play with players who only run in straight lines, hide most of the time, throw a pallet the moment they hear a hearbeat... you got a long way to go in terms of actually learning the game.
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This isn't the first pvp game that puts you up against a higher more experienced opponents.
I just started playing RE Resistance and I was getting slaughtered in the beginning because as a rank 10 I was going against rank 35's. Did I give up? No. I learned to get better... looked at videos, did my research of how to play the game. It was the same way when I started playing F13.
Matchmaking is bad (And the devs are aware and are going to work on it), but at some point you're just making excuses to not get better.
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@Dwinchester said:
https://forum.deadbydaylight.com/en/discussion/comment/1287569#Comment_1287569
That's how the game should work, but with coms they always have information and can rotate. Not to mention that, with the amount of safe pallets and loops, plus second chance perks, no killer can win.
https://forum.deadbydaylight.com/en/discussion/comment/1287574#Comment_1287574
The same bs excuse. I get them all the time, not rarely. Vpn to the San Paulo servers and play at 1am cst, then tell me how rare these players are. Guarantee you will be screaming at the devs to fix this crap. I would pay good money for the balance team to play on this region for a week straight.
I gave you the other side of that coin, because there are too many variables and instances that occur during a match that it isn't just a one size fits all.
A survivor being in a swf team does not automatically gain them skill. If swf were actually OP simply for having comms, that means every swf would be winning. Which according to data is not the case.
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@Dwinchester said:
https://forum.deadbydaylight.com/en/discussion/comment/1287543#Comment_1287543
That's cute. 4 man swf squad comes in on coms. 4 players on 4 gens on a coldwin map. Hey, it's a wraith, he's on me, keep working on gens. Alright, he hit me and is headed towards cow tree, get off that gen now, im on the gen by shack. 3 gens pop. Crap guys, im fixing to go down, hide in the locker on the jungle gym and hit him with head on. Ok, I'm jumping in the locker, use the locker tech flashlight save that's impossible to counter. Well, the gens are done, ggez, be sure to teabag the toxic killer at the gates.
If the killer is good you will hear "Nvm guys I think he left me".... Other person: "Now he is on me I thought u said he was on you!" *gets grabbed*
Killer uses pop meanwhile 1 of the other people gets off the other gen to go for the save, so only one gen pops. Pressure created.
If you are chasing a survivor for 3 gens to pop, that is on you.
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Not every match is 5 mins. Just saying.
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I'd like an emote for letting someone know when I am carrying a key.
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I am a big Chucky fan and would love to see him in this game.
As for Andy being a survivor, the adult Andy would work. Even teen Andy from Child's Play 3 would work.
I know many have pointed out the size issue but I think it's more of an issue from the fact that the devs have limited mechanics, not how he can fit in. With the entity being the one to bring him into this realm, I am sure there are ways they could explain how he would work.
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@Ghost28 said:
https://forum.deadbydaylight.com/en/discussion/comment/1285548#Comment_1285548
What else is it used for then?
If the killer is not "tunneling" then you can still use the perk. It will come down to strat because you no longer have 60 seconds. If the killer remembers to have hooked you, they will slug you. If you jump in a locker they will wait it out. You can also use it if you manage to force them to grab you which I have seen people do it.
The perk was only given a condition after it would activate on first down rather than after being on the hook. Being tunneled is not a condition, is a temporary counter. DS doesn't stop killers from tunneling and contrary to popular belief it doesn't give you superpowers of invincibility where the killer can't down you.
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The devs have already stated that it is not strictly an anti tunnel perk.
The perk is suppose to be a defensive perk against killers who tunnel but it doesn't mean it is only meant for that.
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@Entity_Hugs said:
https://forum.deadbydaylight.com/en/discussion/comment/1283367#Comment_1283367
I've been slugged. It sucks, but I can accept that I'll either bleed out, or get hooked later, die, and move on to the next game.
I'm just tired of seeing 'I don't like <x> so punish <x>' threads.
Camping should be bannable.
Slugging should be bannable.
Survivors should be able to pick themselves up no matter what.
Survivors should get a free safe-zone to unhook people.
The list goes on.
Yet, if you notice, no one ever says 'I'm TIRED of Survivors running me around 500 pallets before I can catch them! Pallet-skipping (Running from pallet to pallet) should be bannable!'
or
'I'm tired of Survivors humping the ground at the exit gates! Make every Survivor Exposed if they're in the EG's for mroe than 10 seconds!'
or
'I'm tired of the genrush! Make all Gens become immune to repair for 60 seconds if they clear one in under 30 seconds!'
Because it seems like most Killer players on here can understand that doing gens is the Survivors objective. Yet Survivors stomp around going 'It's unfair if I die so fast! Punish the Killer for playing good! BE FAIR!' (Translation: Let me win)
I don’t mean to be rude and I know this might surprise you (I don’t know if you are new) but the entire... the ENTIRE first page was filled with “gen rushing please fix” threads when the ruin nerf happened. And it is still going on.
BOTH sides do it. Period.
Back on the topic about slugging... that’s wonderful that you can have a mindset where you basically surrender your win to a killer. That’s not everyone tho. Many people (experienced players) know how excessive it can become (as a with other mechanics) and there is nothing wrong with pointing that out.
Even if the OP didn’t use the proper language I still related because I understand how it feels like when you can’t move and do anything about it because you’re about to bleed out from how many times you’ve been slugged. That is a fact, is not to say that slugging is OP, but it is excessive/too convenient at times.
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@Entity_Hugs said:
Here we go. Tunneling is bad. Slugging is bad.
Why not go all the way? 'I'm tired of Killers who actually Kill Survivors. It should be the Survivor's choice if they die at all.'
You obviously either don’t play survivor enough or maybe are lucky to never get slugged. It is possibly one of the most annoying things in this game especially when you consider the fact that it is at the killer’s disposal 100% of the time...no perk/add ons required. I say that as a red rank with over almost 4K hours in this game and where many of my matches have consisted of getting slugged at 5 gens.
I feel the OP is just venting their frustration which last time I checked is ok to do in the forums.
This could open up other ideas that don’t just rely on “slugging” all the time that the devs could implement.
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Honestly I kind of hope it is.
Who would they have as a survivor? 🤔
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@riotangel said:
https://forum.deadbydaylight.com/en/discussion/comment/1281390#Comment_1281390
The problem with SWF is some poor stranger killer has to counter the unfair coordination the survivors have with voice comms. At least if another friend is the killer, s/he knows exactly what lies ahead. There've been calls for a casual mode so SWF can operate there instead of in the public competitive ladder.
Anyway, I don't really want to turn this into an SWF discussion. I do not see moris as a "solution" for SWF.
If the SWF team doesn’t know how to play the game comms mean nothing.
Comms in very little situations become strong, but again if the player doesn’t know what to do with that information it doesn’t matter if they are SWF or not.
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I think just like it is important to distinguish a disconnect of someone who is intentionally disconnecting on purpose vs someone who legitimately got kicked out and with an error message.
It is annoying to say the least and quite frankly the servers they have, are causing many issues for players.
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That Blendette self-caring in the corner while you’re about to hit stage 2 and the only other person that could unhook you is being chased.
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@PiggyFeiten said:
https://forum.deadbydaylight.com/en/discussion/comment/1277862#Comment_1277862
So what your saying is you put an end to the debate that if u nerf swf,solos get screwed.
You hear that guys??? Solo are as optimal as swf ! so we can do something about swf now since it does nothing to solos.
If you suck in SWF, you will suck in solo queues too. That is what I said.
You can have all the information in the world but you still need to know how to play the game. That’s just a fact.
Many of the solo queue’d survivors are inexperienced and want to simply hold M1, or don’t know how to make a proper save. That has nothing to do with being in a SWF group. Being in a SWF group doesn’t gain you skill, some advantage at best.
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@Stitch7833 said:
https://forum.deadbydaylight.com/en/discussion/comment/1277862#Comment_1277862
i understand what youre saying but the constant coms will hurt so many killers, like i said i dont wanna take swf away but there needs to be a de-buff. some reason i only seem to verse swf running all meta yet in my solo survivor games no one runs meta, does gens or even lead on a chase and its honestly so damn weird. im not saying a huge de-buff just a little bit to negate all that info they can pass versing certain killers or just all killers in general
If anything I'd say they need to look at individual perks to "confuse" survivors or throw them off.
For example, a perk like Devour Hope. Let's just say someone in your team saw a "lit totem" while being in a chase, the next thing you are going to hear is "I saw a lit totem by shack!".... someone goes to find it cleanse it. That was a big advantage because they probably wouldn't have known or definitely taken them at least a few seconds to find it.
So why not instead of having just 1 lit totem, have all of them lit? With only one being the actual hex, but the rest are "cursed". Sort of like how Haunted works. This way it forces survivors to cleanse them in the first place but also if there was a swf team they could possibly cleanse the wrong one. That's just an idea.
I think they could do small things like this to buff certain perks without necessarily de-buffing a group.
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Honestly sometimes not saying anything and moving on is the best thing you can do.
Many times either party has experienced a very different perspective and therefore have a very different view of how things went down.
"You camped, so you don't deserve a gg" --- Even though I got stuck at the hook because of how buggy the game is.
"You hopped right into a locker when I went back to hook, so no gg" --- even though they themselves admitted to go back to the hook, and I was simply pre-countering their slug.
"You have toxic perks, no gg from me" --- even though they had an Ebony mori, Iri add ons etc.
Those are just Some examples that I have personally have gotten. I am not going to gg everybody for the sake of being the "bigger person" , this game isn't that deep for me.
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SWF is not that big of an advantage when you can play against a solo queue optimal team that can demolish you.
SWF doesn't mean the team is good. I've played with many many players (not in a SWF) who played as good as a 4-man swf.
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I am a Myers main who rarely uses that add on, but I can tell you it takes long enough that if survivors know what they are doing (not letting him stalk them) it will take time to even get to T3.
So the difference is that Huntress gets Iri head from the start, Michael has to work to expose survivors. His expose is on a timer while Huntress' iri heads are not.
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@csandman1977 said:
https://forum.deadbydaylight.com/en/discussion/comment/1273578#Comment_1273578
I think the slugging comes down to matchmaking. I think a lot of killers, especially begginer or just newer killers, just always feel over their heads with constantly getting matched with people well above their skill level.
Slugging just helps control the game sometimes
I don’t disagree of the ways in which slugging helps, cuz as much as I hate it, I do it sometimes.
I mostly see slugging in red ranks (which is where I’m at).
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Sorry but if the game decides to kick me with a fat error at the end I don’t think it would be fair plus as others have pointed out shaming is not their thing.
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@csandman1977 said:
https://forum.deadbydaylight.com/en/discussion/comment/1273486#Comment_1273486
Slugging wouldn't change at all. Despite being boring, it is still the best strategy at times. Tunneling won't change. If you have time to escape the killer and start working a gen, odds are you aren't getting tunneled.
Base unbreakable? Would be fine depending what they turn unbreakable into.
Honestly, DS is fine. Annoying at times but ok. Only change i would make is have it deactivate at endgame. Killer just has zero chance in an endgame situation if DS is in play.
I am with you, I think DS is fine.
I fail to understand why some people have a hard time just slugging the DS person which has been proven to work PLUS you slow down the game. I just think at this point these DS discussions are getting out of hand, like everything doesn’t need to be nit-picked to a T.
As a killer if I wanna camp let me camp, or if I wanna tunnel let me tunnel... if the person brought a perk to counter that (good for them), I will adjust my playstyle accordingly. I just hate feeling like everyone needs to play “nice” or “fair” when it is a game and all you can do is adjust to each individual situation.
P.S. The reason I even brought up slugging is mostly because I think it is overly abused but not one soul that wants to talk about how DS is “unfun” wants to talk about that. Which is disgusting when you think about the fact that DS is a perk and Slugging is an in game feature available for every match.
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If the person who currently has DS wants to be risky and save another person hit them and down them... now you’ve got two slugged people NOT on gens, what’s the problem?
To all those people suggesting DS should deactivate after “X/Y/Z”, you want that then there needs to be an auto unbreakable to compensate excessive slugging because A) You are still going to slug, to slow down the game. B) You are now going to tunnel even more. C) Slugging isn’t a perk which means you have unlimited access to it.
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@NursesBootie said:
https://forum.deadbydaylight.com/en/discussion/comment/1271099#Comment_1271099
Because there are a bunch of situations where people get to use their DS on killers that are playing 100% fair?
As there are situations where killers camping and tunneling get to abuse these features on survivors playing 100% fair.
How is it any different and why should killers get special treatment?
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why should the effect have a downside? It is working as intended.
It targets two “free” features that as a killer you can easily abuse: Camping and Tunneling.
So why would a perk that is meant to counter those two features (not perks) need a “downside”?
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It’s also about what you do with what you got, because it doesn’t matter if you have a small map or loads of amount of information if you have no idea how to play that killer or adapt your playstyle to the perks the survivors ha e chosen to bring.
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It’s a killer luxury so why not take advantage of it?
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@LALYTHIA said:
Ugh, that latest hair is such a hard miss. They were going the right direction with the chunky headband but the weird like 2000's snooky bump is gross and her hair would not be poofed like that, but also be down. :/ a super miss IMO. A cute bun like the top, right from the OP with this headband would have been cuter.
That's what I am saying! I think the potential and idea is there, it's the execution that is lacking for me.
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@cheetocultleader said:
https://forum.deadbydaylight.com/en/discussion/comment/1265547#Comment_1265547
I just realized it's suppose to be a band aid thanks to this photo but is not rendered well at all in game. Zit it is in my brain forever now.
Lmao sorry I ruined it for you xD
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@MegMain98 said:
As long as we don’t get anything like those cornrows again. That head piece is her worst by far.
I personally use the long bright red hair. Either that or the white headband. I dislike most of Megs head pieces.
That is my personal favorite along with the white sweatband hair , I am a sucker for ponytails (even tho I wish it was longer).
The new hair for me just feels really disproportionate, like it makes her head look really big or almost like a helmet? I think it had so much potential and even in their ad it looks almost entirely different. So it makes me wonder what happened...
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@Waffleyumboy said:
Isn't being sporty part of her personality? I would also love some variety in cosmetics but I wouldn't be surprised if they stuck to the theme of each character mostly.
Like I said, I am fine with sporty but not every outfit has to be. I have just been very underwhelmed with her last 3 cosmetics.
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@xCarrie said:
the guy with the half shaven head fetish is still in so we should be getting 30 more head styles like that for meg
LOL I think they are still trying to capitalize on the success of Kate's hair. I just thought it looked so weird on Meg. xD
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1263493#Comment_1263493
I'd say that the problem with that is that once is enough. One unbreakable can totally change the game, never mind the chance that there are two of them. You also aren't reading closely enough.... DS doesn't have to hit to make an impact on the game. The threat of DS totally changes how the killer has to play the match.
So you think DS (even when it doesn't get used) makes an impact but a killer who slugs at 5 gens up doesn't?
Sorry but I have gone up against really good killers who hardly even know anyone has DS because they are THAT good at dodging it. They just don't tunnel and if they happen to find the survivor again they REMEMBER who they hooked. It's really not rocket science.
The only way that DS actually makes an impact is if the gates are open and the person gets hooked. In which you can still force a hook trade that could possibly turn into a snowball... if you're smart enough. Sometimes you aren't lucky that all the pieces fall into place like that, but it's the endgame... chances are they are getting out, 99% of their objective is complete.
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@Angelicus23 said:
https://forum.deadbydaylight.com/en/discussion/comment/1262417#Comment_1262417
Repeat thet part where you said latency after this:
Wow that’s exactly what I was just talking about. Huntress players that know it hits don’t even aim for the character model anymore. Lol
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I’ve legit seen streamers playing huntress where they literally aim right next to the survivor because they know it will still hit.
So is that a hitbox issue or a latency issue?
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To me DS was always an offensive perk that is tied in with Laurie’s lore which is to “stab” the killer.
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1263422#Comment_1263422
Slugging can be negated with a perk. The old DS used to have a perk to counter it, but now it doesn't. DS always works, even if the survivor isn't picked up. Slugging can be decent but, again, getting the hook is better overall.
Suppose I agree with you with that first sentence... now let me ask. What happens when you can only unbreakable once, but the killer can slug you multiple times at will?
If DS “always” worked then why do I not get hit with it every time when I play killer? Even then when I do, it’s because I make a conscious choice and let them stab me to get rid of it then rather than later... even if it makes me a “tunneler” and honestly I am sometimes surprised they had it because I only find out in post match chat screen.
Again, you underestimate how strong slugging is because you think everyone has unbreakable.
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1263109#Comment_1263109
That isn't a consequence. 60 seconds is more than enough time for a gen to pop. After that, a survivor only has to tap the downed person, or the slug can use unbreakable and hurt the killer even more. Dstrike impacts the game either way.
If the killer happens to find the previously unhooked survivor there is no longer 60 seconds.
Slugging (which as someone who plays both sides ) is a big advantage even if you think it isn’t. It literally takes one person off gens and/or forces another or (others in some cases) to hop off. That’s why killers do it with or without DS.
So if you wanna talk about “abusing” , think of what the game already allows you to do without the need to bring a perk, that can potentially become abuseable. There have been times where I literally bled out from how much I was slugged.
I’m not saying there are legitimate times when DS is undoubtedly strong but that goes for the killer side too.
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I play against sweaty Red teams all the time and I personally think people give them too much credit.
Yes of course it’s true that good ones DO exist, but at the same time it’s not every SWF team that wins the game, it is the most efficient team that does.
Information does not mean you are a good player. Knowing where the killer is and relaying that information doesn’t mean you are going to win. There are more variables to it than that.
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@Speshul_Kitten said:
Killers are getting stuck at pallets again
I haven't had that one happen to me yet, but the one at the hook I literally hooked the person, started to rev my chainsaw to go away and I couldn't go anywhere. Then of course I get the good ole "Nice camping that one 1k" 🤣 ...
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@LALYTHIA said:
I was going to say latency, but ok. LOL
Idk, Latency has competition now lol
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@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/1254129#Comment_1254129
Obviously the survivorQ takes like for me 10 minutes to load into the lobby and for the killer is instantly, around 10 seconds. This is not normal and has nothing to do with matchmaking.
What do you mean it has nothing to do with matchmaking?
As I stated before, if you are a high rank playing swf with a low rank friend, finding a match might take longer than usual.
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What exactly are you basing the “there is still not enough killers playing” and how do you know that it has something to do with matchmaking itself? Lately I’ve been getting a lot of VPN users, I haven’t noticed any “lack” of killers after the update.
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You decided to challenge yourself by bringing a Syringe? smh.
Listen, if you wanna try to spin this whole “survivor is still easy because the changes didn’t really affect my gameplay” you’re gonna have to try a little better than that.
You got a killer who dc’d. Two that did pretty decent considering the points they got. I’m not really sure what this proves.
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They are meant to be OP. That’s why they are considered “Ultra Rare”.
If anything I wouldn’t mind if the purple one got changed.
I can’t say that anytime a key has been brought the survivors have won.
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Depends on the match really.
You have to change your playstyle with certain killers.
Like I wouldn’t hide against a Hillbilly when I know he can block and Insta down. For example.
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For me personally I feel like if there were no chapters released anytime soon. I would get bored with the game.
This is why I don’t play Friday the 13th (while it’s understandable why) I couldn’t go past 1.5k hours as there was nothing for me to look forward to.
I think the two issues you pointed out (gen rushing and tunneling) are a result of the individual match. Why, you ask? Well Tunneling (while annoying even to me) it is part of the game. There are counters to it like DS. As for gen rushing... same thing, you can counter it by bringing perks like Corrupt and/or Pop. Again while I think they can be problematic I don’t believe they are a problem in every single match and also I don’t believe that you can pre-determine how that team or killer is going to play. You have to change your play style if you know that they are tunneling or if you know that they are focused on gens.
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Survivors' only weapons are simply : Run or Do gens.
That is the game. This isn't F13 where you can find a bat on a table and smash it into the killer's head.
