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LALYTHIA

LALYTHIA

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LALYTHIA
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  • We get it. DBD matchmaking is broken.

  • "...the fact that you're forced to stay in games you are clearly going to lose or have little to ZERO FUN AT ALL IN is bad. You shouldn't get punished for wanting to have fun in this game and leaving when there is none to be had."

    "Obviously it should work differently for survivors..."

    Yeah, who cares if a match is fun for survivors or not? LOL #########, no? If Killers get to forfeit a match because they're not enjoying it - survivors should get to as well. πŸ˜‚ And if that's the case, why did we do away with DC?????

    This is silly. No one gets to leave unless its in the dark embrace of the entity.

  • I enjoy the classics: huntress and trapper

    My personal least favorite is probably Spirit

  • I like Freddy ok. Neither my fave nor least favorite killer to play against.

    I had a match on sanctum of wrath the other day and the last 3 gens were all 2 sided. He just trapped both sides of all gens and teleported back and forth. It was such an obnoxiously long match. Eventually you get to the point where you're ready to get murdered. That and his traps have a pretty wide AOE for indoor maps.

    But for the most part I dont mind him at all.

  • @ALostPuppy said:

    A 20 minute timer would definitely be nice. Maybe the ground becomes more red and objects in the world start to look more corrupted and worn as the match progresses? 20 mins is definitely reasonable because no normal match actually lasts that long. Rare matches like this are why I absolutely despise blendettes and immersed survivors. If you want this experience play Amnesia or Outlast, where hiding is encouraged.

    ...immersion is a key element of survival. LOL

    Although I agree that in this particular instance, purposely forgoing your objectives to hide and elongate the game is a dick move.

  • @Thatbrownmonster said:

    Same

    it makes chases itense since you know you'll die after the hook

    And when you do get caught you get a cool animation

    This is assuming you get to have a chase after an off-hook. A mori is a lot less exciting for the first person to experience it. πŸ˜‚ But I don't necessarily mind them. Too many ebonys in a row gets daunting sometimes.

  • @Tarvesh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1207907#Comment_1207907

    And everyone is also ignoring he hooked other survivors in between Jane getting unhooked and getting downed. She wasn't tunneled. DS shouldn't have gone off if it's supposed to be an anti-tunnel perk.

    DS is not solely an anti-tunnel perk. Negating tunneling is a primary use; like many perks - it's not its only possible use. It worked as intended.

  • @Stitch7833 said:

    it should be balanced between not both, and swf isnt the issue, the biggest issues have always been map size, god loops or just meta AF perks that waste so much time with no downfall. its why so many swf end up being toxic because they feel unbeatable and then when you do start beating them they just DC exploit (on xbox anyway). but having a full swf team that stay on gens and know how to play the game all running DS,BT,DH and adrenaline there isnt much you can do, iv had games where i have had every chase last less than 10 seconds (iri huntress) and they still bash through gens and i have had survivor games where i have done every gen and the killer has 1 odd hooks, its just not a one fix thing its multiple fixes... killer will be better with the map changes though so thats good now just a fair balance for DS and BT and it will make the more skilfull players show

    DS and BT are fine, as-is.

    Enjoy your map changes and slower gen speeds. ο»Ώ

    πŸ‘οΈ

    ο»Ώ

  • Improve on what? You were 2k off from a perfect game and getting paired with players within 5 ranks is normal. πŸ€” Seems like everyone had a decent match.

  • I want the game to be balanced around SWF for the enjoyment of Killers and for solo teams to be brought up toward the SWF level by being able to communicate in-game, as that is the core advantage SWF have.

  • @GeordieKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1208243#Comment_1208243

    It sounds like you still had a decent game and was able to do saves, heals etc as the match according to you lasted 15 minutes which is the average length of a dbd game. It also sounds like you and your team wasnt full adpating to her playstyle aswell or she was outplaying you, of course without knowing full details of the match like how many gens were done what perks were runned which map etc i can only guess on what the match was like but i would guess she was beating you and your team with a valid tactic and with some luck you escape

    so why does the killer deserved to be punished just because her tactic was working so well?

    Nah, thats definitely not how it sounds to me. LUL

  • @sairen said:

    https://forum.deadbydaylight.com/en/discussion/143526/how-is-it-fair-for-chests-to-spawn-keys

    Even more so than this i hate it when it gets down to the last survivor i find hatch CLOSE IT and go to check gates only for the claudette to creep around find a key and open the hatch...

    If the killer CLOSES the hatch you should not be able to open it that is just stupid....

    Actually that's exactly why there are keys. When the hatch changes came out, the clear message to survivors was that they needed to start using their keys more frequently or carry Plunderers for just that type of scenario.

  • @sairen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1211511#Comment_1211511

    Theres no need to "git gud" break totems its easy as that but if you forget or your team doesn't help it's a heres atleast 1 free kill for the killer. Its the DS perk for killers except you can play against NOED alot easier than DS.

    NOED: Find 5 randomly placed totems around the entire map while doing generators/getting chased/off-hooking/healing/etc.

    DS: Hit survivor 1 extra time; leave survivor alone for 60 seconds; slug them

    I mean... 🀷

  • @SquirrelKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1211518#Comment_1211518

    Not quite, it rewards the killer for the survivors playing poorly not cleansing totems, it can be stopped easy. Unlike other hex perks it can be stopped from even activating meaning the killer is playing the game with 3 perks instead of 4. This is what you would call a "end game build" perk. The point of the perk is to create a secondary objective for survivors to aid in the gen rush. What happens however, is killers are called bad for using it and getting kills with it when the survivors walked past the totems 20 times in a match. It doesnt take long to break a totem and the killer isnt even notified of dull totems.

    ...I don't particularly disagree with either perspective and don't have an issue with NOED, but as a survivor main, I can tell you that it has a 'type' and that type is usually pretty bad at the game. I can almost always call when a killer has NOED - aside from general perk deduction through experiencing the Killer, their play style and in-game behavior is usually a dead giveaway.

    Also, totems are a complicated subject in some matches. A lot of killers are of the "hard face camp" mindset these days. When it's a particularly spicy killer, like an insta-down killer, the only recourse survivors have is to try and use that person's life expectancy to their advantage by focusing on gens - because even with full focus it's unlikely to finish them all before the person dies. That leaves no time to hunt down five randomly placed totems. In a SWF this probably not a huge issue, as someone can run a totem-finding perk and sweep pretty quickly. In random matches it's hard to get teammates to do them even when there's balanced pressure and no camping.

    So, again, I have no issue with NOED. I dont mind that its a surprise. I agree that it's counter is not difficult. But getting down totems is not always as easy as it seems.

  • @Mikey4Hire said:

    https://forum.deadbydaylight.com/en/discussion/comment/1210946#Comment_1210946

    I mean..idk...ruining other people's games just because you lost a kill or two is a pretty scummy thing to do imo.

    I absolutely agree, as a survivor main. I'm just predicting the response to this question based on the attitudes I've seen from Killers in this forum.

  • No. It will pretty much only be a hook trade.

  • @xTalon32 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1210706#Comment_1210706

    Granted, solo can be frustrating at times. But 99% of that is not working well as a team. It has nothing to do with Killers being OP.

    I only play solo survivor, and I have good games and bad games. I do my best to work well with my team, but sometimes it just isn't enough. I'm not going to blame that on the killer or BHVR. I'd say you're more likely to see selfish survivors in solo. The people who only hide from the killer, don't go for saves and don't work on gens.

    None of this means killers are too OP in solo. It means you didn't work well as a team. Which quite frankly, is the only way for killers to win these days; by capitalizing on survivors not working together and being selfish.

    IMO, your commentary just further proves with Clicky is saying. Random teams will never work as efficiently together because they lack communication. Yet almost every nerf/negative change for survivors, or buff/advantage for killers, is implemented into the game due to the dreaded SWF dynamic. So yes, it is because to solo survivor teams a killer is OP...the game has been getting tuned this was for months and months to level the dynamic between SWF teams and killers - which, I am happy to admit is a necessary balancing for the QoL of Killers. But, it has absolutely caused a massive disparity for solo survivors who can and do easily get steam rolled because they lack the resources the game is being tuned against.

  • I mean, plenty of killers would answer the first question with a resounding "yes". They are happy to tell you here that they don't care whether or not they ruin anyone else's game - citing the number of times their own games felt ruined. LOL

  • @BigFudge said:

    https://us.v-cdn.net/6030815/uploads/225/GDTTAXQATLWM.jpg

    MM is a disgrace at the moment. Why nothing has been done is a mystery. Its going to drive players away. But hey, as long as those cosmetics keeps selling, who gives a #########, right BHVR??

    Ouch 🀐

  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1210406#Comment_1210406

    The one reason I do think keys need to be removed or a severe nerf is because, well, they can win a match.

    It's not common to win a match with a key. Far from it. It's a rare occurrence, but it often still happens.

    I will admit, many of my posts are about me wanting killer buffs, but that's because I've experienced both sides at rank 1.

    I play much less killer now simply because I don't like the stress of it. I never ran moris, didn't really run OP build or perks such as NoeD, and played with both weak and strong killers.

    With survivor I don't use an optimal build either. Lithe, Q&Q, aftercare and then usually Iron Will, and I enjoy the game. Are moris or NoeD annoying? Yes, I hate them. But ever since I felt how it was for a killer, I refused to use any keys unless I found them mid match.

    Currently, I have about 40 in my inventory.

    ...."It's not common to win a match with a key. Far from it. It's a rare occurrence......but it often still happens." - never a more contradictory sentence existed. πŸ˜‚

    I just disagree. I understand that someone getting away through the hatch is frustrating, but just because it's frustrating doesn't mean its broken. I also don't see how it is the catalyst for unfairly winning games. If four people escape the match in the hatch - they already did ALL the gens, providing the killer maximum time to do their job. And idk that I've ever seen people do this. Maybe a SWF, but there's no way to coordinate this with randoms, which is mostly what I play. If three people escape through the hatch - they did MOST of the gens on the map, providing the killer an ample amount of time to get kills throughout the match. Again, I don't know that I've seen this happen in a random match at all...maybe a SWF group, but still pretty damn rare. If you manage to kill 2 people, and 2 people escape - that is BHVRs idea of balance, not a Killer loss. And if you kill 3 people and the last guy gets the hatch - that's exactly what a key is for because this game isnt meant to be a 1v1.

    I personally don't really care about moris. They make me roll my eyes when I see them. I've definitely been abused by them my fair share being a streamer and in the streamer community. But it is what it is. I personally don't carry keys because 9x out of 10 I dont need them or couldn't have used them before I die. I'd rather bring a more useful item that can serve me through the duration of the match. But that doesn't mean I'm ok with seeing the option taken away from me or anyone else when it's completely unwarranted.

    An ebony mori has a very high percentage chance of resulting in a win against a random team, even in red ranks. I can't knock an ebony mori out of the killer's hand. I can't stop an ebony mori form tunneling me. So a "rare occurrence" of a person or two escaping via key (aka "winning" the match to you) after they have met the gen requirement is a broken mechanic, but an almost guarenteed 4k that can be used right out of the gate on the first hooked person is not? I mean, come on.

    Anything that presents an advantage over the opposition is going to be annoying to deal with. The doesn't mean that in every single occurrence it is broken or needs to be changed.

  • That is super unfortunate. Agreed - match making is broken.

  • Match making is hella broken, but it sounds like they are working on it. 🀷

  • Because there has to be an incentive for killer's to do things like pressure gens, destruct objects, chase, etc. in order for the opposition to get pts too. Killing is a main objective. It is not the only objective.

  • This week I had a match where I spawned in uncomfortably close to a Deathslinger in a dead zone. After maybe 30 seconds or so of chase downed me and hooked me. He walked around a corner and my no-mither having teammate, David, immediately off-hooked me. The Deathslinger whipped around the corner and harpooned me, then proceeded to Mori me. I was probably in the match for a grand total of 2 minutes. It was the shortest, lowest pt match I have ever had. The David went on to team with the killer in finding all of the other survivors and the killer gave him the hatch. It was really unpleasant to say the least. LOL

  • @Traslogan said:

    Seriously, you hyper-monetize the game and then every patch spits in killer's faces. People can literally just insta-sabotage after 2 seconds so we can never get hooks anymore. Bring back original iron grasp if you're going to let people insta-destroy all of our god damn hooks so we can't do a thing. Every god damn game is just people running ahead of me so no matter what hook I choose, they just take 2s and remove it and even if I hit them they still get to remove it.

    We can't hook anyone in End Game Collapse because you allow Decisive Strike to stack (because you seem to think an anti-tunneling perk should stack and work during end game collapse), gens are done in seconds now and you spawn everyone together 'randomly', you spawn people on our hexes, and now people can auto-sabotage our hooks.

    There's a reason there's huge wait times, no one wants to play killer anymore. Honestly this patch can go do one, you might as well just tell us to go ######### ourselves for clicking play as killer. You're going out of your way to give us deterrence for playing killer, you're that desperate for us to try and get 3 mates to play the game so we can max out your over-monetized trash whilst you continue to cripple even basic gameplay elements for the killers.

    Every patch spits in the Killer's face? Have you been here the last year? Have you seen the PTB? Jesus-H-Christ you sound like the biggest cry baby rn.

    I have yet to have ANYONE successfully sabo a hook in front of the killer in any match I have been in. I haven't personally seen this done even one time. I would LOVE to see the hooks go back to their original mechanic. I would much rather be able to 99 a hook and have a much longer respawn time. It sounds like you got bullied by a sabo-savvy SWF team, perhaps? Triggered you? It happens. But this is definitely not a rampant issue.

    DS is not an anti-tunneling perk. Its just a perk, and one of its primary uses is to stave off tunneling. Many perks are multi-functional or situational. Get over it.

    Gens suffer an efficiency penalty the more people who are on them and are actively getting slowed down in the next patch. For every time I spawn directly on a hex totem, there is a totem that stays up the entire match and is impossible to find. In fact, in a semi-recent patch totem locations were changed to be even more difficult to locate (not a spit in Killer's faces, eh?).

    There have always been long killer queues, in my experience. If you are so disadvantaged as a killer, go play solo survivor. Have fun. πŸ–οΈ

  • @Cheers said:

    Yes I'm up for this!

    https://forum.deadbydaylight.com/en/discussion/comment/1210385#Comment_1210385

    They are equal. Both complete an objective early and can tilt the game from one side to the other.

    They are not equal.

  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1210371#Comment_1210371

    Why are you biased towards survivors? Is it that you're a 100% survivor main?

    I am a survivor main, obviously. I do play killer, but it's not my main. So, I definitely advocate for the survivor perspective - particularly the solo survivor perspective. Everyone has a preference, even if they play both sides. Perhaps why you often have a bias toward the Killer perspective. ;)

    If keys are removed, the hatch changes need to be reverted back. As much as killers like to make it sounds like it's super common for the last 2 people in a match to whisk through the hatch mid-game because 3 gens are done...in the YEARS I have played this game...I can count the number of times that has happened in one of my matches on both hands. I wish I got so many key escapes that I felt like it was OP...but it just isn't. And when hatch changes occurred the clear message to survivors was that part of the intent was to force the use of keys. Now you want to remove keys? Even though you have to work harder in a match to be able to use a key than a mori? No. This is not an apples for apples comparison.

  • @Rin_is_my_waifu said:

    Why are keys still a thing?

    I almost posted this (sarcastically). Ahhh, the killer equivalent of "but her emailssssss" πŸ˜‚ Thanks for the laugh. πŸ‘οΈ

  • No.

    Keys do not need to be nerfed. They are perfectly fine as-is.

    Please stop grouping these offerings together as though they're equal. They are not.

  • @JediWithASniper said:

    Plain and simple, remove mori offerings, make mori’s available to the killer when they have accomplished two things;

    1. Get a survivor to their last life.
    2. Fill the mori meter.

    The mori meter can only be filled by doing things in the game such as chases, hooks, breaking pallets, injuring survivors etc... The meter cannot be filled to full by chasing and hooking just one survivor twice. It requires the killer to go after more than one survivor. If all survivors remaining are on their last life, the mori becomes unlimited, as the killer has done his job.

    Finally, remove noed from the game in its current form.

    I believe that while this wouldn’t stop all camping, or all tunneling, it would create an incentive for the killers to play in a way that rewards them for not doing those things.

    My issue with this that there are a lot of ways survivors can save a fellow survivor from a death hook...palette the killer, flashlight, body block, etc. So it's removing a survivor's ability to be altruistic (BP/Rank item) and it removes their chance to continue the game based on that altruism. This would be a nerf to survivors in the last stage of their life. Also, it would disable perks like DS, which no survivor is going to agree with. It would also fail to remove a hook from the map, one of the small benefits of losing a fellow teammate. So, it sounds nice for Killers, but would have significant negative effects for survivors in end-game.

  • @Cheers said:

    If keys are removed, moris should be removed. If this happens then keys should have some nerfs.

    No.

  • Who teabags a Deathslinger at the exit gate? What a moron. πŸ˜‚

    I never understood standing in the exit gate to teabag for no reason. I see people do this in perfectly normal matches where the survivor team clearly won. It doesn't make you edgey, cool, or skilled to be a dick in a (usually) completely safe environment. The only time I'll clam slam is if the killer was particularly an ######### and every crouch is my way of saying "######### crouch YOU crouch ######### crouch YOU crouch ######### crouch YOU crouch ######### crouch YOU crouch". But even then, I'm smart enough not to do it with an insta-down killer in the middle of the hallway or with a cowboy at all. πŸ˜‚

  • @SnakeSound222 said:

    It's a very popular cosmetic, which increases the chance that you'll find a toxic player using it.

    Yeah, because these things don't happen for any other reason than toxic survivors.

  • @Adamant_Tepig said:

    I've heard so much about the 'Killer Rebellion', the No NOED, the NOED rebellion, all of this crap...and here I am just wondering something regarding this game. (When it comes to the 'Killer Rebellion' stuff, I would love if this game could be balanced for both sides, so that way everyone has fun - both survivor and killer alike.)

    So with that, I think I'll put this question out here for discussion. Not to start any sort of argument, but because I genuinely want to know.

    Suppose that all those who played killer collectively took a 24 hour break from DbD (probably to de-stress, probably due to IRL stuff, etc.), leaving only 'survivor mains'. What would those 'survivor mains' do? I have no idea what would happen, but I would hope that one of them would eventually play killer because they don't want to wait forever for queues, and then other 'survivor mains' jump on that bandwagon.

    πŸ€”Survivor main here. I do play killer anyway? What is the point?

  • @Kate_cx said:

    Bunny Feng is cute and the killers are just jealous.

    This. πŸ˜‚πŸ˜‚πŸ˜‚

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1209716#Comment_1209716

    What if the killer had their own hatch? They could leave and once they leave an extended end-game begins giving the survivors 4-5 minutes to do gens, totems, loot chests or whatever else to try to save a pip.

    🀷

    I think my concern there is chase/off-hooking is a necessary part of the point structure. Again, a survivor dies on hook and the killer gets hook/sacrifice points and has 3 more people to drum up points on. A killer leaves and all those points stop for survivors. Maybe if survivors got a fat BP boost for a killer forfeiting too. I would also find it funny to watch a killer jump through a hatch tho. LOLOL

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1182206#Comment_1182206

    Y'know what actually be cool? If survivors could change breakable walls to windows. (that still can be completely destroyed by killers making them a door)

    Ofc it should take a little more time than killers cause there's 4 survivors on the map but hey, an idea.

    Maybe that's something a toolbox can do, since they're ######### now anyway. πŸ˜‚

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1209716#Comment_1209716

    If the survivors won after a suicide, either the match was at (essentially) 1 gen or the killer farmed. I do understand the reasoning, I just don't quite think it's applicable for most matches.

    Still, I've heard the Devs are experimenting with bots. Maybe if they become a thing we can have silly self-mori's. The game could still progress. Sort of. Kinda the same way it does when a survivor kills themselves.

    I had two self-suicides on rando teams just tonight and we did pretty well. Escaped one and pipped the other. Losing people right away definitely makes the game exponentially harder, but not impossible. And even if you die - if you put forth enough effort, you will likely still pip and come out with some decent points.

    It would be interesting to see what a bot killer would be like...but I dont think they'd implement one mid-game. How would they even introduce that? Would it just replicate what they existing killer had...or would bot killers have a standard or randomized build? So many questions. πŸ˜‚

  • @Dzeikor said:

    swf shouldn't have been implemented in the first place unless killer also gets an advantage but it doesn't,only survivors do

    Killers have a lot of advantages over individual survivors, and are getting more in the next patch. You're gonna be alright.

  • @AnnoyedAtTheGame said:

    Everything I write is theoretical and not talking about one particular game.

    Writing about an unnamed game. Moris aren't really that over powered. You have to find a survivor, chase the survivor, hit the survivors twice to down them, hook the survivor, wait for someone to take them off the hook, find the survivor again, possibly hit the survivor two more times to down then, then initiate the kill. A good group could have done most of the gens by this point.

    I don't personally see the mori over powered. I hardly see them being used by killers. I see more keys being used that moris.

    I was in a match yesterday where I spawned unfortunately close to a Deathslinger in a dead space area. I was downed within the first minute of the game. He hooked me and walked a little ways away, around a corner, my teammate (random) unhooked me right away and by the time my feet hit the ground the killer was back in LOS, shot me and mori'd me. I got 1,900 pts and was outta the match in a lot less time than it took me to get in. It was the least amount of pts and the shortest game I have ever had. πŸ˜‚ I don't really care about moris that badly...but they can be a bit OP. LOL

  • I would enjoy watching a killer kill themselves. πŸ˜‚ But I assume this is not a thing because it would be somewhat frequent anytime someone was losing, or encountered game play they didnt like, to get out and get to the next match. A survivor team can survive without someone who suicided because there are 3 other people and the match can continue. A match cannot continue without a killer.

  • @GraveHunter said:

    https://forum.deadbydaylight.com/en/discussion/comment/1209235#Comment_1209235

    Isn't that, you know, the purpose of a killer? Having an advantage above the intruders on your terrain?

    And btw, what's next after this? Remove Myers tombstone since it can kill survivors WITHOUT even to hook one?!?!?!?!

    No.

  • @Mister_Holdout said:

    Keys are also unfun.

    Get rid of them as well.

    Keys are necessary because of killer-sided hatch changes, so no.

  • I love how threads about killer perks always include a segue into which survivors perks should be nerfed.

    NOED is fine as-is.

    Adrenaline is fine as-is.

    ✌️

  • Nurse has a high skill cap, so manyyyyyyy people are terrible with her, but yes - an adept nurses are very strong and hard to beat. True dat.

  • I have been on these forums pretty regularly for the last couple weeks and I don't recall seeing even one post about iridescent hatchets? Who is complaining about this? LOL

    I'd be much more vocal if Deathslinger had iri harpoons. πŸ˜‚

    These addons are fine, IMO - aside from some messed up hit box issues, which are not the addons fault - hatchets aren't THAT hard to dodge.

  • @OhMyWords said:

    Why are you so worried about their fun? What will you do when the time comes you won't be having fun and they won't care? Make it miserable for them, and you will feel better than trying to feel good about being fair. Remember you paid for the game so you can play however you want.

    "Why are you so worried about their fun?"

    ...because he isn't a dick.

  • @Zaitsev covered very accurately what slugging is. In terms of it being a "great" strategy for slowing down the game...it can be, but if the game doesn't need slowing down (IE: you're doing really well), it's just an annoyance to the survivors who are disabled from doing their objectives: the slug cant do anything and the other survivors cant get an unhook, which - same as when you hook someone - is a major blood point generator. So, use it wisely.

    As for the second game play - proxying around the hook to run back and tunnel (IE: smack the freshly off-hooked person back into dying state to re-hook them immediately) is super obnoxious from a survivor perspective and pretty lazy as a killer. It disables the person on the receiving end from playing the game and they don't have any control over that. I wouldn't recommend doing this, unless all the gens are done and the only thing left to do is defend your hook. Or unless you don't care about other people's enjoyment of the game. If you run back in and go for the person doing the off-hooking, you will probably still be accused of camping because you never got out of side or radius of the hook, but it's a more acceptable practice, as it gives the off-hooked person a chance to continue playing the game while you chase the healthy survivor. Running in to insta-down them both with a chainsaw is probably the most offensive. Again, if you care about the enjoyment of others, I dont recommend it.

    Just play how you would want a killer to treat you if you were the survivor. Would you want to be unable to save your teammate or get instantly downed when coming off a hook? Probably not. Otherwise, it's fair game.

  • Im just impressed you were matched so well with like-ranked survivors. LOL

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