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LordGlint

LordGlint

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LordGlint
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  • Slugging is a strategy that the devs have actually encouraged to not only counter things like DS, but also to provide map pressure. There are several perks on both sides centered around slugging, so I highly doubt they will ever take it out of the game or punish players for doing it.

  • @BeHasU said:

    Well, i was playing solo yesterday and 6/7 games a survivor in the lobby told us who the killer is, everytime the survivor got it right (they were all different people). I heard that they use some kind of exploit with the games files to see who the killer is before the game starts

    Sounds like something worth sending in a report for and describing the situation. Game reports are dealt with by actual people, so its not something that's going to penalize players who just happened to guess lucky. It could also possibly tip off the devs onto something for them to fix.

  • @Entity_Hugs said:

    https://forum.deadbydaylight.com/en/discussion/comment/1282134#Comment_1282134

    A fix for hackesr:

    Once they have been found to hack, every game they play as:

    Survivor: They are always exposed & can be mori'd on first down.

    They also wear a hat that says 'Filthy Hacker' that they cannot see, but everyone else can.

    If they are Killer: All hooks suddenly sabo themselves when he gets near. Wriggle meter fills 100% faster, and exit gates open 50% faster. They ALSO wear a 'Filthy Hacker' hat that only the other players can see.

    Come on BHVR. 😁

    You're ideas kinda failing at fixing the issue in that hackers ruin every match they run into. I've seen videos of Bubbas teleporting around the map and nailing all 4 survivors with a single chainsaw sprint even though they were all spread out. The match is already ruined at that point and the killer can just let em bleed out.

    As far as the permanant exposed idea... That doesnt help if the killer can never hit the survivor who's moving faster than a sprinting Billy. Even if you DO wanna make the hacker so weak that he cant do anything, your also penalizing the poor guys who happened to be squaded up with him because theyre pretty much playing a 3 v 1 round right front the start.

    Ultimate, I get that you were just joking but this, but just banning hackers right away is the right move here.

  • @Bovinity said:

    https://forum.deadbydaylight.com/en/discussion/comment/1282082#Comment_1282082

    No, we can not not. Because it's the damn truth. Literally no one cares if survivors hack.

    It's like walling in CS:GO casual matches, no one is actually gonna care about it. Because killers aren't real players to them.

    Players have been banned for hacking on EITHER role, so your claims here hold no ground other than trying to blindly start a killer vs survivor fight where there isnt one. We're all against the HACKERS here, thats it.

  • As the people above me already posted, all the devs can really do is ban hackers as they come. They can't stop someone from getting a new copy of the game. You can't really blame the devs then if they're already doing what they CAN do, which is ban the hackers. What YOU can do to help towards that is report any you see with the ingame report function as well as send in any video evidence you may have through a customer support ticket.

  • @Bovinity said:

    As long as it's survivors doing it, devs won't care. Killers aren't real players.

    If they thought it would make the game more sustainable to ban all killers and replace them with bots, they'd do it in a second. Everyone knows survivors are their real bread and butter.

    Can we NOT plug in a survivor vs killer comment on a random post for no reason at all? thanks

  • @Bovinity said:

    https://forum.deadbydaylight.com/en/discussion/comment/1281460#Comment_1281460

    I agree, but I didn't want to be too harsh on survivors.

    Technically they wouldnt even be DBD gamers at that point... Loophole

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1281506#Comment_1281506

    I’m a skittish little mouse, so I don’t care LOL 😂

    @riotangel

    Aiming this at both of you...but maybe try utilizing Alert in your builds. Not only will this give you the killer's location from time to time, but also information on which pallets have been used, the location of gens and the identity of the killer at the beginning of the match. Typically if a killer breaks a pallet or kicks a gen sometime before heading your way... you'll get a decent idea of which direction theyre coming from.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/153242/every-solo-survivor-should-read-this

    I love Kindred, but I honestly love Premonition over Spine Chill lately.

    Spine Chills unique advantages are undeniable, BUT as the pool of maps expand, and it’s not uncommon to find oneself in areas with LOTS of LoS blockers, Premonition (for me) has countlessly saved my arse. Knowing which way NOT to run when still not having a clear visual on where the killer is (without the comprise that comes with OoO) is a truly under appreciated advantage.

    The problem with premonition though is the constant false positives it gives. Spinechill lets you know when a killer is coming your way as opposed to just being in the area. Premonition on the other hand will go off no matter WHAT the killer is doing. The killer could be completely busy with chasing someone else, but premonition is gonna treat THAT exactly the same as if the killer is coming to check your gen. Is it time to hide now? You dont know.

  • @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/153226/freddy-feels-crutch

    a good killer will do better with freddy than any other killer sans an expert huntress or nurse

    He gets map pressure for nothing (this is multiplied further by dream slowdown add ons), its harder to determine his location even outside of the dream world than other heartbeat killers due to rather unneccesary invisibility, he doesnt lose bloodlust for using his power in a chase yet his power is designed to be actively used in a chase aswell as outside.

    And he can see survivors easier from longer range in the dream thanks to the white outline.

    Its nice to see him not being gutter tier anymore but I genuinly think his skill floor is too high. Anyone can throw pop and noed on him and get a 4K at this point

    Couldve sworn they changed that awhile back so he DOES now lose bloodlust when using his power.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1281422#Comment_1281422

    That’s just an arbitrary angle.

    The point is that there is going to either be 2 hatchets thrown at a slight angle to combat evasion, or 3 hatchets: one traveling straight ahead, and 2 at an angle on the right and left (probably better at combatting survivor evasion)

    Think of it more like Huntress having “shotgun” mode: greater coverage at mid range at the expense of more locker visits.

    I dont know if I like the idea of an addon making her just complete easy mode. Part of why I like using Huntress is because nailing a shot is just so satisfying. I really wouldnt wanna cheese it by making it too easy to hit someone as long as they just happen to be infront of me.

  • @White_Owl said:

    What if hatchets could go through walls?

    That would be fun to use with various aura reading. Fck that guy using OoO.

  • @Bovinity said:

    Iri Heads should not only down the survivor, but instantly Mori them too.

    Is that all? Feel like it should also wipe out their account info and delete the game off their computer, lol.

  • @[Deleted User] said:

    Or....

    remove the instadown, but increase the odds of injuring/downing survivors exceptionally good at evasion.

    Throw 2 or 3 hatchets at exactly the same time in a 30 degree/40 degree cone? ↖️⬆️↗️

    Fits better with the current philosophy with Iridescent addons having a big trade off that needs to be strategically considered alongside its benefit (because Huntress would need to restock hatchets much more frequently)

    I dont even know if Id wanna use that. Realistically, if I miss a survivor...its not gonna be by a 40 degree margin. I feel like this would just cause you to waste hatchets for no real benefit other than if you hit someone at point blank to get multiple hatchets to hit at the same time.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1281321#Comment_1281321

    yeah, and I commented why OTHER solutions would probably be the worse approach to get this "issue" fixed

    Ok, either way... not the topic of the thread. I'm not trying to debate if instadowns are too OP or not but rather brainstorm ideas outside of instadowns. If you don't like that...thats fine I guess.

  • @[Deleted User] said:

    Broken for 120 seconds, and a 50% action debuff for the same period of time?

    That would be pretty nasty, lol. I was thinking maybe having BOTH those effects would be abit OP, but I feel like If you only had 1 of em it wouldnt be strong enough to be an UR. I know Legion pin for example does broken status effect and its only a Green addon.

  • @Kebek said:

    I think forcing Iri heads to trump other hatchet addons to only have 1 hatchet is good enough of a nerf/change. Creating new effects isn't needed imao. I like facing Iri huntress and do my best to juke her to see her having to leave me to get a refill.

    The idea of the discussion isnt to come up with a nerf to current Iri heads, but to toss the current addon out and come up with a completely different idea.

  • @Nos37 said:

    What if Irridescent Head did not reduce the hatchet carrying capacity, prevented the Huntress' humming from stopping while in a chase or attacking, and revealed the aura of all Survivors within the Huntress' humming radius for t seconds after hitting a Survivor with a hatchet?

    That kinda reminds me of Freddy's class photo before his rework. That would be pretty neat.

  • @Deadeye said:

    Stacking all of the effects would at least be pretty boring. Going against an insta down huntress would be more thrilling. It is just unfair that she can spam insta downs. And the reason for the "keep insta mechanic" is, that it would be easier to implement, therefore more likely to be done during some hotfix update

    As long as instadowns exist in anyway, people will have a problem with it. Either way though, I'm not here to debate about instadowns. I wanted to know what alternate effects OTHER than instadowns people could come up with that would still be interesting.

  • @indieeden7 said:

    As interesting an idea this is, any survivor that got hit with a hatchet would probably instantly lag out of the game seeing as how the application of 2 status effects at once (Sloppy Butcher) often causes the game to freeze momentarily, I cant imagine what it would be like with something that applied 4+ status effects.

    Would be something along these lines... Keep in mind that when this video was made, sloppy worked on hatchets.

    https://www.youtube.com/watch?v=IN9j88TMq5E

  • @Hippie said:

    Lol, I know the feeling.... I used to get first hook Mori'd constantly, but lately it's not been so bad. And that's because I've been doing one thing.... lobby dodging!

    I know, I know, only Killers are supposed to be able to lobby dodge, but get this: I haven't been mori'd in many, many games because I avoid having certain Survivors on my team. My "avoid" list consists of: Survivors with TTV in their names (or names like "Mori Me x" or "Play x"), key users, Blendettes, bunny Fengs, multiple flashlights, and three-man SWFs (since I'm the solo)! Avoiding lobbies with these people in them has cut back on the Mori usage in my games significantly, and I've actually been having very fun games against fair(er) Killers with GGs all around (even if the Killer wins!).

    Kinda sad that Killers will take such offense at these gamers (except for the key users.... they're always Blendettes, too.... no sympathy for them 😈), but you gotta do what you gotta do if you don't want to be first-hook Mori'd!

    (Also, watch out for the Killers who instantly ready-up when they get into a lobby.... I do it when I'm playing Killer because I don't care who I'm going up against, but a lot of Killers in my experience will instantly ready-up because they have an Ebony Mori equipped.... they probably feel assured that they're going to win easily, so it doesn't matter whom they face!)

    I tend to instantly ready up because I already setup my build before the lobby opened and I'm confident I can handle whatever is thrown at me. Don't have to have an ebony mori to show confidence. I'll often times do it with brown or yellow addons.

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/1278923#Comment_1278923

    I once had someone tell me I was the worst Killer in the game they've ever played against.

    It was a 4k with 4 gens remaining.

    I will never understand the logic behind these players.

    I never really understood people's thinking by calling you bad when the game results clearly shows otherwise...

    20191206021334_1.jpg 20191206014811_1.jpg

    Heres a game I had on Thompson house sometime before Oni was released.

    20200113132302_1.jpg 20200113132315_1.jpg

    And here's a game I had right before the ruin change on rotten fields. I admit, matchmaking was kinda garbo, but that doesnt make me "Toxic" for playing normally. Heck, im even using Brown addons...

  • @28_stabs said:

    Bitter Murmur - Losing gens reveal survivors.

    Cruel Limits - Losing gens block windows.

    Nemesis - failing to dodge a pallet stun punish survivor.

    Nemesis + Play With Ur Food - speed boost for taking a pallet to face.

    Rancor - almost a free kill. One survivor can be left for the end.

    Tinkerer - Losing a gen highlights it and removes killers terror radius.

    Spirit Fury - no, because killer doesnt have to be stunned to charge it.

    Just wanted to correct something here...Tinkerer doesnt activate when the gen is DONE, but rather when its CLOSE to being done.

  • @Malkhrim said:

    https://forum.deadbydaylight.com/en/discussion/comment/1278902#Comment_1278902

    Well, I've never seen Deliverance really as a second chance perk, and I only find it annoying when it comes with Decisive Strike.

    When people say "second chance perks", I usually think about DS, Dead Hard, Borrowed Time, Mettle of Man (wich is nearly useless now, but still a second chance perk regardless), Unbreakable and possibly Adrenaline, wich can make a survivor get up and run away right after or before being downed, but that's situational.

    So how is Dead hard, a perk that might help you recover from a fck up, not similar to unrelenting...a perk that might help you recover from a fck up

  • @Malkhrim said:

    https://forum.deadbydaylight.com/en/discussion/comment/1278895#Comment_1278895

    Still doesn't undo the mistake, tho. Only gives you a little bit more of time. Doesn't allow you to ignore anything.

    Can say the same about alot of survivor "second chances" though. Deliverance for example doesnt give you back a hook state, only acts to minimize the effect of being hooked in that your teammates arnt hindered by you being hooked.

  • I was thinking unrelenting. The perk only has an effect if you mess up.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1278681#Comment_1278681

    I just copy my assumption:

    "I assume it is because of the Rank Reset Change. Players dont get set back that much, so the low Rank players have it harder to find games. And at some point, high Rank SWFs and low Rank Killers have long queue times and the Matchmaker puts them both together.

    But this is pure speculation."

    It seems to be problematic on PS4, at least this is the platform most players are playing when they are reporting this issue.

    I saw abit of em myself, but my rank didnt stay too far away from red for long to see if it was constant. I took a break from DBD for afew months, so when I came back...my Red rank self was at rank 13, lol. Doesnt really matter though since the survivors I was matched with at rank 13 didnt change much from what I was matched with at rank 1 afew days later.

    20200423183606_1.jpg

    Heres mah rank 13 self, lol.

    AND...the game I hit rank 1 again on.

    20200508022025_1.jpg


  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1278681#Comment_1278681

    Ok I guess matchmaking errors do exist, but do they negatively affect queue times? We don't know.

    Yes...yes they do. This rank 20 killer went right back to playing survivor afterwards (as did many of the other players posting similar screenshots). I didnt even have to assume this, since they strait up said it themselves. This particular player was a rank 1 survivor main who's first and only game as killer ever was this screenshot.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1278369#Comment_1278369

    And my brothers wonder why I spent money on the black leather Pig skin...........

    Yeah, these skins would look cool, but they'd never get used.

    Depends on the killer really. Some killers are so naturally unstealthful that it really wouldnt affect gameplay. People using Billy for example are HARDLY trying to be sneaky since that chainsaw can be heard across the map. The only real outlier here would be if your trying to use a build with dark devotion or something, in which case...you can swap to something darker.

  • There definitely IS an issue with the matchmaking. I'm seeing screenshots like this one, or even worse constantly being presenting in a DBD facebook page I'm in. You cant tell me this is how its SUPPOSE to be.

    95390681_3813252178748104_4835153643579637760_o.jpg

    This btw isnt me, just a random example I snagged.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/1278564#Comment_1278564

    Kinda, but faster wind up gives a straighter line much faster, which is what a huntress is all about. If wind up is faster, then time inbetween long distance hits are faster. Meaning that if she hits a basic attack and follows that up by a hatchet, she'll be able to throw a hatchet before your speedboost is done. While with STBFL you'd at least are required to catch up.

    Sure, but you can also do that the other way around. Often times when I'm chucking a hatchet at someone by a window, they'll try to swerve to avoid getting hit rather than taking the vault right away. If I hit someone with the hatchet first, often times having those cooldown addons (which is what STBFL does for melee) is the difference between me grabbing them when they inevitably vault that window...or not.

    Sidenote... Typically people try to AVOID meleeing as Huntress when they can hit someone with a melee range hatchet anyway

  • Honeslty, I never really understood that one myself.If you want me to hit a survivor more times, surely that means theyre healing inbetween the hits. Either I never get the points because I downed them in minimum hits, or the points I DID get just get removed because theyre healing inbetween hits. Maybe I'm overlooking something though. Not saying I dont get games with a high malicious emblem, but that it seems kinda... random.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/1278476#Comment_1278476

    Its not an 8% boost, it might not be intended, but its at least 20% in practice. And yeah, some killers have a bad version of a certain perk, but they never rival the perk itself.

    Even 20% (assuming your right, which I dont think so) isnt what STBFL gives you. STBFL speeds up the animation after the attack, so it would make more sense to compare it to Huntress's cooldown addons like oak haft rather than addons that increase windup.

  • @KingFrost said:

    I didn't see anything particularly frustrating except:

    1. The Lag. Which if it was DDOS then yeah, that's awful. But we can't know for sure. The guy complained a LOT about things that weren't happening. ("I bet they have a key! They must've got one with Plunderers!" (They weren't even running Plunderers). Might've just been regular lag. He never checked their pings.
    2. The last 10 minutes or so of the match where the survivors just HID.

    Nothing else about the game struck me as particularly bad, and the killer ended up with a 3K. Yeah, a dude disconnected. Could've hooked him and ended up with about the same result, but probably a few more bloodpoints. Chat might've been bad, but we can't see what happened there. But throughout the game itself, I didn't see much wrong. The survivors didn't play very well at all. But I don't think they were that toxic.

    To avoid #2, I think they could do one simple thing: If 2 survivors remain, and 5 minutes have passed since a generator has popped, the killer can go into the basement and hit a button to power the exit gates and start the end game timer. After 5 more minutes have passed if the killer hasn't hit the button, then survivors can go into the basement and hit it themselves.

    This line of thinking was actually something I had mentioned above. The end result of the game doesnt make the match anymore enjoyable. If I login to play a game, I wanna play the game the way its intended. In the case of DBD, I wanna search around for survivors, chase them and HOPEFULLY down and hook them. The moment when those roles switch to having the entire survivor team following me around, whats the point. At that point, the survivors objective isnt to do gens and try to win, but rather to be as annoying as humanly possible. The second half of this video was just showing a DIFFERENT way of being annoying as clearly neither survivor was trying to actually escape, but rather to drag things out forever. I could get a 5k and it wont make it any less annoying.

    As far as the guy complaining...Yeah, he said plenty of things that didnt make a whole lotta sense. You mentioned the DDos thing, but he also claimed at one point that the survivors probably already know where the hatch is BEFORE it even spawned, lol. Doesnt mean the game as a whole isnt a good representation of "frustration". Survivors show videos all the time of getting downed by a killer 10 second after vaulting a window, the "DDos" timespan of this video shows the killer equivalent.

    The use of DS in this video is also a good example of what people generally mean when they say they want it changed. 4 identicle survivors and a guy that was fully healed up running to the killer to bodyblock. That guy was CLEARLY tunneled, lol. Realistically, you couldnt ask ANYONE to be able to tell who was on the hook for how long in this match.

  • Point being...theres any number of issues that could be the cause of a bad connection. Maybe dont jump strait to blaming your opponents. Even if your the only one in your household online at the time, your internet connection to the servers might still be messed up for whatever reason, whether that be peak hours lowering the speed on your end... or the servers themselves.

  • 2 things... Perks and addons that work similarly is a pretty common thing and not something limited to Huntress (or even killers). Secondly, an addon offering an 8% boost to windup can hardly be compared to STBFL.

  • @venom12784 said:

    What if it's not vpn killers and just poor connection to servers?

    SSSHHHHH, clearly its his opponents using expert lvl hacks or DDosing him, rather than his roommate looking up porn while hes trying to play.

  • @xGodSendDeath said:

    I don't get it... what's the point of blocking out the names of extremely toxic and racist players. Why are we protecting the identity of people like this?

    It wasnt my video...I didnt do the editing, lol. Besides that, its also a pretty safe move for people to make so it doesn't get categorized as "naming and shaming". I'm sure if this guy HADNT censored the names, many of his fans would've gone on a witchhunt which could reflect negatively to the guy making the video.

  • @MyersxKate said:

    sigh I really dislike facing SWfs, but without them there would be a massive drop off in player population

    Thats one thing I think is ironic. On one hand "theres no way Killer's are facing SWFs all the time...people are just complaining" and on the other hand...apparently the game will die if the apparent minority of players leave.

    Personally...I really dont care about SWFs. If you wanna team up with your friends and have a fun game together...cool. Its just when it gets to the point that you and your friends' objective isnt to do what the written objective of the game is, but rather to annoy people who ARNT in your SWFs...whether that be the killer or your solo Q teammates.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1278347#Comment_1278347

    Sure but how would they further prevent players from ruining the experience of others? Refusing to play normally is already punished right?

    I'm not suggesting any changes, just stating that this is a thing. Often times people take 1 look at the screenshot from endgame and go "Well, you 4ked so the game couldnt have been bad". Its like when survivors wait 20 minutes to load into a game against a cloaked Wraith sitting in the corner. "Well, you all 4 escaped...who cares if it was completely boring. Mustve been a good match".

  • @Kakateve said:

    https://forum.deadbydaylight.com/en/discussion/comment/1278103#Comment_1278103

    I hope it’s gonna be legacy skins for the characters you have prestige for Lmao. Just imagne a legacy 3 Oni marching at you like a sprinting meteor.

    A Legacy Myers who is now impossible not to spot. -Loads in- "Gee, I wonder who the killer might be" -looks around to see Myers glowing brighter than 1000 suns- "Nvm, I spotted him...on the other side of the map through 5 walls".

  • Rewards for people who prestige is not the same as punishment for people who DONT prestige.

  • @emptyCups said:

    https://forum.deadbydaylight.com/en/discussion/comment/1278340#Comment_1278340

    Well if they just spin or fidget they still don't get crows... flock isn't cheeseable/requires the killer to leave a guarded location.

    The fact that killr is standing on hatch or might be why survi feel like hiding

    like a trapper/hag on a strong 3 gen the survivors might be wanting to tire them out to get the win rather then simply force survivors to give up. If he's locked into a animation for a tick or two far away they might have some chance to open a gate or tag a gen or make a play

    Which is why I'm saying that the crows need to be adjusted to avoid cheesing. Yes, spinning in circles would just be another was of cheesing the system designed. Theres no real reason for you not to interact with an objective for 10 minutes. You should be getting crows way before that.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1278328#Comment_1278328

    Well at least holding the game hostage is bannable. I can relate to these types of survivors being very frustrating.

    I feel like this particular video is a good example of why even when killer's technically win...doesnt mean it was an enjoyable experience. Imagine back when you were a kid for example trying to play hide and seek. You close your eyes, count to 10 and expect to spend the next few minutes trying to find the other kids. Instead you open your eyes to see them circled around you calling you a poop head... Sure, you won...you found em all, but was it fun?

  • @emptyCups said:

    Base game mechanic suggestions

    Summon flock- after going 5 full minutes without a chase enter the basement and interact with winged idol. Causes all survivors in the trail to receive 3akf crows also revealing aura for 5seconds

    False sacrifice-DC by player causes the hatch to be sealed by the entity for 30 seconds

    Feel like the flock thing isnt really necessary, but rather fix the crows to not be cheeseable by emotes. While I can understand why it might be needed for a survivor to hide for abit while the killer is checking their area... Theres no reason why those crows shouldnt be working after 10 minutes of a survivor not doing some kind of objective.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1277344#Comment_1277344

    What's the problem? Did they say mean things or something?

    As far as the video is concerned, I feel like the survivor's mostly just tried to follow and annoy rather than actually play the game. In this particular case, that didnt really lend to a winning strategy on their part, but even when technically "winning", the killer was just annoyed the entire time. Follow that up with the ending of having to search the entire map as the 2 last survivors made it a goal to just drag out the game rather than try to do ANYTHING to make a play. This particular game you cant even say they were trying to outlast each other since they both hid together.

  • Feel like the difference is how theyre prepared really. Boneless wings tend to be abit larger and often times come drowning in sauce, whereas typically chicken nuggets are left unsauced for you to dip them in whatever you want.

  • @Warlock_2020 said:

    As toxic as this SWF was, they were not very good. Still ended in the killer's favor in what would have been a 4k. Honestly, this video does not help the killer position as it shows not all SWF can dominate. Most of the SWF I see lately are way better. Gens are popping like crazy and the match is over before the killer can get anything going.

    They were definitely potatoes, but I dont think it takes away from just how frustrating this group of potatoes were. Everything from getting hit with a DS by an identical looking survivor that followed the killer so they can body block (seriously...who's gonna be able to keep track of who was on what hook how long ago at that point?), hiding in a corner for 10+ minutes as the killer is forced to look in every locker on the map, and the final...DC into hatch, lol. This isnt even including the things that were OUTSIDE of the survivors, like the horrible stuttering that makes the game pretty unplayable. Survivors complain about getting hit by some questionable swings, but that stutter is pretty much the killer equivalent that alot of survivor mains dont know is a thing.

  • @DelsKibara said:

    Wow... So those stutters wasn't actually from my Internet connection but it was someone DDOSing me?

    JFC, people take this game too seriously.

    I DID say some of the stuff said is questionable, lol. Still counts though for things killers find frustrating, even if its not from a DDos attack. At one point as soon as the 2nd survivor is dying, he also claims they probably already know where hatch is...even though it definitely hasnt even spawned yet, lol.

  • @Toybasher said:

    The TACTICAL DISCONNECT, INCOMING! at the end to give hatch is why we need husks/bots like on mobile.

    I haven't had those in awhile, probably because of the DC punishments, but I did get a laugh at the end when I saw that because at that point...I was practically making a checklist.

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