MaTtRoSiTy
MaTtRoSiTy
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Okay so I did not realise MMR apparently has something to do with it
My killer MMR is probably not that high as I rarely play killer these days but my survivor would probably be pretty high at a guess
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The funny part in all this for me personally is that bots are smarter at countering Legion than the average solo team mate.
I admit I have just quit on hook when my solo team mates insist on working on gens together and healing after every frenzy - you will lose if you constantly heal against Legion and insist on working together. I played a bit of Legion in the past and despite them being weak a lot of solo survivors make these mistakes and pretty much give you free slowdown and pressure.
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Locked? So you were banned?
If so, we cant help you and you cant discuss that here either way...
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I would never vote for them just based on principle, I was treated very unfairly by a mod on the Steam discussions and I tend to hold grudges lol.
Though DBD is the game I played the most of any game and I had some great times on this game... I could not in good conscience vote for them.
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/3282959#Comment_3282959
And here I am, just spending bloodpoints on one character and switching last second to the one I want to play, getting tunneled out of the game for "toxic last second item switching" ...
Well yeah, sucks to be you if that happens but it was like bringing a green key in the old days... you are still probably going to get tunnelled out. I often switch characters late though as I am spending BP on another one but I often don't bring any items anyway so that makes a difference
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I mained Clown for a while (got rank 1 for the first time playing him) and while I agree with people saying he can end chases fast, he also can suffer badly with his poor map pressure and pre-dropping counter play.
Knight can completely shut down a loop instantly and force you to hold W to the next loop, whereas survivors will pre-drop against Clown but they can still play the loop against you until you kick the pallet. So Clown gets forced into a situation where he simply has to break a moderately safe pallet to force survivors to W key to the next loop, Knight can just shut down the loop immediately if they have half a brain.
With unsafe pallets you are going to go down against either if you try to play them, with Clown being far stronger in these scenarios.
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A killer who say changes to Lightborn because they see flashlights is probably not the best killer anyway.
I don't think this is a big issue at all and other than to be annoying I never bother changing anything based on what I see survivors bringing. Though I will tend to tunnel out someone who last second switches to anything, it isn't the item either but rather the dirty tactic of switching that annoys me and will make me punish them for it
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I disagree.
The most fun matches I have had I have not necessarily even won convincingly. Some of the most enjoyable times in this game have also been the most wholesome and non sweaty for me.
I get it though, we have all faced 'those' survivors who make matches an absolute misery and seem to make annoying you a priority over the actual objective. I have felt this anger and said I don't care and will play scummy as I want... then I get the most wholesome baby survivor and I still end up being a softie and letting them go lol.
This game could do with both sides being nicer to each other and realising we are all just humaniods looking for fun escape from reality for a few hours
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@Emeal said:
https://forum.deadbydaylight.com/en/discussion/comment/3282030#Comment_3282030
sounds like a skill issue then.
How does blocking loops create skilled gameplay?
You either leave the loop or you get hit/downed, how is that a skill issue on my part? This seems like fundamental misunderstanding of the killers mechanics on your part
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@Emeal said:
People say this all the time. "Enjoyable to go against"
I don't get it, they are trying to kill you, how is this enjoyable? Is it supposed to be enjoyable? I dont think so.
Because the fun part of the game is the chase, not your character being killed.
The best feeling is when it is like you are in your opponents head and you read their every move and predict accurately, along with fakes, jukes and tricks to cause your opponent to make a mistake.
Knight denies you all of those, there is no mind game, it is simply hold W to evade
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No, I very much do not.
The reason is he simply blocks a loop so your only option is to hold W to the next loop or go down. There is no mind game, no chase interaction, just hold W to the next loop as you have no alternative. You could argue Artist is much the same but for some reason I find her less tedious to deal with and it still feels like I can play a loop against her even if my options are less
I cant blame anyone for the playstyle on Knight much like I cant blame people for using a slug and camp playstyle on Twins. It may be unfun to deal with but it is the most effective way to use them
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I can only speak for myself but for me he is very un-fun to go against and the only option you have is to hold W to the next loop as he uses his power to block the current loop. There is no mind game, no fun looping interaction, he just blocks the loop and forces you to move to the next loop and repeat.
It isn't about him being OP, it is just not fun versing him imo
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I like all the MacMillan maps except Suffocation Pit as I dislike 3 gen maps in general (such as Azarov's).
Though a map that grew on me a lot as I have been playing more survivor with a Lucky Break based evasion build is actually RPD. I used to despise this map and its variations even after the rework but I have learned to actually really like it even though it also has 3 gen potential as well.
Probably an unpopular opinion as I don't see many fans of this map
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@sizzlingmario4 said:
- Chain blinks become special attacks. I think it’s ok for the first blink to remain basic though. Weakens Exposed (and Starstruck in particular) but doesn’t completely eliminate perk variety. They shouldn’t nerf Starstruck just to address Nurse; Exposed as a whole is too good on her and Starstruck isn’t overpowered on any other killer.
- Change almost all of her addons. Her best addons are too strong but almost everything else is just bad. Her addons shouldn’t be strong, but she doesn’t need like 3 different addons that are debuffs. Recharge is too strong, range and 3-blink shouldn’t exist at all. I would be okay with even reducing the base recharge slightly (0.15-0.2 seconds per blink) provided that yellow recharge is removed and green recharge is nerfed, because admittedly it does feel quite slow without recharge addons, but you shouldn’t be able to recharge 2 blinks in 4 seconds. It doesn’t punish mistakes enough.
- This might be an unpopular opinion, but I don’t think she should be able to see auras of survivors while blinking. The two most important counters to Nurse are breaking LOS and keeping distance from her as much as possible. Aura reading perks heavily reduce LOS counterplay and the survivor typically can’t predict that until it’s too late, unless they have something that gives it away (eg. Object or Distortion). It’s okay before she uses her power, but it should stop when she’s ready to go for a blink.
- Stuns reset blink charges (and they don’t start recharging until the stun ends). Pallet stuns are rare against Nurse and aren’t rewarding enough, and it would make DS give the survivor more of a fighting chance against her. Right now DS is pretty useless against a good Nurse.
These are great suggestions
I have said it many times on here but Nurse was my main killer and I have hundreds of hours on her alone but I can acknowledge she needs a nerf and these combined are the best suggestions I have seen so far.
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@StuMacher said:
https://forum.deadbydaylight.com/en/discussion/comment/3279106#Comment_3279106
I figure, might as well call it out now and hope it's patched out sooner than later.
Yeah its disgusting how people know it is broken but are taking full advantage of this exploit but that is the state of some people for ya I guess... *sigh
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As a former Nurse main from back when she actually had 5 blinks (though I never used this)... cringe bro ngl
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I wish there was a universal way we could communicate that we want to chill and have chases rather than kill/gen rush and get it all over with asap.
I would love to be able to have fun chases and I am happy to let everyone go, or have fun chases and be sacrificed at the end. But as killer if I try to be 'nice' it gets mistaken as weakness and I get BM'd or as survivor I just get camped and tunnelled and wish I had just rushed gens.
Occasionally the other side gets it and it is so much fun when I can instigate a 1v1 in a match rather than a literal 1v1 custom
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The problem is for BHVR enticing new players in is good for business and making it easier for them is going to keep them playing for the meantime and in that time they will likely buy DLC and cosmetics etc. The more you play the more flaws you recognise and after thousands of hours some of them become so painful it can be hard to want to keep playing. But by then BHVR already have your money as you probably bought all the DLC and cosmetics for your favourite survivors and killers and if you move on it isn't that much of a loss (though I am sure they would also like to keep you as a customer).
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The perk will almost certainly get a nerf as it is killing solo queue at present and there is no counter for the weakest role in the game (solo survivor).
I personally am sick to death of Eruption and I am sure I am not alone
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I am not finding it to be a big problem or a perk that makes matches absolutely miserable... unlike Eruption.
So unless it becomes a significant problem I can't see any nerfs in the near future but the community always seems to find a way to break perks and use them in ways that were not intended.
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It is not intended as far as I am aware and no doubt will be patched out with the next update (hopefully).
What is really sad is the people who will know this is an exploit but are abusing it anyway. This is why we cant have nice things...
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I got there a week ago (as I do every month I actually play) without too much trouble... some things I can suggest:
Don't do the first gen you spawn by but rather go for crossing the map to work on a gen where the killer likely spawned in. The idea is to get your gen points (Lightbringer emblem) safely out of the way early on. Next is run We'll Make It so you can get full heals off as well as the save which leaves your final part of the match - chases.
I used to be quite shy as far as taking chases but if you tend to avoid the killer you will struggle to rank up easily. Even if you run at the killer to technically get in chase then run towards ultra safe areas of the map where there are not gens, the killer will likely drop chase if they are smart and you will 'win' that chase so you get more points towards the evader emblem.
So long as you ensure you do a bit of each you should be fine and even with DC's I can still at least safety pip if I don't just give up and go next, which I still do fairly often when the match is pointless
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BHVR is making money sided and most of their customers are obviously survivors and casual survivors at that. So it makes sense the game will generally be balanced more towards the casual majority...
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@ArthurVeloso said:
https://forum.deadbydaylight.com/en/discussion/comment/3278019#Comment_3278019
Thank you very much! I will keep that in mind. I hate using stealth builds because I like gen rush builds, but they are inconsistent against nurse because I play solo. Play solo with a gen rush build is kind of tough because I don't know how much time my teammates can spend in a chase or maybe if the nurse has the legion's gen perk (I forgot its name). Thanks! ❤️
Yeah I hear you and with the current Eruption meta rushing gens is even more popular. Which brings me to making special mention of another good piece of advice for Nurse but actually all killers...
Do NOT group up on gens but instead split up to opposite ends of the map so pressure is everywhere. This forces Nurse to have to cross the map constantly and if you play quite stealthy it can waste a LOT of time for her. This is actually good advice for any killer as they don't get to disrupt 2 survivors for the price of 1 but it also avoids 3 gen situations, along with countering killers like Legion that benefit greatly from you all being in the same general area.
That isn't to say if you all spawn together by a gen you should not get as much progress as possible instead of running all over the map to find another gen... but splitting pressure is very strong.
Just a warning though, playing this tactic will really annoy some Nurse mains and they may retaliate by camping and tunnelling pretty aggressively
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@Jangles said:
The biggest counterplay is being as random as possible. If you don't know what you're doing how can the nurse know?
Break LOS and go in a random direction. If there is no high structure, run edge map or comp corner to squeeze as much juice out of your chase as you possibly can. Rocks and random boxes are your friend. Run to a high rock, break LOS and run around it entirely. Most times they miss.
Gen efficiency is the biggest counter to nurse. Don't stack gens. Always be doing something on your own. Force her to the empty side of the map. Don't be afraid to get hooked. A big issue in solo queue is players who think they are good for not getting hooked. No, you've essentially lost our pressure because one person is going to be taking those hook states for you ergo knocking someone out of the game faster. If you lose someone before 3 gens are done it's gg.
That being said, she could really benefit from some balance passing.
As a former Nurse main myself who only plays rarely but still pretty much always 4k's... this is pretty solid advice overall ^^
A Nurse player is always looking to learn your playstyle from how you react... so if you do the same thing over and over they will quickly catch on and you will go down.
If you are facing a lot of Nurses I can suggest one of my favourite builds that is really good against Nurse in particular, though it can be really fun for pulling off crazy jukes against any killer and if you get RPD they are going to really struggle. The build is:
Iron Will, Distortion, Lucky Break and you can mix up the last perk with Lightweight, Off the Record or I even like Low Profile lately. Lots of Nurses run Lethal these days so Distortion will deal with that along with letting you know if they have BBQ so you can play around that too. I have taken a hit, run essentially around the Nurse so I am behind where I got hit and started healing within meters of them and if Distortion procs I know they have Nurses and I can crouch until they give up and move on.
Stealth is especially annoying to a Nurse believe me... her base movement speed is so slow she simply cannot waste a lot of time searching (Self Aware is great here) and she will have to move on and leave you to it.
But yeah, try my build and if you are really evil burn an RPD offering and you will see how insanely cheeky you can be with this combo and it definitely helps against Nurse. Though on an open map against one of the tiny few who are actual gods with Nurse... yeah its still gonna be rough
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I am so over killers winning entirely because they are running Eruption and Pain Res combo.
I am at the point I feel like maybe it just isn't worth playing solo survivor until they nerf this as I keep facing this broken combo and it is making solo survivor miserable.
Hens did a great video highlighting how broken this perk is and how when combined with other gen control perks it creates an essentially unwinnable scenario for solo survivors. BHVR PLEASE FIX THIS CRAP!
https://youtu.be/seD85CwBA9c -
Honestly I think they have issues with other killers before unnecessary work on killers that are already fairly decent as it is. I realise you are just putting forward an idea and that is all good but most of the Nemi's I go against seem to do pretty well as it is
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@Someissues said:
We need voicecomp in game now like Evil Dead please to buff solo queues
With the childish conduct of many of my random solo team mates, giving them the ability to communicate directly with me in game would honestly make me quit DBD, or at the very least quit playing survivor unless I had a full SWF.
Anything is preferable to this
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I don't think the devs care what it is called just so long as the cash keeps rolling in lol
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It is a shame that we cant have more of the fun aspects of the game as killers feel time pressured to kill any/everyone asap and survivors the need to rush gens. The recent trend towards anti loop killers further removes the game from the fun interactions between killers and survivors too.
Anything that encourages more of the fun aspects (chases in particular) would be very welcome for me as no doubt others. Though recently I see a lot more hard camping and tunnelling off hook and the people who do this are unlikely to play in a fun way no matter what happens, so I really don't know how you solve that.
But I am happy to see anything tried as the fun is being sucked out of the game again
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@Sava18 said:
Damn the opposite happens to me. Pretty much anytime between 12AM-5AM I can expect full meta survivors with 3-4 medkits some with styptics and the chance that they dc is low. I don't mind sweat, ill just match it.
Yeah same, tbh I rarely ever see AFK killer bots these days and if I do I no longer bother reporting them, I just get all the points I can and get out
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Fun?
Besides that being completely subjective, I really don't think many people find anti loop 'hold W' killers fun in any way.
The entire design denies the most fun part of DBD - the mind games and playing off your opponent. This killer is just block loop, survivor presses W, follow to next loop, block loop and repeat.
That isn't to have a go at BHVR either as coming up with new ideas must be getting tough, just don't believe anti loop killers are a good way forward for the game.
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Well thanks for the replies confirming this is an issue, that is about all I will say as I will just end up ranting how unfun this boring anti loop killer is lol
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@Little_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/3274632#Comment_3274632
In fact
- if you prevent the nurse from being able to use Starstruck (removal of her TR when she carries a survivor)
- you remove NOED from the game
- you remove the offering maps from the game
it solves a lot of problems (like Agitation /Starstruck on Nurse with Midwich's offering) 😀
This way, you don't have to turn your M1 into an M2 (which wouldn't make sense because it would prevent you from using Sloppy Butcher, K.O., Jolt, etc.).
And as for the "exposed" perk, only Devour hope and MYC (IF used with Floods of rage) are really dangerous on the nurse, and that you can hardly counter.
I agree these solve a lot of problems.
I personally never liked MYC on Nurse as it just seems to make survivors go immersed and hide, which is super annoying for Nurse.
I don't like Hex perks due to their RNG nature and I don't really see them as much of an issue on Nurse personally. But I am fine with any of these suggestions/concerns as something does need to change
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I am not going to go on too much here but the biggest issues with current Nurse are basic attacks not being special attacks (AKA nerfing Starstruck on her) and full slowdown/regression builds on her.
Range and recharge could be argued as a problem with the former being more so than the latter imo but the most frustrating matches I have against her are when she has multiple slowdown builds, as she has so much pressure by design so adding stacked gen control is just plain oppressive and not at all fun
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He is very unfun to go against and is one to add to the trend of anti loop killers that force a very un-interactive hold W to next loop playstyle. As I mentioned in my own thread earlier, there are some who are using an exploit to camp with Make Your Choice where he has no TR so he can camp and expose the person unhooking so he can insta-down them then tunnel the person who just got unhooked.
His design encourages the least enjoyable game play in DBD and while I am not excusing or encouraging people exiting matches, I am starting to at least understand it
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Well hopefully they fix this soon as it is making an already unfun killer even more frustrating as now the tactic seems to be force holding W with Bloodfavour and now the fun addition camping/tunnelling with MYC lol... could this be any less fun if they tried?!
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@WesCravenFan said:
Buying the knight was the worst mistake of your life? Congratulations on your extremely blessed life.
Lol IKR?
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It would be licencing issues vs cost to profit analysis no doubt.
They probably aren't popular enough to justify putting money into licencing and time/resources into creating cosmetics in the first place
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Aww poor Haddie mains lmao (I didn't know they even existed tbh).
Her problem is she is incredibly hard on the eyes and the reality is people will just choose better looking options instead of putting money into something that is unappealing at its core. I am sure BHVR have stats on whose cosmetics sell and therefore are worth putting time into making more cosmetics that will probably sell poorly.
She isn't the only survivor that is unappealing to the eye but she is arguably the least appealing lol
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Yes I think 4 is too much, it makes for a very tedious match on the survivor side and killers can often win because of stacked slowdown rather than actual skill. It becomes a war of attrition and I have found myself just going next in matches like this, particularly when Eruption is one of the perks.
The worst is probably Legion with Eruption etc and Thana, or already strong killers like Nurse, Blight or Wesker with full slowdown builds. Legion is just tedious and the rest mean its pretty much gg as they have good mobility and pressure without oppressive slowdown.
Maybe if there was a system such as with exhaustion where it makes zero sense to stack perks like Sprint Burst or DH etc. Full slowdown builds should be a thing of the past but even if they deal with Eruption alone I personally will be very happy
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Unfun killer, just more of the recent anti loop killer design that encourages dropping and holding W instead of playing loops and mind games.
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I don't care about end game camping, there is absolutely nothing wrong with it and if the match got to end game the killer needs to secure a kill and it isn't like they need to be anywhere else at that stage.
But so far I am finding the typical Knight seems to camp and tunnel off hook even at 5 gens and honestly they are not a fun killer to verse. The most fun part of the game is looping and they force you to drop pallets and press W which negates all of that.
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@Rudjohns said:
Some maps need that killer sided push
Sure, I have no argument that some maps are absolute BS and border on downright unfair to killers and that isn't right either.
But I am seeing these tiles on more neutral Autohaven or MacMillan maps and when you have multiple spawn due to RNG...
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I personally despise Trickster, Pinhead and Twins but I rarely see the latter. Legion and Plague are pretty annoying too but otherwise I can tolerate the others. It is more playstyle/tactics and builds that make killers a misery more than the killers themselves, at least for me (apart from the killers I listed).
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Sweet Anita was the one who made me try DBD as I watched her playing it and it looked fun (ironic as she doesn't play DBD at all since then).
My first memories were being absolutely terrified on the swamp and sticking to the corners of the map while running Urban Evasion which was totally meta to me lmao
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/3270887#Comment_3270887
Really weak tiles do spawn... they spawn without pallets etc, this tile is just useless.
Exactly. Weak and utterly useless are two different things
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@Katzengott said:
This "tile" is what we call a filler pallet. Can be still strong, but just against 110% movespeed killers (esp. vs Huntress).
No, a filler connects you to other loops across the map, this one guarantees you get hit unless the killer makes an absolute mess of it. Connecting/filler pallets don't guarantee hits, you just take a big risk if you drop them and try to play them and you have to win the mindgame - which is fine as mindgames are a fun aspect.
There is no mindgame here, you take a hit regardless
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3270838#Comment_3270838
Then there you go: solo teammates being terrible, because of the matchmaking. It's not the existence of the weaker loop that's the problem.
Well yeah it is, one doesn't negate the other, it just stacks issues on top of each other
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3270210#Comment_3270210
If it's that unsafe, knock out the gens near it first so you don't have to worry about being chased there later.
This should be obvious; make unsafe and middle gens a priority... but time after time in solo queue my team mates 3 gen us despite this being a very obvious outcome. I am not sure if it is just stupidity or a selfish attitude where they don't care and just want to get their gen points in and screw the big picture. I notice a lot of team mates shy away from the unsafe gens...