Malkhrim
Malkhrim
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- Malkhrim
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/3185385#Comment_3185385
It may not be fun to you but it’s fun to me.
I get that, but one thing many people used to like about Spirit was the mindgame factor of her power. Not much of it is left, so I get why people haven't returned to play her.
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Even though Spirit is strong, she is quite boring. The only interesting thing about her power is its weakness (not being able to see survivors). Meanwhile, it's effect is simply... she gets faster. That's pretty much it. Sure, she gets invisible, but since the directional sound makes hard for her to surprise survivors, it's not that cool. Being a slow killer with the power of simply getting much faster temporarily doesnt' feel very fun. If anything, it feels quite bland and boring.
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@blue4zion said:
" then offer extra points to survivors " its for either side needed btw
You sir are overall being a bit to dramatic
There is always someone being dramatic on this forums.
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So, people are already forgetting that killer queues were instant and survivor queues were quite long until right before the latest mid-chapter patch came live? There were clearly far more survivors, but the situation got changed with the many killer buffs, including the much waited nerf to gen speeds. More people decided to play killer and less as survivors because of the buffs, and then more wanted to play as Wesker. People playing killer this much is just a recent thing and might not even last that long.
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@sizzlingmario4 said:
It debuffs the killer depending on the variation. It can increase missed attack cooldowns, make you recover from stuns slower, and in your case it took longer to break stuff.
To me it did all the three. Stuns were much slower, breaking both pallet and gens was slower, and the few times I happened to miss an attack I took longer than normal to recover. However, the effects vanished at some point. I guess it was when I reached the 6 hooks required for the challenge (you can see it's gone when the red icon on bottom right of your screen disappears).
By the way, one of the survivors had used a Jigsaw Piece (The Game map offering). It was painful, every time I started breaking one more pallet I started to wonder about how short life is and how was I wasting its precious time breaking pieces of wood. But I was a Hag, so that didn't stop me from killing all of them, only annoyed me severely, specially due to the amount of pallets I had to break with that slow speed.
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Just one thing: If anyone thinks the solo queue experience is bad today, look for videos and streams from BEFORE the penalty was added. I assure you, it was much worse. Stuff like survivor's ragequittting on first down happened even more often.
So no. Disconection penalty came to stay and the game was worse without it.
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His cooldown is already pretty long (12 seconds until both charges are recovered).
He can only move on a straight line and may get stuck on objects. Just get behind an object and you should be fine. At long distances it's harder to hit because he cannot turn during dashes.
He needs to charge his power before using it, giving you time to get out of his line of sight.
Wesker's power is fine and does not need nerfs.
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The amount of loud noises you have to hear when playing killer, specially during chases. I get really annoyed when I'm trying to track a survivor's movement by sound behind the wall of a loop and suddenly a loud noise makes it impossible for me to hear them for a second or two. It happens when a survivor fails a skillcheck, vaults a window or pallet, drops a pallet, hops into a locker, gets unhooked or unhooks him/herself, completes a generator, cleanses a totem... and recently boons added even MORE loud noises, one for every time a totem is blessed.
And even though it's worse when trying to track by sound, that's not the only thing made worse by loud noises. A high amount of them can make stressful games even worse for me sometimes.
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@Ryuhi said:
If a survivor is dropping a pallet and you're trying to vault it asap to catch up, look for the second bounce on the pallet. Its not a laser precision method of finding it, but its a good tell for when the detection won't get messed up by the animation. Honestly it'll probably stay that way as well, since you can prevent further loops if they hesitate, but get nothing in most cases if they hard commit (which you could then bait and either moonwalk around or just hit them instead depending on loop size.)
If its not working after the second bounce, the only thing i can think of would be clipping something enough to stop your lunge early, or one of the many bugs with his power in its current state is causing it. Mostly just wanted to share the timing in case it helps, sadly can't do much with how much of a broken mess his ability is itself though.
On the ocasion I mentioned, yes, I waited until after the second bounce. However, I had a match a few minutes ago where I sucessfully vaulted right after a survivor droped it, before the second bounce. So yeah, it's inconsistent.
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The irony of a challenge with this name being bugged...
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@Chocolate_Cosmos said:
You saw someone running Nurses Calling? Damn, that's pretty rare not gona lie. No one using this perk nowdays even tho it's still pretty decent perk, just outclassed by many others.
I don't think it needs such buff. It's just unlucky situation that happend to you that someone even used this perk. Also lets nerf Nurse calling, shall we?
Back in early 2018, A Nurse's Calling felt like one of the best killer perks. Probably the second best information perk.
How things have changed...
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3134483#Comment_3134483
Maybe according to our local RE fanatic who insists Nemesis should have a rocket launcher
Finally, balanced Nemesis.
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@Grum said:
Nemesis can down survivors while literally AFK.
You forgot to mention the survivor has to be AFK too.
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Trapper and Myers compete for who is the weakest. I would say Trapper is the worst against average survivors and Myers is the worst against highly skilled survivors.
Trapper has a limited power that wastes his time and only works if the survivors go where the trap is, and is not always possible to push them there. It's also much weaker on certain maps. Organized SWFs can also share information and deactivate many of his traps.
Myers has the weakest early game. He also has the easiest to land instadown in the game, but he needs to stalk first to build up his power AND he loses stealth when reaching Tier III. Against the most skilled survivors, he will often get only one instadowns per use of stage III.
If we're going for perk and add-on value, however, the Shape is better than the Trapper. Myers has some really strong purple and iridescent add-ons (Tombstone Piece is actually busted), and bamboozle makes his stage III counter windows well. Sure, trapper has some nice ad-ons like the Iridescent Stone and the Trapper Sack, but they aren't as busted.
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Sweaty Pick: the Hag.
Fun pick: the Dredge.
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Can you imagine the conversation between survivors in group D?
Élodie: I hunt for ancient artifacts around the world but have to watch out for secret organizations who desire them.
Yoichi: I see things other people can't, beyond our world.
Haddie: Hey, me too.
Felix: My parents disappeared in a misterious event on that island.
Claire: I survived a zombie outbreak.
Zarina and Jane: Guys? What the fu-- I mean, are you okay?!
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I believe I would fit the best on A. Jonathan, Dwight and Claudette are there.
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@Sweet_Potato said:
Just watch a normal Gameplay of Otz. You have to wait hours to see him actually lose a game. His Video where he collects his loses is a compilation of several weeks of playing.
I have to disagree to the argument that those people are extremely experienced.
Like c'mmon, every second user on this board has several thousands hours in this game and plays it for his/her lifetime.
Based on what source you say so many forum users have experience compared to streamers? Even if you nitpick the ones with the highest number of hours, still won't match. Also, you shouldn't argue about balance based lousely on a claim about "every second user'" you can't even prove.
But if you want an example, there you go: I know I play far more than average myself and, with that, I recently reached more than 3000 hours.
Do you know when Tru3ta1ent reached 3000 hours? If I remember correctly, around early 2018. And I started playing only about one year after him. With all of that, while far above average, he isn't even close to the most skilled big streamer.
Now imagine comparing that to most of the player base, who plays far less than I do, specially the ones starting now, who didn't have 5 freaking years to learn to play this game.
Streamers are not comparable to the rest of the player base. At all.
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Big streamers don't represent most of the player base at all and are not a good example for game balance. We are talking about people with thousands of hours more than even the most dedicated players who aren't streamers, but who most of the time will be facing the majority, the average players who have far less experience than them. EVEN THEN, they would still occasionally meet many survivors they just couldn't beat even while playing to the best of their ability, and Otz has multiple long videos that show many of those matches.
Also, there are streamers who do insanely high escape streaks while playing solo. The same way you are talking about killer streamers, one could argue that shows solo survivor was perfectly fine and not at all as hard as many people on the community were already saying.
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Well, that would be another game asymetrical game, it's called Depht.
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Which streamers have stopped playing solo queue? Because big streamers are still posting solo Q videos and I still face many small TTVs in game.
I feel some people are now making information up to be dramatic.
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@Remedicist said:
https://forum.deadbydaylight.com/en/discussion/comment/3098724#Comment_3098724
Lore-wise, Trickster is a very realistically creepy fellow. I'd imagine the blighted skin would show his true colors on a surface level for sure
Yeah, I like his lore and how it builds him as a psycopath, with the narcisism and all. It only bothers me how they didn't release any scary skin for him to this day.
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There was also White Noise 2, but... does that game still exist? It was already dead a few years back.
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@Remedicist said:
I need me a blighted Trickster skin for sure
I'm still waiting for it and hope to see it one day. If a blighted skin made Legion, who had the least scary visuals in the game, look terrifying, imagine what it could do to Trickster.
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"With this patch SWF even feels completely trash"
Now that's not true at all. Any team competent and organized enough can still be really strong right now. Even without that "ultra high survivability" they got with DH, they still have sprint burst. They can pair up perks to do gens faster and actually exchange information to avoid snowballs, and they have an easier time countering perks like Thanatophobia, Pentimento, Overcharge and Eruption.
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I don't think this requires a kill switch. Sure, its a bug that benefits a killer, but not something broken like Clown's permanent speed increase.
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What I LOVE on Midwich: One of the best visual designs, Silent Hill easter eggs like the Clock Tower, some breakable walls that actually have reasons for both breaking and not breaking, having new utility like creating that shortcut in the bathrooms, having then good ways for the killer to move around the two floors. Because of that, you can sometimes ambush unaware survivors by pushing them to the stairs and them jumping down on the gate's corridor and intercept them there. A coin toss, but a really satisfying one.
What I HATE on it: It has the absolute worst hook spawns in the game. Sometimes, entire corridors with no hooks. It's quite comon on that map to get downs but be unable to get hooks due to the place you downed the survivor, and I hate that with all my forces, because nothing can be more frustrating than getting a down but losing the progress you would gain for it because of a design flaw. If only a few more hooks were added to it, the map would be perfect.
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@Lycidas said:
https://us.v-cdn.net/6030815/uploads/PBD91SKU7CZO/img-20220723-wa0000.jpg
I guess that's it for me guys, I'll be banned since I couldn't explain that I downed this guy because I had "Rancor"
I hate the fact the chat filter censor words that are PART OF THE GAME.
Other day I tried saying I thought the survivors had Slippery Meat after 3 self unhooks... the word "slippery" got censored for some reason. You can't even say your perks' names now.
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I still want to try it myself, I don't get why I saw almost no one using it so far. I guess most people haven't prestiged Yui yet and don't have the perk on most survivors.
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/3084287#Comment_3084287
That's fair, solos really need some form of communication or something.
Legion probably needs to lose DW and get buffed/reworked elsewhere so that he's not just a snooze to face.
There are a few things that could be done, like base-kit information and a ping system (I really like the idea of a ping system).
About Legion, I don't think Deep Wound is the problem. The problem is on how strong these perk builds are, and Legion just gainst more value from Thana, making it even more oppressive on them. Nerfing Legion on base-kit would be a bad thing.
Putting a cap to how much slowdown you can stack would be a good start.
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@Pulsar said:
Why would you want to play against a stacked slowdown Legion? The game isn't fun at that point, it's just miserable and it takes so long to finish even if you somehow win.
The one we went against had DL, Thana, Call of Brine and Overcharge with Purple Blade and Mangled Pin.
Or a Nurse with 2 Range Add-ons.
The things that were strong against Solo's before this patch are now nearly insurmountable.
While there are reasons for not liking to play against slowdown Legion, ragequitting will just make sure the game even worse for all the other survivors.
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I think this is a bad idea because it would punish killers who just found the person again and didn't realize they still had DS, while doing nothing for people actually tunneling.
They should at first try raising the stun to 4 seconds. If it keeps problematic, 5 seconds on the next patch, but I think 4 will be enough.
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@StarMoral said:
It legit censored Iri, Down, and frickin good. GOOD. G-O-O-D. WAS CENSORED.
Some big streamers like Otzdarva and Tru3ta1ent have shown "gg" being censored and turning into # # lately.
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I honestly think the chat censor is the worst thing not related to gameplay right now. The only thing it does is making the communication harder for everyone, but specially for anyone trying to speak a language other than english.
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I know most people here aren't complaining about just Dead Hard, but there are actually a few ones still complaining about it and repeating the old "DH was perfectly fine, just bait it out" bs.
But generalizations are bad and these clearly don't represent the majority at all.
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I just had ANOTHER match we were clearly winning, 2 gens done by the time the Pig got her first hook, another gen completed not much later... but then a survivor RAGEQUITTED right after being downed for the SECOND TIME in a match that was going on OUR favor. After that, 3 people was much easier to pressure than 4, so it went downhill and we ended up losing.
She didn't have meta perks, she got nothing on us, we were on the way to win until a single guy threw the game. You can't complain about "killers OP" if you ragequit and make your whole team lose even when you're winning.
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@Laluzi said:
Dang, congratulations! Lighting them all in one swoop is the way to go - you're lucky Yun-Jin messed up. But Sadako is probably a very strong contender for the strategy due to the rapid teleporting she can pull off. This was a victory for short undead children everywhere.
I remember when I was chasing the elusive 5-stack... for ages, I flopped, and then I had one weird day where I got it twice, both on Blood Lodge (which seemed like a terrible map for it - derpy totem spots and long.) I remember this one Leon led me to a blocked totem and started tbagging it... I let everyone in that first game live, I was so happy I finally pulled it off. That and they were being cute.
Twice in a day? That's awesome!
And yeah, Sadako is one of the best for doing it. Before her, the one killer I played that led me the closest to doing it was the Dredge. Those quick locker travels during Nightfall are insane, but survivors would just never do the last totem so I could rekindle it.
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While playing survivor, I've seen many people ragequit really early. Like, DCing on the second or even first time they got downed. There was even a match against a Legion with a really strong build where a survivor ragequitted really early, on the first down this person suffered, when only one gen had been completed. Still, we kept playing and managed to complete other 4 gens and get relatively close to a fourth. There wasn't a 3 gen formation too. But then Legion managed to kill everyone. So yeah, we would have had a good chance of winning without that DC.
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Honestly, I like the idea of the new base BT having, instead of a 7% haste, a "sprint burst" like effect that fades quickly over a few seconds. The unhooked survivor gets quickly out of reach, but the bonus speed will fade and the endurance won't last long, so bodyblocking is risky.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/3083432#Comment_3083432
I'm not making an entire topic about my mundane victories, such as successfully posting a comment or winning a match in a video game.
He is posting a thread to state how unbalanced a build is right now, which is important for forum discussions. The only one only wanting to troll and call atention here is you. Stop being toxic.
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People are seriously still complaining about NOED? How often are you even playing against it? Complaining about the new gen slowdown I understand, but NOED is not that strong right now and countering it is easier than ever.
24 meters is more than enough. That's the equivalent of a 110% killer's TR and just a little lower than the range killers see survivors via A Nurse's Calling. The game is not supposed to give you the location of a hex totem that completely removes a perk from the match for free, so move your ass and just look for it with your 24 m radius, if you put even a minimal effort you should be able to find it, unless you're to lazy to even WALK around the map... ?
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@Laluzi said:
There's a couple of good changes. Off the Record is the no-brainer answer and I really like how the stealth aspect lingers, but new Jolt feels pretty nice to use too without it being a no-brainer on every killer, and Eruption tentatively feels viable as a gen regression choice. And new Botany is great as long as you weren't using it with a medkit (in which case your perk is now dead, and the decision to tack on the penalty is still highly questionable to me.) Lucky Break was already very good but got an internal way to recharge, so did Distortion, and Lethal got a good aura stacking effect that makes it not completely worthless for the rest of the match. And I haven't had a chance to try out Lightweight yet, but that looks like it could be great on a stealth build.
Of course, there's plenty of perk changes that totally missed the mark and I feel you there. Calm Spirit, Coulrophobia, Dark Sense, Inner Focus, Pharmacy, Sole Survivor... and stuff like Tenacity or Saboteur still have places in niche builds but didn't really improve despite their buff.
I really don't get why they decided to to that to Botanny. It was an already fair and balanced perk. Good, but not too good like another certain healing perk that broke the game last year. They could have tried making a smaller healing speed increase, like to 40% instead of 50%, and reducing the efficiency increase with med-kits to 20% or something, instead of removing it right away and adding a penalty. I'm not a fan of perks with penalties. Let's not forget med-kits are the only thing healing perks sinnergize with beside other perks, taking away sinergy is not a good thing.
I think the game is having a problem right now where the new killer meta perks are kinda obvious (since slowing gen progress and regressing them was always the meta for killers) but the survivor meta perks are... not clear yet. Survivor meta used to be made mainly of second chance perks (beside huge number increase perks like Prove Thyself and CoH, both of which still work very well), and the only new second chance perk that works consistently is Off the Record. Others like Lightweight seem to be good, but how good is not clear yet. I also don't get why I didn't even see anyone trying Lucky Break in my games until now, it seems one of the best options among the buffed perks.
It will take a few days for survivors to find a new meta while killers already have it. I believe it can be fixed with a few tweaks that allow for the old perks to be more viable while not as strong as before (like the DS stun time, the main reason why killers aren't being cautious about tunneling anymore) and for the new buffed perks to be more consistently good.
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But I believe hatch progress doesn't reset when you get interrupted, right? So I guess the perk can still come in clutch if you start trying to open it, let go of the action so the killer can hit you instead of grabbing you, than finish it with bonus speed.
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@Babalonkie said:
You are like yay, Ruin is nerfed i always preferred "X" + "X"... but you failed to mention X and X are also getting a nerf... meaning you are only left in a negative position... and the only people that would be happy about that is opposing teams pretending to be a killer or SM lovers...
Pop - Nerfed.
Pain Res - Nerfed = + DMS nerfed.
Ruin nerfed. = +DMS Nerfed, +Deadlock nerfed and +Merciless storm nerfed.
Corrupt - Nerfed.
Also overcharged is only being released at half the PTB buff as they deemed it too oppressive.
In otherwords, large chunk or time delaying perks (that bought multiples of 10's-Minutes in time) are no longer that in exchange for a second or two extra time on other perks... and the default 10 seconds per solo on a gen is only going to hamper solo's not the SWF's (+4 seconds) who wreck killers.
Whilst i like some of the buffs... the negatives are far greater in effect overall... all i see is a knee jerk reaction by developers.
Even thought Pop, Pain Resonance (and DMS combo) and Corrupt are nerfed, they still work quite well and are still FAR better than Ruin. And you still have Call of Brine, Merciless Storm, Deadlock.
Of course, you're also ignoring the slowdown perks that got BUFFED. Overcharge is weaker than in PTB? It is still quite good and FAR STRONGER than it was before. There's also eruption, Thanatophobia, gift of pain and
Ruin nerf doesn't really affects DMS, Merciless Storm or Deadlock because GENS DON'T REGRESS when they are blocked. Oh, right you COULD get some regression if the entity block ended and survivors didn't start regressing right away, but most of the time Ruin wouldn't even last to that point.
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@Maxx_Calin said:
https://forum.deadbydaylight.com/en/discussion/comment/3064316#Comment_3064316
All those things u listed about survivors are stuff survivors should be doing to win matches. If it ruins the Killer's fun, there's nothing that can be done about it. U think camping has a place in the game where as I do not. I also call things as I see them. Weather something is part of a game or not, if doing it comes off as a mean or dirty tactic to someone like me. No matter what u say to justify it is not gonna change my way of thinking even if professional streamers and tournament DBD players do it. That is not gonna make me dislike it any less.
I have a right to an opinion and to dislike something in a game and vent about it weather we agree or disagree.
"All those things u listed about survivors are stuff survivors should be doing to win matches. If it ruins the Killer's fun, there's nothing that can be done about it". EXACTLY like camping and tunneling. That was my point.
No one said you don't have the right to have an opinion, and I love when people act as if being pointed wrong is like not having freedom of speech. Just like you are allowed to have an opinion, I am allowed to say your opinion is wrong and it doesn't make sense.
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Either way, that's my list:
But to be honest, even the killers in "meh" can be fun with the right build. Hell, I've been enjoying to play a Mad Grit build with Clown (won't play him with any other build tho).
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How dare you put my girl Lisa in the lowest tier?
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Huntress, because:
One word: THIGHS.
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I really dislike how many people in this forum talk as if what they are saying is the absolute truth and the devs show "obvious ignorance" for not doing everything exactly like they want to be done. The devs are making many changes that were requested for years, they also announced many new changes after the PTB feedback, but just because they didn't do everything you asked with precision, than you people bash them, say they never listen to the community and ignore it on purpose and acuse them of being bad of their job. You guys should be more humble.
But know one thing: a lot of people in the community disagree with you and think the changes are good, me included. Your opinion is not an absolute truth and you should start considering the other side, including the points the devs make when making these changes.
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@Maxx_Calin said:
https://forum.deadbydaylight.com/en/discussion/comment/3063826#Comment_3063826
To me it does make them bad at playing the killer. Only reason for a killer to camp someone at the end of the day weather u agree with it or not is cause they don't know how to beat survivors the normal way of catching and hooking them. That is why I say that those who camp are either too lazy to play the game it was meant to be played or they don't know how to play as the killer. So there solution is to capture, hook and camp one person just so they can get bloodpoints the easy way for killers without putting in the work to earn them honestly in a match.
Camping is not and should not be part of the game cause it makes the game less fun for those being camped and it shows the killer is a mean disrespectful person who would rather play dirty to win than win honest and fairly.
Oh, so by the same logic, I say if you use DS, Dead Hard, Borrowed Time or med-kits, syringes and map offerings it means you're bad at playing survivor, because in the end of the day it's because you don't know how to win without using second chance perks, or how to find others to get healed instead of using an item that gives than a free heal, or how to win in other map instead of the one most favorable for you.
DS, Dead Hard, flashlights, BT, god-pallets, map offerings, green toolboxes, BNP, purple med-kits, syringes and body-blocking to protect survivors are not and should not be part of the game because it makes the game less fun for the killer and it shouls the survivor is a mean disrespectful person who would rather use unbalanced and stressful things to win than win honest and fairly.
It sounds really stupid, doesn't it? It's the same logic you're applying.
Even the best killer players camp, and I can even show you videos of people camping in the highest skill tournaments. Some of the most skilled streamers, like Otzdarva and Dowsey, camp and tunel too. If the killer camps, it means they realized it's the best route to victory, not that they are "bad". There is no rule saying camping is "not normal gameplay" or "dirty" and THE DEVS THEMSELVES confirmed camping and tuneling are legitimate strategies.
And as you can see, a lot of things survivors use and do are unfun for the killer to. Hell, survivors who do gens efficiently and fast are the most unfun thing to face in the game. But guess what, survivors do it to win, and that is fine, just like killers use their strategies to win. No one is a "mean disrespectful person" for not sacrificing their own fun and victory for the fun and victory of the people they are supposed to play against in first place. Stop judging others for your made up rules.
