Marcavecunc
Marcavecunc
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@arcnkd said:
https://forum.deadbydaylight.com/en/discussion/comment/1076890#Comment_1076890
This. Jesus, how hard it is for Survivors to just do damn totems as they come across them? Nooooo, can't have anything that detracts from rushing the gens or playing tag with the killer. Too much thinking involved.
Seriously, just break the totems - problem solved. NOED is fine; it isn't a crutch; it punishes Survivors for not doing totems which -- by Dev accounts IS a secondary objective, just not a required one. The perk shouldn't be nerfed or changed just because Survivor players don't want to have to focus on finding and breaking totems.
So this.. seriously every thread about noed only needs one answer: "Do bones"
And then they all complain and respond with: "B-b-but mah genrush!"
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I'm not saying they're bad suggestions, but the suggestions that always come around of making everything basekit when they could just make a few tweaks and changes to the existing perks, or making new ones for that, are a bit overdone.
I love the changes to kindred. That's the way they should implement changes to help solo survivors, not making kindred basekit.
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/1081146#Comment_1081146
Killer aura reading at all times.
Stop putting words in my mouth to support your argument. That's not what I said and you know it.
In a 4-man SWF (when I say "SWF" that is what I am referring to), you can literally just ask "How many totems have you all broken?" and you'll know how many totems are left within a few seconds. Even when I play with my friend we always tell each other when we're breaking totems and if we find a totem broken by another survivor. It's not hard to coordinate.
Yes, they know in which areas totems have been broken and sometimes where the killer is (especially with OoO, not to mention only 1 survivor needs to see the killer for everyone to know which killer it is). The goal is NOT to make solo identical to SWF. That would be impossible without giving major buffs to SWF as well. But, there shouldn't be a massive gap between solo and SWF to the point where we realistically can't balance the game.
In its current state, if we balance the game around SWF, Solos will be left in the dust. If we balance around Solo, SWF will be even more OP.
And all those nice changes to help solo survivors would end up giving killers the shaft, once more. As I said, catering to survivors' wishes.
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@AbsolutelyAmel said:
Orr the devs delete this trash game already and refund us that'd be great
So you think the game is trash, and yet decide to come on the forums? Why not find something else to do with your time, if you have that much of it to waste?
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/1080995#Comment_1080995
If anything, a totem counter would help small game users because they're not wasting time running around the map when a random teammate had already broken the last totem.
The "hand holding" is necessary for solos to be anywhere near SWF level. SWF knows how many totems are on the map, who is being chased (not to mention their location), and every perk/item their team is using.
We can't balance a game where SWF and solo survivors are at drastically different levels.
That's assuming survivor groups are all 4-man. 2 or 3 player groups don't know what everything is happening on the map either.
So basically, to bring solos (and apparently 2 and 3 man groups) up to par with 4 man groups, we'd need killer aura readings at all times, as well as a totem counter, and probably also the aura of the destroyed totems so you know not to search that area, since apparently 4 man groups are omniscient. You give 4 man groups too much credit. I played with plenty of different people, and the minority are the ones who mention how many totems have been done or where they were, and the ones that do usually are groups that focus on totems first, generators next (and they're a very small minority).
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1081060#Comment_1081060
This caters to Killers just as much. Being able to actually SEE the Key in the lobby would be huge.
You can already see the key though.
EDIT: Anyway I don't have as much of an issue to seeing what the items actually are in the lobby vs the totem counter thing. I guess seeing that it's a broken key would indeed mean less tunneling for that survivor.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1081031#Comment_1081031
Why does it need to be a risk, though?
Why does everything have to cater to every single survivors' wishes, though?
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1080827#Comment_1080827
I actually think Keys are the biggest reason you'd want to be able to see the item. A Killer definitely would want to prepare against a Dull/Skeleton Key somehow, and a Survivor would not want to be tunneled out of the game hardcore because the Killer had no way of knowing that the Key was a Broken one.
I know what you mean.. But that's a risk you're taking by taking one with you though. Same if you find one in a chest.. I usually leave it there, or bring it to another survivor as a "gift"
Same for everyone bringing toolboxes, they might all be speedy boxes, or all brown ones with no add-ons. Killer might still bring Franklin's Demise to counter them, just in case.
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/1080973#Comment_1080973
Small Game and Detective's Hunch are not used to know how many totems are left in the map. They're used to find where those totems are, which a totem counter would not do.
No but they help finding them, which is the entire point of it.
Hand holding is a bit ridiculous, considering how totems are secondary objectives that a lot of people don't bother doing. If they were primary objectives necessary for opening the gates and escaping, then yes, by all means, put a counter. But the way things are? Not necessary.
What next, a pallet counter, so you know how many are left to drop in the killer's face in a chase?
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/1080827#Comment_1080827
I think seeing the rarity of a key is actually helpful for survivors. No matter the rarity, a killer will currently attempt to tunnel and/or camp the key user to prevent them from opening hatch. If the killer could see the type of key, survivors who use broken keys for aura reading won't get tunneled for no reason.
The idea is to bring solos to near-SWF levels of information. SWF can easily keep track of totems, so a totem counter would only buff solos without buffing SWF. And if survivors are more inclined to work on totems, is that necessarily a bad thing, considering that Ruin is gone now and gens go by pretty fast?
Solo players already have perks to help them out if they care about totems that much. Small Game and Detective's Hunch (especially with the latest update to it that they don't have to be the ones finishing the generator to get an aura read and see the totems)
Making everything base-kit would make using those perks less useful and you'd end up with even more people running the meta perks because the useful (and different) perks wouldn't be as necessary anymore.
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I like the icon surrounding names for both sides. It's useful for survivors to see who's being chased, or if anyone's being chased, when they're out of sight. Some aura reading perks are good for that but if you don't run them, it complicates things a bit. And a visual of which hook state the survivor is in is also an interesting way to keep track of how many times each survivor has been hooked (or which state they reached, if thye wiggled on first hook.
Seeing load-outs of other survivors would be useful as well, but not entirely sure I'd want the killer to see which items I'm bringing.. if it's a green broken key or a useful one..Then again, aside from the key, the rest of the items don't give much clues.. you can slap a brand new part on a brown toolbox and ditch it after you've used it, or an insta-heal on any medkit rarity, so the killer seeing the items but not the add-ons won't mean much in the end.
Not a big fan of the suggestion of showing how many totems are left as base kit. Including it with Small Game would make the most sense to me. But I agree it would be a good information to have at all times when I'm surviving and not running that perk, but having the visual there will make survivors more inclined to work on totems than they are now.. out of sight out of mind mentality, those who want to do totems already do, those who don't care might start doing them if they see there are still 5 totems up when nearly all generators are done.
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@BlindMole said:
No. I'm sorry but when i get a lobby and see a nea called "toxic nea" or something like that, with her buddy's that have similar names i'm straight up going to yeet.
I'm here to have a good time, not to participate in your bully death squad litle games.
Sick of lobby dodging? Maybe it's time to blame survivors rather than killers
I would rather have lobby dodging than getting a disconnect as soon as the game starts, or a few minutes into the game, really.
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I agree it's a bit on the annoying side of things. It doesn't happen often, but when it does, it sucks not getting the potential bonus points (especially frustrating when they disconnect in your face because they got downed first or something)
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I know :)
Was just joking around anyway :)
Only issue I have with Decisive Strike is when the survivor is the one tunneling the killer to force them to down them, or abuses the lockers.
I have no issues with Noed, because it has an easy counter, when I get hit by it, I know it's my team's fault for not cleansing the totems, especially in games where generators are going too well that we don't explore the map as much, thus don't encounter totems as much. I cleanse them as I go, but if the killer doesn't chase me off of my generator, I have no reasons to look around.
Both perks have their strengths and weaknesses and ways to abuse them, but they also both have easy counters.
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@cipherbay_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1080434#Comment_1080434
Baby killers miss every swing though...
Then noed shouldn't be an issue if they can't land a hit ;)
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@cipherbay_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1079545#Comment_1079545
DS is for baby survivors
Baby survivors can't hit the skillcheck though.
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@PacifiedByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/1080136#Comment_1080136
For some reason they can`t. Probably bc they just upload a save from main client and that`s it
They could then run that through an editor and give everyone max points or 10 million if they can edit over the max cap, or just set every flag to 1 to turn on everything?
Or yeah have the ptb run a bloodhunt that gives 100x the ammount of points or something ridiculous like that. Because if you spent all your points when they made the copy then you won't be able to unlock anything unless you test in kill your friends..
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@Babyyy_Boyy said:
https://forum.deadbydaylight.com/en/discussion/comment/1077379#Comment_1077379
Killers dodge either way though, the xbox community of dbd is so small, there are some known toxic red ranks out there that killers hate, so even if that survivor shows up in their lobby they’ll dodge. They need to penalize killers for lobby dodging. We shouldn’t have to wait 15+ minutes to get into a survivor match.
Of course. Penalize the killer for the action of those toxic red ranks you mentionned. People know these people are toxic and that they're the reason why killers dodge their lobbies, but hey, penalize the killer for not wanting to deal with that #########!
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Lobby dodging shouldn't impact your wait time much.. once you're in a lobby, a new killer should show up fast enough.. it's not how it used to be, that the killer was the one hosting the lobby and if he left, it broke the whole lobby and you had to queue up again.
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@darkaura said:
Cleanse the damn totems and there is no perk. Omfg
Seriously. Do bones.
As someone else pointed out, it's a useless perks until certain retirements are met. Requirements that are totally in the hands of the survivors! And they want it nerfed so they can be lazy and not do bones, because it takes precious 14 seconds away from working on a generator.. Really?
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One solution for ptb would be to give a million points or infinite bloodpoints, or fully unlock everything on everyone (or at least on the new/reworked characters)
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@xoBlackBetty said:
https://forum.deadbydaylight.com/en/discussion/comment/1046918#Comment_1046918
I don't believe you caught the gist of my complaint at all.
The point isn't whether or not you should/shouldn't be running self care. The point is that a perk in the game that you CAN run is broken and f*cking up. Fix it.
Also, your response was written like a true gen jockey. I usually run the killer. I use self care to take care of myself in solo games BECAUSE randos won't heal you half the time. If my teammates aren't altruistic enough to heal me, so I can go out and keep running the killer while they hide and do gens, why the eff would I run BT for them?
Also key wording on your part, "...they waste time selfishly healing themselves while their teammates risk being injured to work on the objective..."
1) I wouldn't have to waste time healing myself if I was getting healed by my teammates, which takes HALF the time of a self-heal.
2) They're risking being injured. THEY'RE. RISKING. BEING. INJURED. If I'm injured & they're full health working on a gen, they're a dick for not healing me (unless the gen is about to pop) because they're afraid to get injured. Are you serious? I'm already injured and am one hit away from being downed/hooked. GTFOH with that BS 😂
Seriously.. Can't count how many times randos left me there injured workout trying to heal me.. Or how many times I went into struggle or died on first hook because they were too "busy" all working on separate generators.
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I think this idea has some merit and could be good.
Maybe a perk? Bonus repair speed if you're looking directly at the generator, maybe?
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Yeah.. some spots are well hidden, unless you come at it from a specific angle, then it's super obvious. I've had super obvious ones last the entire game because no one happened to check the area, and better hidden ones get destroyed instantly because the survivors knew that spawn point existed and checked it
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@TragicSolitude said:
In some ways, I agree with this.
However, I doubt it'll ever happen. The characters are already very cheap in terms of how many shards they cost. After all, buying the character is cheaper than buying some of the character's outfits, making the character look like a real bargain in comparison. And while survivors are just glorified skins, killers come with special abilities, adding to their value.
The easiest response from the devs would be, "You're buying the character; the perks are bonuses thrown in for free."
Yeah it's ridiculous how some outfits cost nearly $20 worth of shards, but once you have everyone and everything unlocked there's not much else to do with the shards anyway
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It's so easy to play around dead hard though.. See a David? Assume he has it. Or if someone used it against you before then you know they have it.. So just chase them for a second longer so they use it and then down them 2 seconds later
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Making them better hidden would be good. Making them spawn far from generators wouldn't, because then survivors would only search areas far from generators to find the totems, instead of needing to check the entire map.
Oh and those spawns in the middle of nowhere with literally nothing to hide them need to go away.
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@LieutenantRaage said:
For every other member of your swf group, you lose a perk slot for that match. 4 man swf, one perk apiece.
How about no? Plenty of survivor groups are potatoes, punishing them would be ridiculous.. And the good survive groups would still do well solo, it would just punish them unfairly for wanting to play with friends
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A lot of perks need faster cooldowns.. I'm all ears (also a ghostface perk) also needs a much shorter cooldown
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Yeah it's ridiculous how often the gates either spawn on the same wall or same corner, I don't remember it being an issue before
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I'll agree to them extending missed attack cooldowns only on the condition that the killer stops wiping or looking at his weapon after a successful hit, so he can attack again faster.
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Survivors not knowing what the non-meta killer perks are? Had people act surprised when the hooks came back after sacrifices or sabotages because they didn't know hangman's trick existed.. Same with a bunch of other perks, really
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Allowing to sort by alphabetical order instead of rarity would fix that..
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They removed the grab part when they added the hatch kicking, to prevent stand offs that took forever.. Putting grabbing back would also bring back the problem they removed in the first place
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@Alonzo said:
Because some people don't want all the perks and just get what they can from the Shrine. And some people don't want the character as they don't play with it.
Then what's the point of this topic? If they don't want the characters, then they wouldn't get them anyway
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/1075349#Comment_1075349
Its more likely to happen because the odds are higher, you always have a shot at 5 stacks of DH but for keys without plunderer (a ~3% chance, 7% to find a key but it mustnt be a green one) you would need to play 30 games to find one and on top of that in that specific game you still need to fix 5 gens to get a 4 men escape, you have a 3% chance of attempting to use the hatch. 4 or 3 people escaping after finding a key in a chest outside of a SWF is very very rare, as a Killer ive seen it only 2 times, as a survivor only once.
You always have a 100% chance of attempting 5 stacks of DH, Im sure you can get those stacks more than once in 30 games.
https://forum.deadbydaylight.com/en/discussion/comment/1075285#Comment_1075285
And to use that key you need to fix a number of gen firsts, the hatch doesnt spawn if you dont fix one gen more than number of survivors alive, to get a 4 men escape you need 5 gens first, its not finding it and escaping right off the bat and then again, you have a very low chance of finding a key in the first instance.
True. You can find a key right away but might not get the chance to use it at all if you either die first, or can't find the hatch spawn.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1075214#Comment_1075214
DH the perk is technically always there. DH the Totem? Absolutely not. Furthermore, whether DH the Totem is/can be dealt with is far more in the hands of the opponent than whether the chest Key is/can be dealt with. The road being different matters a ton in this particular comparison IMO.
I personally think your belief that DH is easier to counterplay contradicts your belief that DH Moris is more likely to happen, which I think presents a big issue with your comparison. If it is easier to stop it, then what makes it more likely to happen than the other thing?
It's easier to stop, but people don't bother doing bones 'cause they have to genrush! Doing bones is a waste of time, didn't you know?!
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/1075179#Comment_1075179
A trade off for DH being always there while finding a key being a 14% chance with Plunderers, the effects (an easier win) are the same even if the roads are different.
What caused this argument was the estatement "Unless killers can do with moris what survivors can do with keys in chests they should be removed", which they can, if its harder or easier or has more or less counterplay is up for each one to decide, I believe DH has a bigger chance of granting free moris than survivors have a chance of getting a key in a chest and use it to full potential (3 or 4 escapes) but I also admit is easier to counterplay DH than a key found in a chest.
And to get a mori you need to get 5 hooks first. (and for them not to rush to unhook in your face)
Keys can be found 10 seconds into the game.
Honestly they're different mechanics, why would changing one absolutely require changing the other?
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I have a suggestion about keys found in chests..
They'll always be broken keys, but upon escaping through the gate (or already opened hatch) with a broken key (or any key), it upgrades the key to the next rarity level. So escape with a green broken key, you now have a purple one to bring with you in your next game, if you desire. Escape with the purple one, it's now a pink one for your next game.
But basically, if you find a key it's only usable next game and you have to bring it.
(just a suggestion to go with the topic, I personally have no problems with keys, just with the face they auto open the hatch with a single click, as was mentioned in the first comments)
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@Wesker said:
https://forum.deadbydaylight.com/en/discussion/comment/1075107#Comment_1075107
This is gonna be like "AppLy PreSSure"
Why you don't show me your slugging skill in Coldwinds? *survivor bias comin thru already* without forgotting about Unbreakable
Couldn't show you my slugging skills because 1) I don't slug, (unless I know someone else is around because I saw/heard them)... and for the sake of this topic 2) I don't use noed or blood warden
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@Wesker said:
I admit my Noed is powerfull, but it's a Hex, so it's perfectly fine.
That's the thing a lot of people don't seem to realize.. Hexes are supposed to be powerful.
And if they did bones, they wouldn't have to worry about it. I know some people I've played with before who go totem hunting as soon as the game starts and only work on generators once all 5 are gone.
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@Wesker said:
https://forum.deadbydaylight.com/en/discussion/comment/1075055#Comment_1075055
Blood Warden is very easy to counter, if I tell my grandma to leave the opening process at 99%, she had perfectly countered it.
Just slug and go open the gate yourself, countered the counter!
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Agreed. Was on The Game the other day and with the lighting some parts of the map has, it was hard for me to see the skillchecks as they came without having to rotate the camera around each time
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@Uistreel said:
I never understood the idea that you should only be moriable on second hook (death hook). Then there is literally no point of a mori, it hurts you more than it helps you in most situations. What's the point of a mori if you can hook them and they die anyway? You get less bloodpoints, get less emblem points, depending on the killer you waste more time, you waste bbq chilli info (if you have it), etc. It's useless unless very specific circumstances arise.
This. Mori after one hook gets rid of someone earlier.
It does suck getting tunneled off hook for it though.
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No. There's already blood warden to block gates, don't need another one.
And what happens if there's only one survivor left and the hatch gets closed? Gate panels get blocked and the survivor is pretty much screwed since the collapse timer will kill them if the killer doesn't find them first?
Hardly see what's fun fair and balanced in your suggestion..
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Hmm. Interesting idea, nothing wrong with it.
Or heck.. They give 300 bonus experience points on your first game on each role. They could just add double bloodpoints on the first game, too, (so two games, one on each side) without necessarily making it one hour (since some people only get to play one game or two, with matchmaking being what it is)
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@[Deleted User] said:
If you havn't seen it already, they plan to, over the next year not fix it and implement a new MMR system which will pretty much be the current broken matchmaking except if your matched with people of a higher skill-level you arn't punished in the tally screen and vice versa. I know there are MMR systems that do work, the devs have stated they plan to have it match up as close as possible but this is a game where you can't have a gap in skill in match's, otherwise it defeats the purpose and goal, and there aware that the new system will act as it is now.
But that's not what you asked for.
Why they won't fix the current system so match's are at least somewhat fair until they start this, who knows.
"over the next year" they need to fix things now, not in a year, though.. Revert the deranking system, just that alone would fix a big part of the problem
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What's most annoying is when they come straight for you to force you to down them, or jump in a locker in plain sight.. It's so obvious but there's nothing you can do about it, it's frustrating, especially at the end of the game
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@Magician said:
https://forum.deadbydaylight.com/en/discussion/126074/remove-4-man-swf
They're not going to remove 4-man single white females.
Laughed harder than I should have :p
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@YourFather said:
If it feels stressful, then go play survivor.
You will be a killer, if u learn to view the things from a survivor point of view.
And once u get tired of being the survivor, u play killer again.
Which will enchant your survivor skills.
Playing only killer is punishing, since u lack knowledge of the survivor POV.
I play both, and i can tell where the survivors will spawn on the start of the game,without any tools.
Playing both is the best way to learn.. playing killer teaches you how the killers' powers work, and you see what survivors do against you, so you can use those tactics as a survivor against the killers. (plus, as you said, once you get bored of one role you can switch out to the other for a change of pace)