MegaWaffle
MegaWaffle
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- MegaWaffle
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/829089#Comment_829089
No, it’s risk.
It can spawn anywhere, and it can be cleansed at any time.
Accept that, Have a Plan B, or don’t use Hexes.
Again if the totem can be cleansed before you even have the time to get to it (other side of map with survivors literally spawning on it) you have no means to protect it. This is poor design and does need to be fixed (again I know they are looking into it). Their is a difference between poor totem placement, with it spawning next to a gen and then having your perk nullified due to conditions you have 0 control over.
Imagine if I bought a lotto ticket but after I paid in full I was told oh yeah by the way you cannot actually win on that ticket. Yeah we know your odds are always low to win but today we just decided to sell only losing tickets without telling you.
That's not fair risk because you had no idea it was rigged from the start and you had no way of mitigating loss or planing around the odds of winning.
If Ruin was guaranteed to be "uncleansable" for 10 seconds at the start of a match (this isn't an idea I'm suggesting just an example) then you at least have the time to get to your totem asses the spawn situation and try to mitigate poor placement/protect or hope your good spot lasts. Its a risk to run the perk but you had the chance to see the odds.
If you spawn into the match walk instantly to the totem but it gets destroyed because a survivor spawned on it before you even had a chance to protect it let alone look at it then its poor design.
PS: Not spending the time to check spelling so hopefully its not butchered, typing on PS4 sucks...
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/829089#Comment_829089
Everyone knows that some of the totem spawns are problematic, and the devs have already said that's something they're working on. But at the same time, risk is definitionally chance (or, if you prefer, "RNG")-based.
Yes but risk can also be calculated to an extent and due to the current (planned fixes or not) Ruin doesn't suffer to risk/reward but a polarizing RNG swing.
I'm not arguing that the two share a link of sorts its just that the risk cannot be calculated as it can be small risk (great map/spot) or damn near instantly destroyed with no chance of saving it. The swing is too high to make the risk worth it and yet there are times (like with Hawkins) where the reward can be too high (although you can still power through skillchecks easily enough).
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@Viracocha72 said:
I didn't feel it was much of a grind. I finished it and I thought it was pretty interesting to have some different goals for each match. But we'll have to wait and see once the next Tome unlocks how those objectives are.
I also enjoyed having some sort of side goal to try and achieve with the different challenges however (after the honeymoon phase in the beginning) it quickly became a matter of people doing the rift and not playing the game.
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@Mister_xD said:
dont they dare to nerf trapper
BHVR- Padded teeth add-on is now basekit. We found out through our data that survivors do not like getting caught in traps and this ruined the fun for one side. We also found that when traps were placed in good spots chases were ending too quickly and this isn't the sort of balance we want. We will be monitoring the situation and slightly *cough excessively* changing Trappers power.
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@HVMBL3 said:
https://forum.deadbydaylight.com/en/discussion/comment/829073#Comment_829073
Ah yes, the way of dbd life. If you're not disconnecting you need to go play Roblox
Roblox, now there is a balanced game!
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@[Deleted User] said:
Stop asking for the risk to be mitigated for some of the most powerful killer perks in the game.
If killers go into a match without a Plan B in case a hex is cleansed within 30 seconds, that’s on them. Too bad.
Have to disagree, the issue isn't that there is a risk to the perk but that the RNG factor is so polarizing. There are games where the totem spawns on the other side of the map and you cannot physically get TO the totem before it is broken because sometimes (more often than not it feels) survivors spawn ON the totem. That isn't risk its poor design.
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@humanbeing1704 said:
would be interesting to have him as a survivor first time a survivor is actually a terrible person
Can't wait to see how many people leave him on the hook to die.
Honestly that's one of the reasons I don't believe you could have a "bad guy" as a survivor. Also because the Entity feeds on "hope" it wouldn't make sense to have someone like Rin's dad be a survivor.
I also hope he ISN"T becoming a killer because I feel that would also just seem awkward.
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Why get better at the game when you can disconnect and demand nerfs?
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Honestly forgot these things existed.
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I use to work retail so I HATE Christmas music.
I spent a month over in Japan a few years ago (December) and nearly every building/market had a radio or PA system playing the same English Christmas music I hear in every retailer back home. It followed me HALFWAY around the world!
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@Rezblaze said:
Freddy Cosmetics! Its possible, and as a dream demon, creativity would go a long way. But we can start with what we've seen from film.
I haven't watched the movies except for some quick wiki articles.
First, we have New Nightmare Freddy. He slaying that Trench Coat.
https://us.v-cdn.net/6030815/uploads/767/CW6UI6SZUTEE.jpg
A second option is to give Freddy Needle Claws, as seen here;
https://us.v-cdn.net/6030815/uploads/365/K6014QXV6QQC.jpg
Personally I'd like Needle Claw Freddy first. New Nightmare would be harder to get I feel, but having a simple claw cosmetic would be fine by me. Freddy's appearance doesn't change too much so there's not a lot to go off of unless BHVR gets creative.
Neither.
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I say no (not because I think 5 locker heals would be "OP") but because people would stack as many tokens as they could messing anyone else running the perk. With that being said I also think the perks popularity isn't near enough for this to actually BE a problem.
I'll still keep my answer as "No" but its due to possible implications should the perk ever become "meta".
On a side note in the event you enter a locker the same time a killer hits and downs you does it auto eject you from the locker or is it possible to heal yourself up from the "down" state? Its such a rare occurrence I'm not sure.
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I think its a tough choice.
Because tiles are still subject to RNG some maps can or cannot be "balanced" better than others. It also depends on what killer you are playing. If you put Billy on Fractured cow shed vs Rotten fields you will see a world of difference.
Then you have polarizing maps like Lery/Hawkins, both of these maps I personally enjoy however some killers (mobility) struggle on these maps.
Given the element of RNG and the asymmetrical core of this game I'm not confident enough to judge anything "balanced".
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This was a tough one because I also enjoy shitting in tall grass.
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I am against any notion of "fun" and "enjoyment".
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@Bravo0413 said:
I'm sitting here trying to think of what could be good for leatherface I've thought of ideas such as.
1.) Him being able to alternate between 2 handing and 1 handing his chainsaw. 2 handing would be the same charge and 1 handing would be a faster charge time but just 1 swing of the chainsaw.. this would also have a slightly longer recovery time if he misses the attack, since hes 1 handing it makes sense.
2.) Throwing the chainsaw. It would be a slightly longer charge time, ofcourse it would be a 1 shot. The punishment if he misses though is he'd have to go pick up the chainsaw.. this idea would accompany the charge he has now.
My final idea to help out Bubba. The iconic grab.
https://us.v-cdn.net/6030815/uploads/102/7OFUO4XNQLB8.jpg
So he'd have 2 powers, chainsaw charge and the grab. Both insta downs... idea is Bubba will begin to sprint (im thinking pig ambush distance/duration) with both arms open wanting nothing but a hug <3 and if caught the survivors will need to start struggling... maybe there can be a sort grunting or something when he starts sprinting..
Thoughts, concerns?... let's discuss!
Leatherface - New passive ability
All hooks become their own separate basements.
Done I fixed him.
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@Rinthespooki said:
https://forum.deadbydaylight.com/en/discussion/comment/821405#Comment_821405
GF is gonna get "looked at" now bois, i wonder how will bhvr gut him.
"Stealth killers OP"
BHVR - Alright we made a slight adjustment to the power of stealth, now instead of a 0 TR with no red stain we decided it would be more fun if the red stain remained like normal and we just took 8m off your basic TR while in stealth. *Damn we are so good!*
What!? People hate the change and are complaining in mass on the forums? Impossible!
Ok we upset killers but we can still help survivors have fun. Toolboxes are now ultra rare and break when you stop the repair action instantly. This allows for a more interactive method of play that offers more fun for everyone!
NANI!? Forum raging again? I don't understand!
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@TheALIEN said:
https://m.youtube.com/watch?v=kq79uNLV_CA
Sorrow for all those involved ?
Edit: better title?
So no one told you life was gonna be this way
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@johnmwarner said:
So for a long while now I’ve been running discordance on nearly every killer. I find that if 2 survivors hop in a gen right away together and you don’t have it that gen is popping super fast.
Id rather learn some tips to find people early and free up that slot. I’ve thought about using whispers instead but if possible I’d like to do it without a perk at all. So how do you find people fast at the start without just getting lucky that they’re in the first gen you go to.
Run "Tinky Winky" (Tinkerer) as it will still alert you to gens nearing completion while also giving you a little bonus of 0 TR. Its a great tools for finding your "Pop goes the weasel" target too. This will also keep you feeling at home with your gen monitoring perk preference.
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@dastaeryk said:
Yep, people let's raise the voice this time.
Annoyed to see that every thing that may encourage a different gameplay is actually being nerfed. Stop listening just some people complaining. They will always have to cry about something.
I won't spend a single cent more in this game, screw these DLCs if you are not even able to balance the game without making it plain boring.
You mean like this?
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*I see you're opening that fuse panel...would be a shame if something were to happen to ya*
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@CrowFoxy said:
A wraith 4 man slugged my team (we totally played perfect, no mistakes.) He should be looked at, so you guys can make some slight changes.
He can go invisible, he can go really fast for map pressure, he breaks pallets too fast with add ons. He has literally almost no counter...
Once I hear that Bell I instantly DC because I'm not going to spend the time learning how to get better when I can just wait for a nerf.
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@Adriang14 said:
Now I know there’s been countless threads on pigs RNG but c’mon now, you’re really gonna have 2 survivors get their RBT off on their first box at the same box?? I know pigs traps aren’t meant to be lethal, but they are meant to stall the game, how is she supposed to do that when her power doesn’t even work for her? If you guys were gonna make her RBTs useless you can at least let her reuse them.
We should make it more lore immersive.
Once the Pig places a trap on the survivors head the survivor is rendered unconscious waking up at an interval of 2/3/4 minutes after the initial trap placement. Upon awakening the survivor finds themselves strapped to a chair with an old retro TV and a video of good old Kramer telling them the rules of the game. Once the video ends the trap is triggered and the survivor (through various jump cuts sprinkled with exposition in the scene) must find the will to survive and pass 1 of several test taken directly from the movies. If they fail the trap triggers and the Pig gets her kill. If they pass then the Pig is most likely camping outside the room waiting to instantly down them again and start all over.
Now we just need to figure out how to avoid the instant DCs once they see its Pig...
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@Rivyn said:
Legion is supposed to be multiple people, right? Dunno much about the lore.
Had a Halloween idea. When playing Legion, have the others peek out at various points in the map. Like, if you're working the killer shack gen, have a Legion peep out from the locker. Or behind a wall. Or out of a freezer. Sitting on top of a tree. That kind of thing. Just a bunch of Legions giggling or pointing or mocking your mother.
I mentioned an idea (simply for fun) that would allow Legion to use Feral Frenzy to sprint into a locker and "teleport" to another around the map. HOWEVER its not really a teleport because once you have chosen the locker you actually emerge as another member of the Legion. This would create the illusion that the whole gang was hiding around the map (thus making the name "Legion" make some damn sense) and give Legion a little something extra to do.
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@YamiTheFurry said:
Im just curious to the general consensus out there. Im not going to state my personal opinion on the matter. But what do you guys think?
I do not like keys just like I do not like Moris. Anything that allows you to "skip" game mechanics just isn't fun.
A "clutch" key escape can be fun for the survivor(s) that use it but very polarizing for the killer.
A Mori can be fun for the killer but very polarizing to the survivor(s) who got hit with the Mori and the team now instantly down a person.
The issue is they are also not as "rare" as they may have been intended. Mind you I have been playing since day 1 PS4 release but the sheer amount of Mori/keys I have at my disposal (should I ever decide to use them) would allow me to bring one into every match for the next few months. I seem to get a green or ebony Mori every 1-2 bloodwebs and a skeleton key in nearly ever Plunders 3 chest I open.
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@Rydog said:
This is a lot of perfectly reasonable criticism, and I hope you don't get shouted down by others. Dead but Daylight is very VERY hm hostile and unwelcoming to new players in numerous critical ways, and doesn't do remotely enough to build an inviting experience for them.
While there are many here who are indeed sympathetic to the new player experience its sadly become far more toxic over the years.
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@SaintDenisSlasher said:
I played a lot of killer before survivor so i know how much it sucks to have useless teammates (can't do 5 gens by yourself) but as long as they're having fun. You'll pip no matter what so you'll be out of it soon
5 gens solo is possible in low ranks, in fact its sometimes the inevitable truth during rank reset when you are thrust back into the "crab bucket".
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@Rin_is_my_waifu said:
https://forum.deadbydaylight.com/en/discussion/comment/822964#Comment_822964
But now she doesn't stand a chance against good SWF teams
*Cries extra hard in console*
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@TheKingOfAll said:
There is such a divide right now between killer and survivor mains. Both sides are at the throats of the others, trying to stay on top. This is not good for the community. Both sides need to band together to fight against the true problem with the game. Toxicity. Everyone just wants to have fun playing the game, but toxic players (both killer and survivor) ruin the game for everyone else. We need to work together to stop toxicity and make the game more fun for everyone, not just some bully fest for one side or the other.
I hope we all can work together to stop the greater problem.
Edit: And don’t bully the devs either, they just want everyone to have fun too.
Once you let people speak freely and give them a voice on the forums you breed toxicity.
I say BHVR slaps red all over the place and slaps us straight!
All hail the Entity, all hail BHVR!
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As others have said all this will do is either draw the game out needlessly or the killer will just sit there. I don't see why the survivor should get a chance at free escape via hatch and then also get a 4% X 3 after getting caught...I think it would be a pointless change.
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I prefer to play solo and don't like having everything given freely to me. It really takes the feeling of "survival/fear" away. However this game lost that feeling ages ago so I honestly don't care anymore.
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I love indoor style maps simply because of the types of gimmick builds I tend to play however I feel outdoor maps are probably easier to balance/fix.
Lery and Hawkins I love you!
You're just "ok" The game"...
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I don't see a right or wrong here.
I prefer playing solo and not having all this information freely given BUT if they truly are going to balance the game with SWF as a core feature (an incredibly long way to go still) then I see it making no difference.
Back in the day it use to be that you only lifted your hands "quick taps of the unhook button" to show the killer was close or camping, now people just do it whenever they feel like it.
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A stronger foundation will lead to better and less bug riddled future releases. Fix core issues first!
Edit: Spelling
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*Stalking INTENSIFIES!*
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Longest scroll I've ever had to do. I was starting to wonder if there was even going to BE a poll! ^.^''
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@vossler25 said:
Put your dead by daylight puns/jokes here, give everyone a good ol' laugh
Do pick up lines work?
I may not be strong and silent like Myers
I may not be a freak in the sheets like Freddy
But baby like a good Billy' I'll make you go down.
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@Bjario said:
What is happening here? Got out of a game and suddently this happened lol
Well we now know how you are spending "no nut November".
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/815526#Comment_815526
You also did with the original hatch, was it fine?
Never said it was fine, I even said I won't defend anyone who does it but to say the match was "held hostage" isn't correct you can do your other objective just like with old hatch.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/101499/hatch-standoffs-are-sorta-back
Yeah this is complete BS when killers do this. I’ve had this happen as survivor where you’re pretty much expected to suicide because, well, what else’s can you do.
Hatch should be on a timer just like if it were open mid game with a key in this instance (last survivor alive so hatch opens). After the timer expires hatch automatically closes and starts EGC. Sure this places even MORE pressure on a survivor trying to find the hatch before the killer, but this would still be better than this total reversal of roles where now the killer is holding the game hostage.
Do gens. If the killer is standing on the hatch then they are not watching gens. I'm not trying to defend killers who wait or survivors who wait but this cannot be called a "hostage game" because you still have an objective you can complete.
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Damn, the elegance in this argument.
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@UrbanChaos45 said:
it's hard to guess but I'm going with Beverly although they might end up adding in richie instead, or they could add in both Beverly and Richie which I doubt because stranger things was special i'm assuming.
Never read the book or watched the movie but doesn't one of the adults die by IT? It would make the most sense to have him in the game (assuming a IT chapter ever happened).
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@Jaguar3500 said:
(This was originally a reply to someone else but I believe it deserves its own post)
TO ALL PEOPLE THAT THINK SPIRIT IS OK IN HER CURRENT STATE
Imagine that the roles are reversed, when a survivor activates their power every 15 seconds they can go invisible, leave no way of tracking but know exactly where you (the killer) is because of sound, grass, corn etc. Now imagine if this happened at every loop, for every survivor. You wouldn’t want to play. Now imagine this happened more often in red ranks, every few games, or multiple consecutive games in a row. You wouldn’t like GUESSING where the survs go every chase, would you? Now that you have read this, please tell me how, as killer, you would counter the survivors?
Now switch the roles back.
Because I will be attacked and questioned because I have an opionion, I would like to state now that I am a killer main, because the ‘salty survivor main’ rep that survivor mains have right now was mostly a thing in the past when Nurse mains would do anything to keep their op addons and 5 blinks.
Being a ‘survivor main’ is now used to stereotype you to shrug off your VALID opinions because being a survivor main immediately makes you a whiny, crying baby in the eyes of quite a lot of killer mains. The irony is that survivors have had more taken away from them over the years (understandably so), because of killers crying about imbalance and unfairness. Now that Nurse is more fair, killers are latching on to their next big offendor (Spirit) and are doing anything to keep her the way she is, when all survivors are asking for is for a way to counter her, not nerf her into the ground.
If you are reading this and feel triggered, then you are indeed a Spirit main.
You just described Blendette in corn.
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@Infinity_Bored said:
DCing versus the Spirit is nothing new, but for me since the Twitch Rivals it became even worse.
Survs telling me they are "punishing" me for playing Spirit because i depip. Devs said they wont ban for it, as long as they dont do it too often (their quote, not mine). I guess they keep their "allowed DCs" for game vs Spirit.
This situation feels like pre-legion-nerf. It is "unfun" to play against Spirit and Survs demand their right of winning.
Correct me if i'm wrong, but it's just a matter of time for the Spirit to be sent in Nurse's grounds.
Edit: Adding Screenshot of a "normal" Spirit Game...
BHVR- Spirit is over performing according to our data.
Player- Wait aren't all those "kills" just DCs?
BHVR- I said OVER PERFORMING! *SLAP*
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@dbizzle said:
most people on this site are nice so im not talking this forum. what i'm talking about
is the online chat at the end of games , the complaining eg. everyone's a camper , everyone's a blocker, etc not to mention the streamers of this game seem depressed. is this the most toxic gaming community ever.?
@humanbeing1704 said:
rainbow six siege is worse to be honest
League of Legends will always hold that title.
I would put DOTA as a close second.
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@bendermac said:
Maps are a far bigger problem then one Killer overperforming. All Farm Maps, Haddonfield and Macmillan maps need to be looked at. This is what the devs need to concentrate on. God loops, poor visibility and other BS. Fix that, before you "fix" the Spirit!
They already said they were looking at maps, it has been an ongoing process for awhile now.
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@KuromiStarwind said:
Because SWF just wanna "have fun" and Spirit ruins that fun.
I don't... really think justifying one imbalanced thing with another is a very good argument either way, pal. Assuming either of them are.
By that logic Spirit players just want to have fun.
This is an argument that will continue to go round in full circles.
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@Nobsyde said:
https://forum.deadbydaylight.com/en/discussion/comment/806606#Comment_806606
Until you find survivors that do the exact opposite - wave arms to signal “hey, I’m alone, come save me!!” ;)
I know that is the current problem. The arm wave use to be a universal signal back in the day for "killer near" but after the first DBD "Free giveaway" day it has become a completely random gesture again.
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@Desolate_Sands said:
"Evolve became hot garbage" implies evolve wasn't hot garbage in the first place.
*Quits game over cosmetics*
Evolve had promise in the beginning but then they made changes everyone hated.
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@Elk said:
That's their fault for not punishing you for camping. They could have been doing gens. I get mad at camping, mostly because my team is waiting by hook or crouch walking around. If there is Hex:Ruin, I'm more accepting. Still annoyed, but accepting.
Really wish people would learn the old trick of "moving arms on a hooked survivor means killer is near/camping". It would save sooo much headache with randoms.



