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Milkymalk

Milkymalk

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Milkymalk
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  • I like playing against Nurse. It's harder to juke her, but if you are in the right spot for it, you can lead her on for the full 5 gens. In fact, I did almost exactly that just 2 weeks ago. Saved screenshots of the scoreboard for funs :) I was playing on Gold 1. One really long chase at the start for 3 gens, then she largely ignored me and went for the rest. The game went on for quite a while because we had a moderate 3-gen going on. I think it was a fun game for everyone in the end.

    2022-10-17 14_38_57-20221001235055_1.jpg ‎- Fotos.png 2022-10-17 14_39_12-20221001235058_1.jpg ‎- Fotos.png


  • @Reinami said:

    With DC penalty off, every game i play is a DC. So far i haven't been allowed to play:

    • Trapper (as soon as someone stepped on a trap they DCd)
    • Huntress (first down DC)
    • Nurse (first blink DC)
    • Myers (first t3 down DC)
    • Hag (first down DC)
    • Legion (as soon as they hear the TR they DC)
    • Blight (as soon as they see me they DC)
    • Twins (as soon as i switch to victor they DC)

    Gonna give clown a try, wish me luck.

    While I never DC, there are killers and configurations I just HATE playing against.

    Huntress with Iri Head

    Legion (it's just an endless chain of getting hit, mending and getting hit again)

    Twins (you spend half the game running from a tiny, almost invisible goblin that doesn't even gives you BP or pip points for being chased and every hook is afk-camped while the next survivor is running from that goblin)

    I don't have any problems with nurse. If the map is not totally open, you can counter her by hugging close walls and breaking LoS while doing unexpected movements. Untrained, casual nurses can even be juked in the open.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3232356#Comment_3232356

    This is more on BHVR for making a terribly designed archives challenge.

    Adchives are like 50% of why solo is so miserable

    Archives are 100% of why solo is still interesting to me.

    But I hate it, as killer and as survivor trying to get hatch archive objectives, that most players don't seem to realize that they can exit through the gate without the killer being in less than 5m distance and before the EGC is in its last few seconds.

    If the game is over, just leave. Especially when everybody is accounted for.

  • I used to be a killer main until I realized playing survivor is much more chill. I still like playing killer, but it's always some kind of pressure on me when I do.

    In the long run, killer and survivor games differ in one major point: Killer games get harder the more you play, while survivor games get more fun. Because if you play killer against a team that plays sub-optimal, you can lean back and enjoy the hunt. On higher MMR (and also rank, don't pretend otherwise), you face more tryhard squads. OTOH, one bad teammate can ruin your game, but as soon as everybody knows more or less what they are doing, your team works.

    So what to do about campers, tunnelers and other "no fun allowed" killers? Nothing. If you get tunneled, play as an egoist when you are dead on hook. If you get camped, there are now enough tools not to counter it, but at least make it more costly. If your teammate gets camped: Ignore the hook and do gens.

    There are always killers you will HATE to play against (I hate playing against Trickster or Ghostface). You have to deal with it. The quicker you finish gens, the quicker the match is over. Try playing aggressively against those killers. You will either die early, or you might find out some moves against them. I kited a nurse for 3000 BP today before she gave up and presented myself as a target later several times to help break chase with another survivor. Three of us escaped, everyone had 30k+ BP on the scoreboard (except the one that died, she had 23k or so). It was actually a very fun game, and the killer probably enjoyed it too.

    Of course, the semi-permanent +100% BP for survivors helps too.

  • I didn't read the rest of the comments, tl;dr, but here's my take.

    First of all (I'm sure this has been said over and over), if you are not having fun AT ALL, there is no point in playing. Take a few days off or quit entirely if you hate the game. All rewards and goals in the world would not make the game worthwhile to you. Use your time in a better way.

    THAT SAID, having goals and rewards CAN be what a player needs in the long run even when they are having fun. We want a sense of accomplishment, of advancement.

    My goals have included:

    • 100% unlocking the rift for lots of free stuff
    • getting all killer perks unlocked by P3-ing everyone (was complete, now more killers have popped up, go figure)
    • getting better! I always sucked as survivor and seeing myself pull off witty escapes and jukes that I could only dream of in the past is highly rewarding; same goes for killers and learning their specific tactics
    • doing difficult challenges from the archives or achievements to see if I can do them

    Don't just "farm" or "grind". Don't play on autopilot. All that will happen is a number going up, no matter how good or bad you play. Try to leave each game with a sense of either "well, at least I tried and here's why it didn't work" or "wow, that worked?"

  • I don't like the idea.

    A lot of the tension in the game comes from the fact that there is so limited means of communication. You can wiggle, crouch, wave and point. On hook, you can flail.

    Emotes would only open a new way to abuse the other side. Emote spamming will be real and also make the game more comical than it needs to be.

  • Maybe also a resettable part, that you can set to zero whenever you want, like in a car?

  • @typervader said:

    This is something i havent seen anyone talk about, there is enough first aid sparys for survivors to use them 3 times EACH. That is way too many as its bascailly immpossible to get full infection on anyone.

    Yet another status effect that is too easy to clense. Just like Sadako.

    Many effects in the game are not really there to actually take effect, but to cost survivors time in order to not take effect. Any survivor going for a chest to spray themselves is not doing a gen at that time.

    Just as a good Pyramid Head or Demogorgon player will not necessarily try to hit you with his power, but also try and zone you from where you would rather go.

  • @NuKeD said:

    https://forum.deadbydaylight.com/en/discussion/comment/3161734#Comment_3161734

    "he doesn't give a speed buff to survivor he hits" he does, after the animation ends, survivors get the boost

    "he vaults pallets" and? he has a cooldown and goes slower... useless in a loop"

    are we playing the same game? do you realize how long his cooldowns are?

    I don't care about the cooldowns when they only take place after he has already hit me. Wesker is the reason why playing survivor currently gives 100% bonus BP. He is mobile AND fast AND ranged and that is just not fun to play against nor fair. I burned shroud offering to start "as far away from the killer as possible" and even before I as much as spot a generator he is behind me.

  • Sorry, but what?

    Wesker is in almost all aspects better than Huntress, one of the best killers in the game.

    He has no ammo.

    He throws himself and gets closer even if he misses.

    He has great mobility and moves fast.

    He doesn't give a speed buff to survivors he hits.

    He vaults pallets.

    He has a debuff that exposed survivors.

  • Tome 12 Level 3: Glyph Pursuer

    When the Endgame started, no glyphs were revealed and I didn't find any throughout the very long game although 4 gens were done. Happened several times on several maps, including Coldwind Farmhouse, Pale Rose, Midwich School. I DID find 1 glyph on the Oni map, but 2 glyphs in 4 hours is not normal.

  • @Oscarnator said:

    https://forum.deadbydaylight.com/en/discussion/comment/3117545#Comment_3117545

    Ranks mean nothing lol. You could play blindfolded and because SoloQ players are so bad you’ll still get a 4K.

    Newsflash: DBD does not solely consist of SoloQ.

    Make up your mind: Does a killer need his power to get a down? Or are SoloQ players so bad that you can play with a blindfold and still get a 4k? Then you don't need your power when playing without a blindfold. Also I was not saying he reached high rank with this meme build, but that he was playing against survivors in the high ranks.

  • The problem is not that fog whisperers can DC without penalty against hackers. The problem is that normal players can't do that.

    However there is hardly a way for the game to know that the game was hacked, or it would do something against that in the first place.

  • @Oscarnator said:

    https://forum.deadbydaylight.com/en/discussion/comment/3117473#Comment_3117473

    You’re playing an M1 killer if you don’t use your power? Every killer NEEDS their power to get a down unless they’re going against survivors than just don’t know how to drop pallets and vault windows. Even the most basic M1 killers still have a power they NEED to rely on.

    Could you theoretically get down/kill? Yes but good luck. You’ll drop so low in MMR that you’ll get survivors practically hooking thrmscles.

    Man with machete** would like a word with you.

    ** "Man with machete" means playing trapper but not using traps, which was often played by Admiral Bahroo for the memes and actually earned him a regular 4k even on higher ranks.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3116958#Comment_3116958

    Yeah and with different color they can't blend.

    basing game around sensorial skill is pretty much equivalent of throwing accessibility away, and apparently that is not exactly what dev want.

    Near-black is still near-black and similar colors will still be similar.

    Have you even looked at the colorblind filter? It's not like the color palette is totally screwed over, it just looks strangely different.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3115528#Comment_3115528

    You know, actually you should have one, especially in strategy oriented game like dbd which require rather little mechanical skills.

    Removing that "skill" aspect will not hurt anything in this game.

    https://forum.deadbydaylight.com/en/discussion/comment/3115697#Comment_3115697

    "it doesn't matter if something is displayed in red or blue or whatever", is just plain bullshit.

    It actually DO have difference, you know different colors look different right? wonder why blendette was a thing?

    DBD does not have much mechanical skill, but a lot of sensorical skill.

    Blendette works/worked because she blends in with the environment, which is just plain dark and earthy, unlike SIGNAL COLORS LIKE BLUE OR RED.

  • @Sparks741420 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3116053#Comment_3116053

    its a combination of both... my P1's lost all their perks.. and my P2's loss prestige to p8 lvl 47... because i didn't click 1 button apparently

    I'm pretty sure losing perks from the conversion is NOT intended. It was announced that everything you have on your characters, stays on your characters. My P0 L50 Yui still has all perks and even got more because my P3 Claudette gave her all her perks for free. David (P0 L1) suddenly had a nice array of perks to choose from, from Claudette, Feng P1 and my previous shrine unlocks.

  • I still don't get it. Does a single one of your characters now have no access to a perk they previously had access to, or is your "loss" the failed opportunity to get P3 L1 instead of P0 L50?

    Just imagine prestige-ing all 50-or-so characters just before the rework and having to re-buy all the perks you lost from that. 75 million BP just to get them back to L50 and all those lost items ...

  • When you prestiged, you lost everything in that character's inventory, started fresh at zero except for perk slots (not perks though). He probably means that now, you don't lose anything anymore.

    Though I don't really get how that is being robbed. Before, you lost all progress and got a bloody skin. Now, you lose nothing and get three free perk levels for all other characters.

    To be fair, we all had higher hopes for a legacy prestige 3 reward than "a red frame that only you can see, and only in character selection". Last time the blood web was reworked, we at least got a pretty cool skin. Although making free skins for 40 characters (not counting licensed killers and survivors) would be pretty expensive, at least SOMETHING that brags to the other players "I was P3 when it happened" would have been nice.

    The rework pretty much said "you might as well not have prestiged".

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3115805#Comment_3115805

    If I main one character why would it matter if the perks are on the other characters? Sure it's nice but it's a waste when I only use the one character anyway.

    I think that's a neat side effect of the new system: You can, with minimal extra investment, play all survivors effectively. This is especially nice if you want to do challenges that require a certain character; or when you just want to mix things up a little. It's astonishing how playing a different survivor affects my general playstyle.

  • Delete RPD.

    Seriously though, I would add some unique interactive element to each map.

    For example, a future indoors map could have an elevator: Go in, interact (press button), wait, get out on the other level. You don't have to go to the stairs, but you announce your arrival via the elevator display.

    The MacMillan mine map could have a moveable minecart that can block one of several entrances.

    Backwater Swamp already has the murder of crows taking off around the whole Pale Rose ship if someone comes near. Saloon and Game have trapdoors and walls opening up when certain gens are done, like Autohaven too. These are not really interactive, but they give character to the maps and I'd like to see more in that direction.

    An Autohaven map could have a crane that can lift and drop a (wrecked car) wall when operated.

    An industrial area could have a zone of leaking gas that has a similar effect to the clown's bottles unless shut down temporarily via a valve. The killer could have his aura shown for x seconds when he is affected.

  • @bm33 said:

    The forced prestige doesn't encourage me to play. I don't like having to waste 20k BP to prestige when before I only needed BP to get to level 40 and then could continue putting BP into my main without wasting any additional BP. Now not only do I need to waste an additional 10 levels worth of BP I need to waste 20k BP to unlock the perks on everyone. If they removed the toll/forced prestige it'd encourage me to play more but I already waste enough BP on offerings/add ons that are useless, the additional wasted 20k is just adding to that and I'm not a fan.

    You count the extra 10 levels for unlocking the perks, but do you also keep in mind that you get those three perks for free on every other character? That's a minimum of 3 levels per character, more if you have to hunt for the perks until they show up.

  • It's funny that we need a challenge telling players to do what the main point of the game is, or they won't do it.

  • Your comparison to colorblind mode is void because it doesn't matter if something is displayed in red or blue or whatever, it's the level of contrast that's relevant. Colorblind mode is there to provide contrast for people who can't see contrast with the usual colors.

    DBD Mobile is a completely separate game with a platform that is supposed to be played in public, where you either can't turn the volume up or don't have headphones available. As this is the default for everyone, there are indicators - and the balancing is adjusted accordingly assuming it's the same for everyone.

    That's also a reason why DBD Mobile will always be inferior to the PC or console version.

    Furthermore, comparing it to LoL colorblind mode being used for advantage is also wrong because LoL does not use stealth (as in "trying not to get noticed by the other player", not as in "actually invisible") as a gameplay mechanic and the AoE indicators are sometimes difficult to see properly in all those effect fireworks of a teamfight. It's a question of "######### is going on" there instead of "oh, I didn't notice that". Noticing stuff is not the challenge when playing LoL effectively, it's split second decisions during moments of chaos and proper skill use in specific matchups.

  • Wait, you can ban actual individual pieces of hardware from a game? I thought accounts are banned, not specific PCs or their components.

  • @AnneBonny said:

    https://forum.deadbydaylight.com/en/discussion/comment/3114784#Comment_3114784

    accessibility overrides whatever advantage it would give. nobody runs shadowborn for the "gameplay advantage" you think it gives, the wider fov just feels better for some people.

    I play in a noisy environment, does that mean that I should get visual clues for all the sounds I normally would have to pay attention to and the direction the event takes place in? Why not have a red arrow point towards the killer at all times because people with bad eyesight can't discern him from the dark background as well?

    If your brain can't handle the input, I'm sorry, but then you can't be good at a game that depends on that input.

  • @SuzuKR said:

    There is literally no good reason to not make a FOV slider basekit for killer.

    Hiding right beside the killer does not work even without Shadowborn if the killer has enough common sense to realize if the survivor is nowhere to be seen, they would have to be beside the killer.

    Wider peripheral vision doesn’t really matter when good killer players will be walking across a map while checking side to side anyways, because not doing so is how you miss out on people running around on the sides.

    And most importantly, not having it literally gives migraines to some people. Thus, there NEEDS to be a slider. Not everyone is comfortable with the max, not everyone is comfortable with the min.

    I will give you the best of reasons: Wider FOV gives a gameplay advantage, all the more for killers whose role is to FIND people who are hiding from them, often in blind spots of their vision.

  • You are too much of a Pollyanna for this game, seriously. You have to hate all other players with a passion, it is (actually not, but should be) written in the ToS.

  • Sorry, I was being unclear.

    What I meant is that what you said sounded like you appreciate them training to be a bully squad.

  • You say it like that was a good thing.

  • @DoritoHead said:

    https://forum.deadbydaylight.com/en/discussion/comment/3106457#Comment_3106457

    What may be a graphics option to you is an accessibility option to others.

    I’ve met people who can’t play certain killers without Shadowborn because of motion sickness.

    I've met people who are hearing impaired. Should they get visual clues for all the sounds you need to pay attention to in the game?

    The more "accessible" a game is, the less it actually challenges the average player. DBD is a challenge to your attention and your senses per game concept.

    @DredgeyEdgey said:

    https://forum.deadbydaylight.com/en/discussion/comment/3106457#Comment_3106457

    Rainbow 6 has a fov slider and its way more competitive than dbd I know it's like comparing oranges to mangos but still

    Rainbox Six is a completely different game that does not emphasize staying undetected vs dying helplessly for survivors and trying to sneak up on someone concentrating on skill checks for killers. It's an FPS that is about precise aim and reaction and having eyes in the back of your head very rarely changes anything.

  • Any graphics options that will bring a competitive advantage won't be implemented, and that's reason enough.

  • @Little_Kitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/3101305#Comment_3101305

    I LOVE RPD.

    When a survivor discovers the map, it is a labyrinth.

    But I can assure you that when, as a survivor, you know the map well, it is quite possible to turn it to your advantage so that it handicaps the killer terribly.

    I don't want to have to memorize a labyrinth in order to have a chance. I want to play the game. More often than not I can't get where I want to because even though I see the aura of something 5m in front of me, I have to take a 50m detour.

  • games are matched by skill instead of ranks now

    No, they are not, or I would not get three games in a row where the survivors loop every pallet perfectly and everyone escapes with me having gotten two hooks using one of the few killers I actually know how to play.

  • @NoOneKnowsNova said:

    Aight heres what I gained, using time stamp format so you know when.

    Before I start, if I say dash, I mean shred.

    Perks and add ons

    Discordance and BBQ are both good, however replace Nurses for PGTW/Ruin and Sloppy for STBFL. Additionally, you should use rat liver as it's by far his best add on.

    Game 1

    1:24 No need to dash at there or at 1:30.

    1:45 Dont mindgame, her choice wont be changed at that point and it ended up costing you some time.

    3:35 Keep your eyes a bit more open, missed a free hit on a survivor to the left.

    4:15 Should drop chase as Discordance notified you (you had a 90 second chase there).

    5:30 Go for Meg, free hook and most pallets were dropped by her on that side.

    6:30 Start making a "web" with your portals. Helps with the 3 gen to make more suprise approaches, helps with knowing where survivors are sneaking away, buys time if they close them and provides quicker transportation.

    8:22+8:30 No need to dash there, you should know that you're not hitting them.

    8:45 Picky one but you should break the pallet before the pick up.

    9:14 Take your time, that's a free hit if you dont dash.

    11:54 + 12:10 Again, no need to rush it, free hit if you decide not to dash.

    Game 2

    1:30 Free hit if you swing earlier, dont blame you for missing out though. Shouldve charged for longer after though for shack.

    2:45 Shouldve mindgamed with your red stain.

    3:25 Opposite of last game, you should be dashing as soon as he shows hes going for the pallet there.

    5:15 Bait the BT, that was an obvious one from him that couldve been negated.

    5:55 Open portal on upper floor, preferably to the left.

    6:25 Drop chase earlier as Discordance notified you.

    8:50 No need to commit to Leon, camp instead and go for a grab.

    Game 3

    1:15 No need to dash.

    2:05 Drop chase, commiting for way too long.

    2:50 go for the Discordance instead of Meg.

    3:35 Again, dont dash. That's a free hit.

    4:00 Meg was the worst choice there. Even if she didnt use it, she ran in the direction of shack while the others didnt.

    5:30 Should've continued chasing. That's alot of free pressure as you can slug them all.

    5:55 Should've continued with Jake, had a weak pallet or two nearby and that's all the middle pallets gone iirc once they're dropped. Probably wouldve only been able to use one as well.

    6:15 That's quite...interesting...portal placement.

    6:55 Go for the injured meg, that's a free quick down.

    8:05 Chase Meg as she was running away from shack.

    General

    You need to learn when you should dash and when you should just attack. You missed many free hits as you decided to go for the dash when just a normal hit wouldve sufficed.

    Place more portals! If placed right then they can help a ton, but you never had them set up early enough to make a lot of use out of them. It's an ability that works wonders with Discordance.

    Ok, that's a lot, and I get that a lot of my mistakes have to do with target selection. This definitely helps, thank you!

    The "interesting portal placement" was intended as a backup, since the other portal was active (I think) and could be removed, and I didn't want that to happen while I am on the other side of the map.

  • @Ink_Eyes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2337083#Comment_2337083

    You do, some killers struggle like huntress but that's normal with killers like huntress in an indoor map.

    Huntress, Oni, Billy, Trickster, Deathslinger, basically any killer that needs a LoS for his power and/or is slower than usual.

    I would add Demogorgon here but his portals give him a big advantage.

  • @Ink_Eyes said:

    I'd say around 80% of the pallets there are unsafe AF, there's only like 2 good pallets and that's it.

    You don't need safe pallets if the killer can be three feet away and still needs to walk the maze for a minute to get to you.

  • @HawkAyeTheNoo said:

    I've always thought red ranks shouldnt be allowed to derank past purple, killer or survivor. Its unfair on new or less skilled players in lesser ranks to come up against these players.

    I'm green rank as killer and survivor and I'm more often than not playing against red rank killers and 2/4 red rank lobbies anyway. Restricting deranking does absolutely nothing.

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2232986#Comment_2232986

    Is it not like console? On PSN, The Killer can easily communicate with any other PSN Survivor at any point in the lobby or even during the trial itself. And any dead or DC Survivors can contact The Killer if they are also on PSN. It happens when people want to farm or The Killer wants to target someone.

    On topic, I have been left to die on the first hook WITH Kindred AND Open-Handed lol Everyone can clearly see The Oni 32 meters away.

    Yes, but no. Survivors can chat with other survivors in the lobby, and everyone can chat after the game. If the killer wants to talk to a survivor before the game ends, he would have to add that survivor to his Steam friends list, the survivor has to approve the friend invite, and then they can talk over the Steam client. As the survivors can't see the killer's name before the game ends, that is the only way.

  • I like challenges. They give me incentive to try something new and play outside my usual grind comfort zone.

    But the Plague challenge needs to go.

  • "Fear is your Weapon" was easy, well, if you are prepared to lose a few games. You can actually finish this one by downing three survivors with no more than 60 seconds in-between, because the second down will count as the first down compared to the third one. Or in other words: 1-2 and 2-3 count separately. The key to this is as easy as it is effective: NOED. Even if you don't manage to pull it off during the midgame, you can either get your three downs during the endgame, or you get pity hits at the exit. It took me all but three tries.

    "Scourge of The Purge" is BS. Screw that one. My inner Mr. Monk is weeping, but I won't 100% this tome.

  • @Yamaoka said:

    That's not even the worst solo queue experience.

    Yesterday I looped a Doctor for 3 minutes in 1 single chase.

    He ended up begging the other PC players to sandbag me.

    They teamed up, killed and bm'd me, then he let them go.

    PC master race players at their finest.

    Yes, I reported them.

    No, they won't get banned.

    Interesting. You do know that even on PC, killers can't communicate with the survivors until the match is over, right?

  • I usually only use boldness unless I am doing a challenge that requires me to do specific things. That's part of the reason, I don't know if I will be doing these things in the first place, and I don't really have any map preferences. I just don't like some maps.

    I use coins when I need to open chests, for example, or altruism when I need to unhook people.

    I never use reagents (dark mist offerings) or oaks (hook distance offerings) because I either don't care or can't see any difference.

    As killer, I only use hunting and brutality per default, for the same reasons. With killers like doc, I use deviousness too. All my killers are stocked with sacrifice offerings because I believe I jinx my game if I use them. "Oh, you think you can sacrifice survivors? Think again!"

    I think a lot of perks that are just bad or very powerful could be offerings instead, giving a minimal effect, or one-time effect that you literally pay for in the blood web.

  • A full-text search then, type "hex" and you get all hexes, type "generator" and get all perks that have the word "generator" in their descriptions.

  • Sorted by rarity first. I don't know the rarities of all perks, especially if they are not level 3 yet, and I doubt the average player does.

  • @thesuicidefox said:

    WHISPERS HAS ENTERED THE CHAT

    The Entity can whisper all it wants if a Blendette with these perks is squatting in a dark corner.

  • @PigMainClaudette said:

    Yeah, it's a nightmare but ThEiR job Is To KiLl. People can easily pip without a single kill, but those 4 skulls at the end screen are apparently more important than actual fun.

    Since when does camping give you a 4k?

  • @aregularplayer said:

    if you care SO HARD about 4k, you can either use whispers or slug the 3rd guy making the game boring and long as hell

    If that is the only way to get a 4k, I will just do that.

  • @Peanits said:

    Probably not the answer you're looking for, but as long as they need to be. If the killer is struggling and not able to catch someone all match, I would rather that match be quick and over with ASAP (~5 minutes) so everyone can move on to a closer match.

    If it's a close match, I find 10 minutes is a sweet spot. 10 minute close matches are intense and have a lot of action, rarely a dull moment or downtime. You're always in a chase, downed, hooked, doing a gen or going for a save. The killer is in a chase pretty much the whole time.

    Longer matches can be okay sometimes too, but at some point I want to get off Mr. Bones' Wild Ride.

    But in any case, I don't think there's a single magic number that's best for every match.

    "As long as it needs to be" indeed misses the point of the question. It seems to be "How long should a game last?", but in reality it is "How long is a game where survivors and killer are well-matched?". And the answer to this is, usually, 10-15 minutes.

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