MrBuffalo
MrBuffalo
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- MrBuffalo
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People have been saying Hex perks are useless for.....How many years now?
All the time people have been saying "my hex totems are found too quickly" wayy before this new survivor.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2574083#Comment_2574083
ποΈ word of advice: please lower your expectations
ποΈ
Nope! The day I lower my expectations is the day I stop playing video games all together.
But really tho in all seriousness it is really depressing how many people defend these types of developers...It's like asking for them to do their jobs is like asking them to kill someone.....You get told off by the mods and the community for asking BHVR to do their jobs. (although most of the time its never asked nicely lol)
I do hope this game dies though....The world will be a better place with out it.
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@Chaotic_Wretch said:
Boon totems are crashing the game so often to the point where I'm not playing in a lobby with a Mikaela. The boon perks are literally crashing the game, where is the kill switch devs???
The crashing is so bad it actually stopped working...I havent been able to launch DbD for a while now...10/10 game of the year.
please go easy on the indie devs.....
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@Bangarang said:
Me and 2 of my friends have all crashed twice in a row since the new chapter has came out. Is this happening to anybody else?
yeah at mid game my friend used a boon totem and I saw everyone crash at the same time. Then my whole game closed and havent been able to launch it....If this was anyother game people would have refunded it.
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@illusion said:
https://forum.deadbydaylight.com/en/discussion/comment/2567692#Comment_2567692
Steamcharts shows an average of over 46k players online daily, with nearly 83k at peak times.
You know 83k is very little? My point still stands this game does not have enough of a playerbase to sustain 2 different game modes.
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@illusion said:
https://forum.deadbydaylight.com/en/discussion/comment/2567615#Comment_2567615
It might not be longer. It depends on how the community is divided up. If it is a fairly even split, we might not notice a difference. Other games have done this, and it works.
other games actually have more than 1k worth of players.
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@illusion said:
It wasn't more casual, you just got to stomp on less skilled players more often. Casual for you, less fun for them. They seem to be considering splitting the game into casual and competitive players. That might work out best for everyone.
cant wait for wait times to take even longer...Fun.
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Since the new match making system ive seen sooo many more hackers.
A lot of them are subtle but I do notice their extra move speed.
A few killer hackers were quite interesting...A wall hacking Huntress who never landed a single hatchet
Honestly its disgusting how much hackers can actually affect the game....Never seen cheating to this extent.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2543188#Comment_2543188
https://forum.deadbydaylight.com/en/discussion/comment/2543192#Comment_2543192
It's a self-fulfilling prophecy. If you don't report, no action is taken because there's nobody watching every single trial. Because no action is taken, you then claim the system doesn't work because the cheater you faced didn't get banned.
Oh it does work. But you know you have to go outside the game to actually report them? The ingame report button does legitimately nothing just like how we have a "rate your match" system it does nothing.
We shouldn't have to go through 6 different steps just to report ONE person that may or may not even amount to anything.
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@Jasix said:
https://forum.deadbydaylight.com/en/discussion/comment/2520129#Comment_2520129
Except MOST killers don't do that.
I remember back in the day when u could sorta tell if they were swf (survivors used to load in 1 at a time if they werent swf but SWF most likely joined all at the same time) and I remember my friend and I used to wait for 20+ mins cause killers would keep dodging all forms of SWF. So no a large number of killers would dodge.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/2527649#Comment_2527649
You only mentioned map aura reading which is why I responded that they are different when it comes to the aura reading and depending on your playstyle one is more useful than the other.
As for medkits or flashlights. I'm terrible with flashlights, so much so that if I find them in a chest I will give them to a random teammate I see without an item. I play swf with 1 other so getting a teammate to heal me really isn't difficult, I also have no problem playing injured.
While Kindred is a great perk it is situational - someone has to be hooked for it to activate and killer needs to be near the hook to see their aura. With aura reading on key I could see the auras whenever I want without the conditions required with a perk.
All the survivor items have a perk you could run instead, just because there is a perk option it doesn't make that item useless. You either use a perk slot for what the item can do or you bring the item and use perk slot for something else.
You say Kindred is situational but it is with out a doubt the most run solo survivor perk. That is not "Situational" that is meta also its not just used for tracking the killer its also used to track your team which is the better trade off.
Okay good you have a friend to help you heal that doesnt make medkits worthless? Same with flashlights just cause you arent good with them doesnt mean the item is bad. (im just assuming you think medkits and flashlights arent good cause of your statement so do correct me if this was not your meaning)
Yes all survivors have perks you can run instead of items yet a very little amount of the players use the item over the perk, cause the perk is almost better in every way than the item. If key's aura reading was actually useful people would use green keys more but they don't they use purple and pink for hatch and nothing more. To add more to this there are only 4 add-on's for aura reading for keys and 2 of them are basically the same one just increases the range of it and only 1 tracks the killer.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2526926#Comment_2526926
I would have to guess that this hatch change is also just a stop gap before the announced complete overhaul of both keys and moris.
But that's only the fools hope speaking out of me and that change might also end like early game collapse and other things that had been staying to long on the drawing board until they got finally scrapped.
@Icaurs i guess they hopefully forgot to mention that hatch still spawns closed when the gates are powered (maybe because it's not a "change" per se)
And then it is still an alternative with multiple people at end game to circumvent bad gate spawns.
If not then they again managed to take only half of the community feedback. Nearly every post i saw that proposed hatch spawn changes to "last survivor standing" had also "all gens done" as spawning requirement. But maybe behaviour stopped reading after the first half and did a bad job again.
What I think is gonna be worse is that they will leave it like this. And from the sounds of it, it has a pretty high chance of being an awful band-aid fix.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/2526926#Comment_2526926
Key add ons show you different auras than maps, they let you see the killers aura and teammates auras. That's like comparing Bond or OoO with Detectives Hunch - the only thing they have in common is aura reading, how useful they are depends on your playstyle. Do you need help finding gens/totems or would you rather know where teammates/killer are?
If you find a green map it will only show you gens, that's only useful if you are someone that has trouble finding gens otherwise it's about as useful as a key without add ons.
So you're telling me that you would bring a green key with add-ons to track your team mates instead of Kindred and an actual useful item like a medkit or if you're confident enough a flashlight. There is a reason running green keys are a meme their aura add-ons are a joke. Sorry you cannot say keys have a use out side of opening the hatch cause they really don't. Joke of an item that went from broken to borderline useless.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2526926#Comment_2526926
Maps cannot read survivor or killer auras, that's what keys do.
And do people ever use them? What is the point of tracking your team mates? We have perks that do that and add even better benefits (but no one runs them because meta) but that just shows you don't meed to track the killers aura or your team mates. If tracking your team was THAT important those perks would be used way way more. Kindred does survivor tracking way better (is perfect for solo queue) and with that you could bring a much better item than a stupid key with survivor reading aura.
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@[Deleted User] said:
Aura reading. That's what most of the key add-ons are for. Also if you bring a key and you are the last survivor and the killer closes the hatch, you'll be able to re-open it. It might just save you.
That would make sense if we didnt already have maps which do the aura reading WAY better than key's aura reading. And not just that if u find keys in chest it has no add-on's so what is the point? Im glad the keys got nerfed but like everything else, BHVR don't plan ahead on how this item will be used in the future.
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@Marc_go_solo said:
The understanding of the flow of the trial. Being able to both outplay a killer and when stealthy approaches are best. Being able to adapt and learn the killer's movements. How to use tactics and planning, and realising it's not a race to be done quickly, moreover a constantly shifting pace that requires both speed and patience at different moments.
It's certainly a lot more than understanding how to loop.
I do hate when people say Survivor is just holding Shift W and M1 there is so much more going on. Yeah survivor is more SIMPLE to play but it doesnt mean its not anyless skillful than playing killer.
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@Snowbawlzzz said:
Everyone's mentioned loops, but also; bodyblocks, generator priority & using scratch marks to their advantage.
My issue with the scratch marks one is that its just as inconsistent for killers as it is for survivors.....
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I guess a big one that is quite skillful for survivors is to know when you play stealthy or more aggressive. Looping is a skill in it self but honestly that just comes down to practice and we have perks to help assist with looping and chaining but knowing when you need to hide and wait instead of just going all Leroy Jenkins is something I see a lot of red rank survivors struggle with.
(side note not dropping the pallet right away and actually trying to maximize the loop being dropping it is a skill and I wish more survivors would actually do this in the high ranks >_>)
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@Gamedozer7 said:
There needs to be a second objective imo. Like needing a part to finish the last 10% of a gen or having to do something else because I don't think making gens long is the right awnser I hate doing gens when I play survivor
100% agree I see so many people say "Make gen's take longer" that is the worst idea to fix the issue cause this is how it would play out.
Gens now take longer to repair, Killers keep running the standard slowdown build, Nurse and Blight become unstoppable with these slowdown builds, Survivors start running perks to make gens go faster, they bring toolboxes, BNP, Gen's continue to pop fast, killers complain about gens going too fast, in the end no one is happy and we repeat the cycle of people complaining about gens and survivors.
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@Squirrel_Thicc said:
Was playing nurse on swamp. Grabbed someone from a pallet. On my screen, I grabbed them and was carrying them. On their screen they never got grabbed in the first place. So I was stuck in some weird purgatory of holding an invisible survivor that I couldn't hook or put down. Couldn't lunge or blink either.
So hit and grab validation is clearly doing an amazing job! Nice one dev's.
The hit validation is so broken its not even funny. in my most recent game I was against a bubba and as soon as I dropped the pallet and started to run I didnt make it more than 4 meters away from the pallet before his auto attack smacked the pallet and I went down...after it was already dropped and out of the animation lock.
I feel your pain....its disgusting how hit validation still hasnt been fixed.
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I do like some of the ideas I would like to add to your rank/pipping suggestion, I would love if this game and the community would stop playing this game so competitively. I think to make this game more fun and healthy is to go as over the top and be as bombastic as possible.
Funny enough it actually might be easier to balance things out if everything chaotic and more focused on the fun aspect instead of being some super serious comp game.
As for adding more objectives my friend and I talk a lot about what other objectives but there is one we both think would make a great idea. Did you ever play the one event where players had to collect those Chinese Lanturns? If you didnt the event was just both killers and survivors collect a set amount of lanturns to unlock event based skins. But the idea is after the last gen pops survivors would need to collect a lanturn before they leave to help navigate the fog past the gate, make enough lanturns spawn so killers wouldnt be able to block survivors from grabbing them. This would easily add extra stuff to do and prolong the endgame for killers a bit more.
But this is just my opinion on things but I do feel some of these changes would benefit the game a lot more than what we have been getting as of late.
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@BabuDweet said:
https://forum.deadbydaylight.com/en/discussion/comment/2435734#Comment_2435734
Don't really get your point? I hate them and that's a personal preference.
If that's what you're getting at I mean, if not then apologies.
Ah sorry I should have specified a bit. When you said "I'm not a surv main I play both sides equally" I found it funny you HAD to specify not being a survivor main just cause people would get on your case just because of the side you play.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1849145#Comment_1849145
I just don't see how t-bagging in an exit gate is "bullying"
I can see how someone repeatedly targeting an individual, take constant stream sniping and harassment that is bullying.
But one random survivor spamming CTRL in an exit gate isn't even close to "bullying".
These players wouldnt survive the old CoD lobbies....The crap people used to say over the mic. They get personally offended by someone they have NEVER met nor will they ever meet...I swear killers are just as bad as the survivors.
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@BabuDweet said:
To each their own but I'm personally glad twins aren't that playable. I dunno how people actually enjoy their playstyle if I'm honest, I had to play at least 20 or more games as them during the event to use cakes and it was boring and I felt like an ass the entire time.
Their playstyle is just boring and unfair. My personal opinion, but I do feel for people who enjoyed them and no longer do cause that must suck but that's about it.
No I'm not a surv main incase anyone says it. I play both sides equally and I hate twins either way.
I love you have to specify that at the end.....What a lovely community.
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@Jago said:
Lol. They won't leave. Just like a killer will often slug for a 4k or the last bbq stack. Any bonus point is welcome, on the detriment of one side.
Plus you'd gain some chase point if you'd go to them. Best case case you get some hits, worst case you get nothing but some time saved. Whats the issue honestly.
The community is quite fragile. We legit have a timer that prevents survivors from staying too long and yet they still complain about survivors staying in the game.
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I never noticed anything different with my matches...Trash survivors and trash killers. With the rare game of great killers and great survivors.
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it saddens me that there will be players who won't be able to use Second Wind....it brings tears to my eyes.
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I honestly have no words for this, like I am really surprised this has actually happened,
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People are saying Soul Guard is a small peepee build perk????
The entitlement continues....
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@Jacoby2041 said:
Survivors are all the same with nothing setting them apart besides their teachable perks, which can be easily unlocked on other characters after leveling up the survivor, so ultimately survivors are just skins
I would love to see more killer interactions with specific survivors or if each survivors had some type of pro and con.
For example Claud, lets say for the fun of it she goes down in 1 hit because she is smaller than lets say Jeff, but shes more nimble and can vault pallets and windows faster. Or we could have that certain survivors are affected by certain killers like making dwight more prone to the doctors shock wave, harder to snap out of the madness for Dwight.
These are just examples (not super good ones but you get the idea) but they could really make the game more engaging for survivor instead of M1 on gens or just go around in a circle.
But I doubt a thing will ever come to be.
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One of the big things for me is when they reduced the map sizes. Hook placements are sometimes on top of one another and some areas of the map are just straight up dead zones with no pallets OR hooks. Feels to me they never actually bothered to adjust the spawn location of these things.
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I always swap my builds around every game. But id have to say my all time favorite is
Second Wind, Autodidact, Solidarity and Flashbang (Getting those flashbang saves give me such a high XD)
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2419036#Comment_2419036
They never intended having strong killers?
I agree!
Bruh.
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@Clowning said:
https://forum.deadbydaylight.com/en/discussion/comment/2413669#Comment_2413669
That's not really my point, though. If anything, I agree with you to a certain degree.
However, that doesn't change the fact that the answer to "Why is it that more people wanted an Object change, rather than Spine Chill change" is "Because Object was more obnoxious and in your face about outplaying you"
So wait just to clarify, the reason people wanted object changed over spine chill was because it was more "obnoxious and in your face about outplaying"? So....What im hearing is "I dont like people who can play better than me". I'm sorry but what is that reasoning?
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@Clowning said:
https://forum.deadbydaylight.com/en/discussion/comment/2413579#Comment_2413579
Well, that's due to the fact that Object made SWF even stronger than it already is, while being actively annoying to deal with. Sure, you can make the argument that Spine Chill is stronger, but more importantly it doesn't yell: "Lmao there's 4 of us on comms and we're here to try and tilt you".
Right but you dont really need Object to tell you if you're versing a sfw. Nor did SWF even need to use it to track the killer cause they already have comms to go "hey man the killers chasing me" nor do they need Object to tilt you cause those type of 4 mans can already do that with many other perks. And just from personal experience going against it (back when those toxic SWF were more common) they almost never used it. SWF had old school DS, Iron Will, DH and Adren. Old Object was more of a gimmick, Spine Chill can be used when ever you want with no consequence.
Quick summery I guess: Toxic survivors don't need Old Object to be toxic cause they can make anything toxic. So changing a perk that was hardly used to useless doesn't sit well with me. Why don't we nerf every single perk in the game cause toxic SWF can make anything broken.
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What baffles me the most is...People would have preferred Object get reworked instead of Spine Chill.
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@VioletCrimes said:
Exactly what the title says. I am really ######### at looping, so I prefer to play stealthy. What are good perks for survivors who are just ######### at looping?
One of my fav perks to use is Windows of Opportunity. Its amazing as an experienced survivor and its really good for starting out survivors. Use it to help you map out a route to loop the killer. I also would use stuff like Quick and Quiet and depending on the map Urban Evasion can work well with terrain.
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@Kyxlect said:
I agree. There needs to be an option to filter out these SWF groups from searches as both Survivor and Killer.
Good luck finding queues with that idea.
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@Clowning said:
Letting Killers know whether they're facing a SWF would help a lot, since it's no fun for anyone when a Killer brings meme perks for fun only to meet four dudes with LED gaming chairs.
Matter of fact, even as a Survivor I'd love to know who is with who, so I can adjust perks and my expectations accordingly.
And yes, lobby dodging would be a concern, but eh...
You know what used to happen when killers could tell they were versing a SWF? They would lobby dodge and then no one would find games which is why BHVR had to put things in to stop people from dodging every single lobby just cause people didnt like what they were looking at.
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@Heartbound said:
Back when the game was new there was no survive with friends option and survivors would enter and exit lobbies until they found their friends and a lot of people were vocal about wanting a survive with friends feature. People were going to find each other anyway. (Game population wasn't nearly as big, its just the way it was.)
That's why it's here. It wasn't really a game balance thing. It was an inevitability. I don't think this game was ever supposed to be taken competitively anyway. It was just cheeky slasher hide and seek. Winning and losing were kinda after thoughts.
Yet here are...Treating the game like rank and skill actually matter :' )
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2402019#Comment_2402019
Your misconception is that DBD is a purely casual game. The fact that DBD is a PvP game means that it will be competitive just by the sole nature of pvp games.
The devs have been trying to create balanced matchmaking so players of similar skill can go against each other. The devs are showing that they don't want to treat DBD as a purely casual game.
Yet they half assed making it balanced and competitive.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2390603#Comment_2390603
XD hahahahaha Okay I didn't expect that kind of response. π
I expected more of a looking down on me for finding entertainment in this kind of crooked way.
I would never look down on someone who loves seeing the ######### show that is the DbD forums. The ######### that gets posted here is great.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2389120#Comment_2389120
For fun and the discussions. My league of legends forum was closed 2 years ago so i can't enjoy toxic people lamenting their "unfair" bans anymore :/
Ah man I feel ya....Im sorry for your loss :(
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@TragicSolitude said:
I've had problems with scratch marks for so long now, I just thought it was a feature at this point. They don't appear at a consistent rate, sometimes seeming very delayed, and there are often gaps where the scratch marks completely disappear. I lose a lot of distance in chases when a survivor breaks LoS because the scratch marks are hell to track.
I honestly though I was going crazy but im glad its being noticed! Hopefully it gets fixed...
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I guess they just wanted to make sure the game wasnt crashing even after to patch. If the issue is fixed we'll probs see it come back in the next few weeks.
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:(
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2389070#Comment_2389070
Yeah not really since I am truly a killer main but stopped caring for kills or ranks in my second year since release and purely play for BP and fun.
So i am not really invested in stories about camping/tunneling or intense slugging/for the 4k. But still don't like such exaggerated statements just to drive a point further.
Then why are you on the forums?
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2388545#Comment_2388545
Maybe slow down on the exaggerating and people take you more seriously.
Bleed out timer is and always was 4 minutes.
okay I'll stop "exaggerating" so you'll take me more seriously.
So lets say an average game of DbD last about 10 mins and you slug 1 survivor for 4 minutes while searching for the last survivor when you have no clue where they are. That is nearly half a match left on the ground to bleed out.
There you go no exaggeration but I highly you will even listen to what I have to say regardless.
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@ouroboros_world said:
https://forum.deadbydaylight.com/en/discussion/comment/2388545#Comment_2388545
And hiding and avoiding gens camping for hatch for an entire hour is fun and nothing is wrong?
I do actually think that is just as bad as slugging for 10 minutes as well. :)
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2377549#Comment_2377549
What does holding the game hostage have to do with DCing for hatch?
Oh, were you trying to imply that slugging 'holds the game hostage', simply because you dislike the tactic or, heaven forbid, a Killer do it to try finding the 4th Survivor. How adorable!
You pretend a Killer using mechanics to attempt to kill a Survivor is somehow against the rules, like all Survivor mains! How cute. π
I know, I know; Killers should NEVER go for 4 Kills! It's 'sweaty' and 'tryhard' and 'whatever other BS Survivors invent to whine about'! They should ALWAYS let the 4th Survivor go! Funny has it never works in reverse; Survivors are never 'supposed to' give Killers a kill instead of escaping.
But back on point, before you tried to throw a false equivalency in there; DCing for hatch is cheating. Slugging is not. Oh well! π
I see nothing wrong with slugging for a 4k like you said HOWEVER killers who slug and leave the downed survivor for legit 10 full minutes and let them bleed out is not playing smart THAT is holding the game hostage.
Stop with the "Boo hoo killers need to do this" cause there is a massive difference between slugging a survivor, doing a quick sweep of the map to find them then coming back to hook that downed survivor. compared to leaving a survivor downed for 10 full minutes and letting them bleed out.