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MrDrMedicman

MrDrMedicman

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MrDrMedicman
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  • @sulaiman said:

    I often read that people think self care is a killer perk, because it wastes too much time to use.

    While that might be right, on european servers, i latly see a lot of survivors not running self care, not bringing a medkit and then hidding in a corner far away from gens if they ever get hit. They dont even try to find someone to heal them, they just hide in a corner until they know for sure the killer is far far away (i know this because i run bond, usually, and see what they are doing). i never had more than 2 of them in my matches, but one seem to do this in about 20% of my matches.

    So why is it better to hide in a corner waiting for the others to finish the work alone instead of running self care and healing up? Can someone explain it to me?

    Bond will get you faster, safer heals, with the added benefit of information on where your team is exactly

  • I never trigger it so idc. Two charges would help though

  • @WitchWalpurga said:

    Tbh i don't see a problem in these perks. They all use exhaustion perks, best perks in the game and you just have 3, which you can more or less rely on if you play them for chases: SB, Lithe and Balanced where Balanced is defiently the most situational one. 3 use an anti-tunnel perk so just don't tunnel early game. 3 of them use windows which is only wasting a perk slot if you are in a coordinated SWF - you could call every droppeld pallet instead and use something else. All of them use adrenaline which is an endgame perk so they need to reach the endgame at all to get use of that - high risk, high reward.

    The game gets constantly changed into killers favor (reducing cooldown, hit distance, "reworking" maps by making them smaller and adding tons of clutter with no safe loops) so i am wondering that i don't see any gen perks like deja vu or somehing around hyperfocus. Survivors simply don't have a chance besides playing sweaty in the early game and most of the survivor perks are just terrible. So if you want to see more perk diversity, survivor side needs more perks with an actual use.

    The game isn't really constantly changing pro one side or the other. The devs swing wildly between one then the other. They did change mft (months later), but they added anticamping. The clutter you're complaining about is more survivor sided than killer. They are working on antislugging and a nerf to stbfl.


    The issue the skill valley. Low mmr survivors get stomped, and never get the chance to get to mid mmr. This catapults killers into high mmr fast. High mmr survivors, in turn, stomp killers very hard. Both teams feel they need to be as toxic and as meta as possible for a chance

  • @blithes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631505#Comment_3631505

    but you still have a greater idea what you are walking into than the survivor does, im not sure what you're not understanding about this??? killers can change their perks based on survivors items, etc. survivors just go in blind. these days a good majority of the player base has at least 1 p100 character, if not more, whether killer or survivor. it doesn't mean they are the most skilful dbd player known to man, and it doesn't mean they are going to try their hardest. i have 1 p100 survivor and often my friends and i throw the game just to have a little bit of fun in a game that is seriously lacking in that department, it does not mean they are good, it just tells you that they have sunk enough time and bp into that character to get to where they are. if you are playing against my p3 thalita lyra, you are ALSO playing against my p100 feng min, you're just ignorant to the fact. there is NO difference in the person that is sitting behind the screen just because they are playing a different character. once you realise that and learn to accept that p100 is literally just a badge, your killer games will go a lot easier, as a lot of the time i have found that the p100 can in fact be the worst player on the team.

    how did you manage when they released that test that hid the prestige levels? did you just dodge every lobby that looked remotely threatening?

    I don't get to try the tests, I don't get betas, I don't get to play with stuff before it's in the game. But yes, I dodge lobbies with 4 flashlights, matched names, or matched cosmetics. I was here for the worst of survivor bully squads and I avoid them now. I know they're not nearly as annoying as before, but that doesn't make it fun for me.


    I run perkless, I stop downing after I get two kills, and I'm still getting booted up to 4 stack p100 lobbies. I don't want to sweat, I just want to have fun

  • @Lmac99 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630579#Comment_3630579

    They were designed to be that way, you can design a foolproof way to add a balanced base-kit DS. The post explains in detail how. There is also a way to design something that would make playing survivor less miserable against those killers who only wish to make other players miserable. Also that list all got changed because they needed to be changed, just like early game tunneling needs to be changed.

    If you think this is balanced by any metric, you're delusional

    All this is, is old decisive strike, but more abusable. Unhooked survivors are just going to tank hits because they can. Giving their friend a free run at zero cost

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631675#Comment_3631675

    Either way, you and everyone else begging to have Prestiges shown are the exact reason why they need to be hidden, given your reasons for wanting them shown.

    You try killer against a swf with ftp and buckle up. 4 healthstates with no possible counterplay for a single hook

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630979#Comment_3630979

    I saw some said a chase should last 45sec. If you're able to run a killer to the point they cant 2 taps you through 5min. You're out skilled than the killer. You should win.

    I mean, why killers want a chase to be balanced at 45sec while play like survivors have to chase for 5min to have a chance to escape (for the chased survivor)

    Probably me.

    90sec gens

    If it takes the killer 10sec to find you off the rip, you last 45secs, and it takes him 5 secs to hook you, that leaves 30secs to pop gens and the killer isn't even in another chase yet.

    As long as you keep 1 guy pushing gens at all times you can trade everyone's first hook and make it out with little effort. The only counters killers have are insta downs, 3 gens, or tunneling out the weakest survivors first

  • @missionnhunter said:

    I've literally had 30 rounds in a row where the killer does nothing but tunnel each person right off the hook. This game is broken. Devs don't seem to care because the minor changes they've made have not removed tunneling from the game. It's literally unplayable garbage at this point. This feature is not fun, does not add challenge, and does not make new or existing players want to continue playing. The purpose of a game is fun, literally no survivor ever has said that tunneling adds fun - that's 80% of the players in each round (4 survivors 1 killer) and yet it's ignored.

    It's so easy to solve. Make DS automatic and unlimited until the killer gets a certain distance away from the survivor, or until the survivor does an action to benefit the team ie generator, heal teammate etc. And it disables when only 2 survivors are left. And if a killer persists in tunneling they get stunned an increasing amount. SEE? Very simple to fix. It didn't take an entire dev team to come up with a solution that would make the game considerably more fun for survivors and would make the killer use skill to win, which is the whole point right? Right?

    Goodluck playing without the 20% at all. The best solution is to incentive other play styles. Because I can garuntee an endless decisive strike will be endlessly abused by survivors, just like old bnp, just like old flash lights, just like mft. Bring back old BBQ, or make undying (with 10% faster cleanse speed on the revived hex) basekit. You'll see more survivors on totems, and more hex perks. Lean harder into it with double totem spawn locations so they're harder to find. This will kill tunnelling because other playstyles will be viable

  • @MadameExotine said:

    I used not to tunnel. But recently my MMR got to a point where 8/10 of my games are 3-4 person escapes (mostly against decked out, SWFs, P100). All gens get done by 3rd hook. So I started tunnelling out of necessity, and actually started to have a chance again.

    I am convinced that tunnelling is required at higher MMR to put pressure on surv to blodyblock, not do gens,.. otherwise it's a loss on killer.

    OR maybe my skill level is way below the surv I am going up against,.. which is an MMR problem.

    I've play more surv than kiler, it wasn't until I started playing killer when I noticed how bad it is for them once a certain MMR is hit.

    The 4 healthstate meta hits like a brick wall

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631520#Comment_3631520

    As a killer, you have way more metric than Survivors do. Survivors don't even get to see what Killer they're going against or their prestige level. You, on the other hand, can see who you're going against and what items they're holding, which will give you a much better idea on how they intend to play than the Prestige levels do. Those with toolboxes will either genrush or sabo hooks, those with flashlights will be hanging near you waiting for a blind save, or those with keys will just be hiding in the corner of the map waiting for hatch.

    Some have even suggested skipping the lobby entirely; as soon as a match is found, your character spawns into the map, for which I have no objections, personally.

    That's honestly the worst idea. It'll just solidify killer builds even more than they are now. That's even worse than the basekit decisive strike with double duration some folks have floated by

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631491#Comment_3631491

    But what does Prestige have to do with all that, though? I get stunned and blinded and spun all the time, and I've never faced a single P100 as Killer. No one even remotely close to that level.

    Do you really think that P100 Survivor would play any less sweaty if they used one of their lower Prestige Survivors?

    It's the only metric I have access to as a console player, yeah I'll dip

  • @blithes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630702#Comment_3630702

    i know its not, its just this guy is saying that giving up on hook because you don't like the killer and lobby dodging are essentially the same thing when they are completely different. for the most part killers have a general idea what they're walking into, often they can see the hours survs have, along with the ping, items, etc. survivors don't know what killer they are going against, their prestige, or their ping. they don't get to lobby shop based on prestige level or ping, lobby dodging has literally 0 consequences other than prolonged wait time for both ends, where giving up on hook has greater consequences, ie. down a team mate, depip, no bp, etc. which while they are not BIG consequences w massive impact, it's still more impactful than a extra min wait time bc a killer is dodging a p100 survivor.

    As a console player I can't check hours. All I can look at is the prestige and the items.


    Getting depipped and low bps hasn't stopped any of my survivor teammates from dipping at first hook

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/402616/dont-hide-the-p100s

    Just because you see a P100 doesn't mean you have to sweat. That's on you.

    I don't play Killer a lot, but when I do, I don't sweat for the kills. I'd play the same way, whether I'm facing four P0's or four P100's.

    Besides, if you couldn't see the Prestige's, wouldn't that be a relief that you don't have to worry about what Prestige level they are and not worry about sweating?

    P100s are usually survivor sweats. I do not enjoy being stunned every few seconds, always getting blinded by a flashbang at the perfect moment, or being spun into oblivion because behaviour won't address the auto aim

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/402616/dont-hide-the-p100s

    I still have 7k hrs of experience, P100 or P3. I don't care who I play and you should neither.

    Prestige=/=Skill

    Not always, but more p100s are sweat fest games than not

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/402616/dont-hide-the-p100s

    You do realise eventually as more time goes by more and more p100's will show up, it's already becoming common as it is.

    And it's my right to play or not if I don't want to. Survivors can leave a sweat fest at any time via hooks. Killers are locked in and have to sit there sweating every second, or afk until survivors let them out

  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630481#Comment_3630481

    Sure, but at five gens? My solo queue team can't handle any sort of pressure and I'm usually the last one alive at three gens remaining when it happens.

    It's the only thing that works in high mmr. Which killers hit fast with just a bit of skill. A few solo q games in a row and boom, game thinks you're a god. Killers get stomped back down and take the toxicity with them, because that's what they needed last game

  • @Paternalpark said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630481#Comment_3630481

    So healing and boons were nerfed, hexes were untouched but now this means tunneling is more warranted? Just because survivor is so weak nw why not right?

    If killers can't instant down, or sneak up on survivors, what are their options? How do they pressure every gen simultaneously? They have zero power plays with all the survivor second chance perks. It's the only viable strategy for the majority of the roster

  • @Lmac99 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630495#Comment_3630495

    A time requirement would probably be needed, true. But that scenario you're talking about would probably not happen often enough to be an issue but I can see where you're coming from. Maybe make it to where it deactivates if the DS Survivor takes a hit after for someone else after basekit BT has worn off. I edited the post, but yeah it should probably deactivate after 2 gens completed instead of 3.

    We just need something for early game tunneling, especially for newer players. I play with friends that have 50 hours or less and they have a miserable time most nights because they get hard tunneled at 5 gens in 1 out of every 3 games. Pls BHVR, pls.

    Instant blinds happened every game. 4 bnp happened every game. If the survivors can abuse a mechanic they will

  • @mikewelk said:

    The entire time I've been playing today, each killer has hard/turbo tunneled each survivor out of the game. They proximity camp and immediately disregard the unhooker to tunnel. Once it comes to a two person situation, they just slug the other survivor and stand right on top of them and I was forced to just wait four entire minutes because the killer needs to get their 4k that desperately. One had a mori so I just died by endgame timer running out to deny them the satisfaction which resulted in them pretending to hump me as I was getting sacrificed. They nearly bled the other survivor out then mori'd them and had the audacity to say gg. My teammates are far from my MMR and the killers' which also doesn't help a bit, I've faced Wesker, two nurses, and a huntress and their playstyle was literally just doing that at five generators. No provocation.

    I'm loving the double XP and BP!

    It's the last playstyle for killers that really works. They got healing nerfed, boons nerfed, hexes are all trash. Past a certain mmr the only way to get any progress or have any pressure at all is to tunnel a survivor out. That bleeds down, and now every killer tunnels because that's what works

  • @Adaez said:

    Its so hard to tell when playing killer, some games everything feels normal, and others I feel like survivors always know where I am, gens go faster than usual and survivors seem just a bit faster in chase, this is so frustrating to deal with as you literally have no way to tell and the game doesn't even have a replay system in 2024 to spectate other survivors and see if they're actually cheating.

    They hit max mmr really fast, makes killer a pain to play once you get there

  • @Lmac99 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630427#Comment_3630427

    Guess I'll just delete this post considering no one reads anything except the title...

    I read the whole thing, and it's 100% another basekit crutch for survivors

  • @Raptorrotas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630436#Comment_3630436

    Reminds me of the whole "solo swf"-gap. Buff "solo" to close the gap, but since theyre the same character most buffs to "solo" will also buff "swf", simply powercreeping the survivor role instead.

    Doesnt help that this community often uses "solo" as synonym for "bad players" and "swf" for "good players".

    That's really what happened, but don't forget that they in turn power creeped almost every killer on the roster

  • His power is fine, but he's too small for all the Los blockers you guys insist on putting down

  • @Ethromel said:

    I wholeheartedly believe that killers should have a limited amount of time they can use their inherent power. Once the power is expended they will have to rely on their perks just like survivors. I mostly play as killer and find almost all survivor competition underwhelming. It is FAR too easy to eliminate survivors now. Pathetically easy.

    I had to come up with my own MO where whoever plays the best is the survivor I might let live. Sadly, not many qualify.

    Survivors just run crutch perks and the skill gap between good and bad survivors has turned into a valley. Now they need more crutches, and demand even more

  • The devs do a very poor job of balancing the two roles, but they do try to do both. Mft did EVENTUALLY get nerfed, it took them months, but it happened. But they've now put in 3 major reworks in a row SPECIFICALLY to make things easier on survivors. They're not killer or survivor biased. They're just really bad at putting in meaningful changes

  • How many badekit perks do survivors need? Why even bother with a 4 perk limit?

  • @blithes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629527#Comment_3629527

    you get penalised for that thru bloodpoint loss/depipping etc, you don't get penalised for lobby dodging

    You get zero points or pips when you lobby dodge

  • @blithes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3628373#Comment_3628373

    i hate the us vs them mentality thing & agree that ppl def want easy wins for stupid reasons, but i think that does kind of apply here considering survivors can't see the killers prestige, survivors can't lobby dodge based on knowing the killer/their prestige

    If a survivor gets a killer they don't like, the hooks right there. Gone in under a minute. Killers don't have that option

  • @IlliterateGenocide said:

    I think most rewards like that you have to buy the dlc, unfortunately :/

    Most of the dlc rewards are just a reskin of one of the survivors torsos. But I guess Chucky gets charm, also think pinhead did

    Almost all dlc chapters include a charm. Nemesis has the umbrella logo, wesker has the tvirus container, pinhead has the box, ect.

  • I'm just shocked he gets trapped more often than survivors. I can't put traps on vaults anymore because every single survivor will just phase through it

  • Nah, I run into a survivor asking for chase I ignore them. They'll keep trying all game, and will bring their team down doing it. If it's a full team doing it, then you might as well look up and jiggle your stick from time to time. It's not going to be a fun game, why even bother?

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3628407#Comment_3628407

    Tunneling is definitely stronger than before. Its just there is a basekit endurance so survivors have a chance without using perks. Comparing is pretty much like this:

    Pre 6.1.0

    1. Hit
    2. Dead hard
    3. Hit (first hook)
    4. Hit (teammate has BT)
    5. Dead hard
    6. Hit (stronger DS'd)
    7. Hit (second hook)
    8. Hit (teammate has BT)
    9. Dead hard
    10. Hit (last hook)

    Now

    1. Hit
    2. Hit (first hook)
    3. Hit (basekit BT)
    4. Hit (weaker DS'd)
    5. Deadhard
    6. Hit (second hook)
    7. Hit (basekit BT, denying Deadhard)
    8. Hit (last hook)

    Note that using BT backthen is more powerful than basekit BT, because killers mostly not expecting it and swing. Knowing BT available all the time just make killer wait for it going off.

    DS was much more powerful that killers werent dare to pick up survivor, which buy more time, which is why Unbreakable was OP, killers dont respect DS now, its far better to take 3sec DS than waiting for DS timer out, without the respecting to DS and slug survivor, Unbreakable is rarely be seen.

    The slugging from respecting DS also makes it easier for a flashlight save.

    The number of steps do not count a single teammate could bring 3 health state medkit so they can body block 5 times before asking for another teammate to heal them. Today a teammate can body block 3 times and down. These number can be multiplied by 3 teammates. Not mention self healing speed was 50% faster.

    Yes, tunneling is stronger today.

    It's not stronger than when you could just bap a survivor fresh off hook. The push for only doing gens and nothing else has made it one of two viable strategies left for the majority of playable killers


    It takes 90 seconds to do a gen from start to finish, if you can run a killer for 45 seconds your team can finish gens before the killer gets to them. M1 killers (almost the entire roster) can't compete anymore. There's no reason to look for bones, no reason to look for chests, the few killers with side objectives are pointless. When was the last time you bothered to grab a vaccine for semi.

    The rise of tunneling and camping are a side effect of the meta being dumbed down by both sides. Killers nerfed healing, survivors nerfed hex perks, ect. Do not sit here and tell me the devs aren't listening to survivors when they do almost every time

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3628407#Comment_3628407

    Tunneling is definitely stronger than before. Its just there is a basekit endurance so survivors have a chance without using perks. Comparing is pretty much like this:

    Pre 6.1.0

    1. Hit
    2. Dead hard
    3. Hit (first hook)
    4. Hit (teammate has BT)
    5. Dead hard
    6. Hit (stronger DS'd)
    7. Hit (second hook)
    8. Hit (teammate has BT)
    9. Dead hard
    10. Hit (last hook)

    Now

    1. Hit
    2. Hit (first hook)
    3. Hit (basekit BT)
    4. Hit (weaker DS'd)
    5. Deadhard
    6. Hit (second hook)
    7. Hit (basekit BT, denying Deadhard)
    8. Hit (last hook)

    Note that using BT backthen is more powerful than basekit BT, because killers mostly not expecting it and swing. Knowing BT available all the time just make killer wait for it going off.

    DS was much more powerful that killers werent dare to pick up survivor, which buy more time, which is why Unbreakable was OP, killers dont respect DS now, its far better to take 3sec DS than waiting for DS timer out, without the respecting to DS and slug survivor, Unbreakable is rarely be seen.

    The slugging from respecting DS also makes it easier for a flashlight save.

    The number of steps do not count a single teammate could bring 3 health state medkit so they can body block 5 times before asking for another teammate to heal them. Today a teammate can body block 3 times and down. These number can be multiplied by 3 teammates. Not mention self healing speed was 50% faster.

    Yes, tunneling is stronger today.

    Completely ignores the killer side that goes like this

    1) find the first survivor

    2) 30second chase you down them

    3) 1st hook, 3 gens pop and half the game is over


    The only reason killers are winning is because survivors collapse on being altruistic. If you get 1 guy who ignores everything but gens the killer is fighting a losing battle.

  • @JeovaneCosta said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3628421#Comment_3628421

    I can try this but will it work because my dead by daylight is from the Microsoft Store

    Should work

  • It's not uninstalling. Steam keeps a pseudo directory without any files saved on their servers as part of their mod support deal (this is why off steam mods are still present when you uninstall). Verifying game files uses the base files and base install directories for a vanilla game


    Don't use the uninstall button, physical move all files to the trash on your PC and verify files


    Then don't install 3rd party software or mess with them and they'll work fine

  • Boons don't typically move around, and if I know where the survivors go to heal and reset, I can plan around it. I don't slug so exponential is a wasted boon, and the rest will just keep you in that area while I go push gens

  • @Foempticol said:

    Typical killer main always wanting easy matches

    I play both sides

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3628100#Comment_3628100

    Interesting. So since camping and tunneling got nerfed, killers have to rely on camping and tunneling?

    Seems like a really bad nerf then, right?

    Where did I say they had to rely on camping and tunneling?

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3628100#Comment_3628100

    Tunnelling nerf? Are we playing same game? Tunnelling is living in gold era right now, it was never been that strong.

    That's what basekit endurance is. A direct response to tunneling

  • Survivors get almost every nerf they ask for. They got a tunneling nerf, a camping nerf, now there's talks of a slugging nerf. The survivors nerfed every m1 killer into the ground by removing all playstyles except super sweat be everywhere that a lot of them can't do.


    Don't pretend this is only one way

  • @Nazzzak said:

    Shopping for easier teams isn't fair on the less experienced survivors you're looking to challenge, nor is it fair on the less experienced killer who gets put in as backfill against the original P100s the game felt you should be going against. The SBMM system already leaves much to be desired, and if you feel killers should be free to bypass that system and shop their opponents then just make it a free for all and let survivors do the same.

    I was back filled into the p100 lobby, it's not fair to me


    Survivors get to kill themselves on hook, killers get to lobby shop. Perfectly balanced

  • @AbsolutGrndZer0 said:

    Okay, then start showing us the Prestige of the killer and who it is, because I don't want to sweat either.

    Deal

  • Right click the game in steam, open the local files and delete them all, then verify game files. This will be a fresh install


    Don't cheat this time

  • Eh, still wastes their time so I'll keep doing it

  • @RealAzure said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3627258#Comment_3627258

    Adjusted gen repair speed is an interesting idea for sure. However, I can still see issues occurring with it. For one, each killer would unequally be affected by things like gen repair speed perks or toolboxes with Brand New Parts. I'm not sure that is such a good idea. Plus, it would be a lot of work for the devs to adjust gen speed per killer if a killer gets an update and is then considered more viable. They'd constantly be adjusting it with each killer update.

    I think the solution more so relies on actually making each low tier killer more viable AND balancing maps. I for one am tired of some killers being extremely map dependent. For example, Myers or Ghostface on Midwich will do so much better than if they get Borgo. Borgo is so open you can see the killer from pretty far away. I'm not saying every map should make every killer god tier, I just want more balance. If I lose, I want it to be due to actual player skill, not map RNG or a map offering.

    I know the devs are in the process of reworking maps, which I appreciate. However, I really hope they look into The Game soon. That map is god pallet city. I'd also like Badham to be looked into. I'm not even sure why there are so many variations of that map and if basement isn't in the main building good luck getting a survivor to a hook.

    Current map design for the devs is more Los blockers. Nerfing those killers and buffing chucky

  • I get salt as a no perk, no tunnelling, no slugging (except to give folks an extra chance) pyramid head.


    There's a skill valley where a lot of survivors and killers are really bad, no one is mid, then there's good players. No one really understands this

  • Just salt, but yeah. A lot of killers are running aura and scream perks. Distortion/calm spirit is a must after a certain point in mmr

  • @Bartolomeo87 said:

    Subtle cheaters flood high mmr, nothing will ever really be done about it especially when they give free days knowing that they have a horrific cheater epidemic

    Can not tell you the number of people running *just* fast enough to make any loop infinite

  • @C3Tooth said:

    You mean Exhaustions should be disable in End game?

    I mean obvious cheater used perks they didn't equip one after the other

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