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Mringasa

Mringasa

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Mringasa
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  • If you DC in a match, I've now wasted my Offering because you are leaving me either in a bad place with regard to finishing gens and escaping, or getting screwed out of BP and emblems. I actually don't think you can rank up as a Killer without 4 people in the match and all the hook events.... depipping is easy though.

    If I lobby dodge you, nothing is lost but a bit of time. Even as a Survivor I will lobby dodge if I see someone who was a toxic butthole to the Killer in a previous match. I do not want to be involved in the end result of that because it isn't pretty and I end up getting ######### on because someone wants to be a douche. They are usually the one who DCs too, so two birds with one penalty eh?

    Overall, I'd rather have a Killer dodge a lobby than deal with a DC mid-match from either side. A frustrated and/or pissy Killer is not fun to play against when they just camp everyone due to items or previous encounters. I'll take the dodge and just chill. That's what YouTube, DbD Forums, and clicker games are for. Alt+Tab = love.

  • I need information, and none of the big meta Perks give it. Kindred is my goto, SWF gets this for free so obviously it won't be in any of their builds.

    Meta I do run is Iron Will. Love this Perk as I don't loop, so hiding is made much easier with this one.

    I've been playing with Calm Spirit lately, and am finding it pretty awesome for how I play. Not just for the scream stopping, but stopping crows from flying away when I'm walking and also when I'm trying to juke and hide.

    I also run We'll Make It, because after numerous hours as a Survivor, I find that fast healing to be addictive. It's not meta, but it's damn powerful if you get in there and get the save. You have to work with your team mates though, and some solo queue'ers just don't do that.

    All the meta Perks support looping for days, and I find 0 fun in doing that. If I can juke, break LoS, and hide, that's what I'm going to do. Otherwise, well I'll just have to hope that my headless chicken running throws off the Killer enough to let me escape. You'd be surprised how often that actually happens because they are looking for me to loop instead.

    I occasionally use BT if I am running a full-on Altruistic build and going for every save, but that's pretty rare. DS/DH/SB/BL/Adrenaline have no place in any of my builds.

  • @danielbird11 said:

    You can easily counter amn by just breaking the pallet. So if you know someone has it just break every pallet. If this was a perk for killers there would be no counter and be way to op. Maybe if it was only break 1-2 pallets in a game. and give some other small bonus like breaking speed to make it viable in certain builds. Then it would be viable but not op. What do you think?

    Has potential. Maybe a semi-clone of Spirit Fury where you have to break X pallets normally before it activates? Blah blah blah, tired of getting stunned you draw on the Entity's strength to stop this torturous activity. Or something similar for Perk description.

  • Won't happen. Every Killer would beeline to the Shack. Lol.

    It would be nice to maybe have something that prevents a Survivor from dropping a pallet. Maybe the Killer can get the Entity to stop it somehow. In a Perk form of course. Then it is able to be dropped after a certain cooldown period.

  • Don't change the look of keys. I occasionally use a green key to bait Franklin's. Having them look the same = most of the time Killer loses a Perk slot if they do that. I always inform the lobby of course, don't want people losing their good items when I do it.

  • I'm good with everything except loops. I just don't loop at all. I find it boring AF, and prefer to at least attempt LoS breaking and hiding. So I'd say Expert in most categories, with Looping being a Novice. Rough ranking if it actually meant anything, High Purples -> Low Reds. With Rank 1/2 being your top notch players.

  • I'd get sacrificed. I don't loop and potato occasionally, so hands down I'd be on a hook if I played against myself. I don't try hard as a Killer, so most of my games are really chill. Would get a lot more kills if I actually tried for them.

  • They can't nerf Billy because then who would fly?

    10/10 Will let Billy insta-saw me any time as long as he's willing to do so while soaring through the skies.

    Billy is fine where he's at. When he screws up you can punish him for it. When he's on top of things, he's deadly. Which is exactly how a Killer SHOULD be.

  • I'd buy them. Would love to see the original characters first of course, then they could maybe do all the originals second, and after negotiating the cash side, do an edition with the licensed ones. All of them in the "official" gear.

    Trapper has to be first Killer though, just because he's the face of DbD. Not sure who should be the first Survivor though. Either Dwight or Meg. Maybe Dwight could come with a locker...

  • Solo Survivors use a wide range of Perks. Many are not necessary for SWF + Comms. Kindred, one of my mainstays, is useless to them, but it gives a solo queue'er so much information it is top tier in my eyes. Stuff like Empathy, that can really help in solo queue, are just not needed in SWF, so they end up using all the ones that give them a 2nd chance in the match.

    There's no use nerfing anything until SWF can be balanced against solo queue, and tbh, that's probably never going to happen. You just get entirely too much information running with voice communications than you do as a solo Survivor, you know, the way the game was meant to be played.

  • @Eleghost said:

    i've been accused of holding the game hostage for bodyblocking the last totem on a map and hitting them if they came near it.

    Lol. I'm going to have to do that some match when I'm getting rekt. Just stand in front of one totem and refuse to let anyone cleanse it.

  • @ignoredprayers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1079475#Comment_1079475

    Completely disagree.

    The devs aren't total idiots (I think?), they know the game is in a dire state right now, and that they need to fix things urgently. Don't expect Killers to eat dog ######### for months and have a horrible game experience just to prove with stats that the game is lopsided and broken right now. There is a reason that it takes 1 hour to get a match as a red rank survivor, and then only to get matched with someone 2-3 skill tiers below you. It doesn't need much explaining: the balance is completely busted.

    It takes me 1-2 minutes to get a match as a Red Rank Survivor. It takes me about 10-15 seconds as a Killer. Queue times are bad for some people, but not others. The only issue I'm seeing is I'm usually against Purple ranked Killers. Not a bad mismatch, but not the best matchmaking.

    Playing as Killer I am Rank 12/13 going against normally 3 Purples, or 2 Purples + 1 Red, with someone in the Green/Yellow area as well. Very rare to get 4 Green/Yellows, which should be who I'm matched with at that Rank. I still have fun though. I just don't play for kills. Go for BP and chases, so I can Prestige more of my Killers while the queue times are so insanely short.

    Very relaxing, very enjoyable, and I get more kills than I thought I would when I'm running 4 T1 Perks that I slap together from the ######### RNGesus gives me.

  • And that is going to skew results even more so the Devs nerf more Perks and/or Killers. I love seeing people running around with names like Avenge Ruin and MM Sux because they are so upset about this. They camp, slug, and all sorts of fun tactics to 4k, and they'll end up getting Killers nerfed hard because the stats didn't change at all with the Ruin adjustment.

    Let matches play out normal, and maybe they'll put matchmaking fixes on the front burner. Going sweaty AF isn't going to make it seem like a change is necessary at all. It'll have the opposite effect and look like "Pretty good job so far".

  • No one wants to see me on my newly Prestiged Survivor with only 1 Perk at Rank 3.

  • @GrootDude said:

    Bunny Feng, Unicorn Jumpsuit Feng, Disco Feng and Neon Roller Skate Feng.

    Roller Derby themed Survivors? That would be fantastic. Jane, Feng, Kate and Nancy all in proper attire.

  • Chapel is a fun map to play on, both sides.

    I hate the Asylum as a Killer. Just way too big, and the building is insanely safe. When I load into this as a Survivor I breathe easy.

  • Hag. Not just gory, but fits her lore as well. So tasty!

  • DC penalties, when they were "testing" them, were absolutely beautiful. It was rare to ever get a DC, and the salt being reaped on the Forums when someone complained about "I got my first ban, and it was an hour" was fantastic. You know they are the constant DC'er looking for a pat on the head because "It must be bugged!" Best times, best times.

    Sadly, those times are gone now. I just hope they bring the DC penalties back into the game. If I rage so hard I DC from a match, I probably need to take a break, and if it's an actual emergency or the net goes out, I'll probably take longer getting back to the game than the timeout period. So win/win imo.

  • It should not be required to use another Perk to get the full usefulness out of it. It would be okay if it weren't a Hex Perk I think. But then it would be a bit too powerful, so it would need balancing again. The Hag is built around Hex Perks though, so that's out of character for her, etc etc. You can go round and round on this one really.

    I think the idea is sound, but it's not implemented correctly. An endgame Perk should not be tied to a Hex for the entire game. NOED isn't, but it punishes Survivors for not doing totems. That's a great usage for it. High risk, high reward. Devour Hope and Third Seal (against non-SWF) are also excellent high risk, high reward Perks. Ruin is now high risk with a mediocre reward.

    It either needs to do something else, or get turned into a non-Hex Perk. Either way it will be better than what it is currently.

  • I wouldn't mind seeing some good medievel themed outfits. Leather, chainmail, or maybe some plate on Survivors would be pretty good.

    Go with a spiky, leathery theme for Killers. Lot of fun medievel weaponry in there too to play with. Morningstars, Maces, etc etc.

  • Insidious Nurse is one of the funniest builds, behind the gate is just extra juicy. First time I encountered that, I died because I was laughing so hard after getting the ######### scared out of me because I was the victim that opened the gate. Was a year or two back though, have not seen one since.

  • Feng and Dwight as Survivors.

    Hag, Myers, Spirit, Huntress for Killers. P3 Hag/Myers/Huntress, working on the Spirit atm, then it'll be on to max'ing them all out.

  • Only if I like them. Most of them are just recolors, and I'm not spending cash or even shards on recolors. If I like it enough, I'll use cash for it. Otherwise, I may save up the shards, but I prefer to spend those on BP from the Shrine.

  • When it's been a rough set of matches, I do this with anyone who wants attention. Rough guess, I'd say 50% or so will DC when I don't chase them. The devs said to pressure gens, but hell, if I can chase someone and have Jedi Knight Flashlight chasing me too, that's 2 people off of gens. Pretty efficient imo.

    Sometimes I do chase them though, especially when I'm playing a Killer I want to practice stuff on. Huntress especially. Before I stopped playing her, I'd chase anyone who was down to loop me to death and didn't mind me refilling hatchets every now and again. It really improved my aim enormously.

  • Only if you have to unlock it first, and if you fail the unlocking skillchecks a car alarm goes off. But if a Killer detects you inside the car, they are able to flip the car over and crush anyone inside. Make a new Achievement: Don't Forget the Airbags - crush all 4 Survivors in a car during a single trial.

  • I rarely see them in Red/Purple Ranks. Usually it's only when 2+ toolboxes/flashlights are in the lobby, or 4 items. That and Streamers. I tend to see them come out when a Streamer is in the Lobby, but unless others play toxic the Killer normally only uses it on the actual Streamer. Which is funny AF, and I try to get in to teabag them when it happens if I'm close enough.

  • Don't shame the Feng. She's too cute to be a bully.

  • Matchmaking. You can redesign every single map, Perk, and speed in the game, but without reliable Matchmaking it means nothing. It's no wonder stats seem so skewed because Red Ranks vs Brown/Yellow Ranks (on either side) is going to screw them up no matter what you've done to balance the game.

  • DS isn't broken, what is broken is that you managed to hook 3 Survivors in that amount of time that allowed DS to work! MUST NERF KILLER'S ABILITY TO HOOK THAT FAST!

    Seriously though... Self-Care is the #1 most used Perk. Yeah....

  • If they want my attention and play the clicky-clicky game, I completely ignore them the entire match and focus on the other 3 Survivors. It usually ends with them DC'ing around the 4th time I've refused to chase them and went back to patrolling gens. Post-game chat is usually the other Survivors swearing at the Streamer.

    If they play "normal", I do too. As long as they aren't doing the "I'm a Jedi Warrior" act, I don't change my gameplay at all. Don't see any reason to if they are just playing.

  • If matchmaking wasn't so broken, it'd be an instant rush + me laughing irl for a couple matches about it and talking to friends on Discord about it.

    With the current state of matchmaking though, most of the time it's because there's a massive imbalance between Ranks. Have had a few matches where this occured, me at red ranks with red ranked other solos vs a yellow/brown ranked Killer. And they were legitimate new Killer, not one of the veterans who deranked to smurf n00bs. They just went to a corner after a bit and waited for the end of the match. I always leave them my item at the exit gates and if they are willing to chat, talk to them for a moment. Not much they can do since matchmaking is so busted, but I try to at least alleviate that ######### feeling and give them help if they want.

    If they are willing to just AFK and let me get some BP, then you have to say thank you.

  • Early gens go too fast, but there's no way to slow it down unless you force Survivors to wait in some fashion. CI works to an extent, but a lot of Survs just hide til it's done and you've wasted a Perk slot + 2 minutes of the game for no real advantage unless you're a Trapper/Hag.

    I've had multiple games where Survivors actually stopped doing gens just to hunt me down during a chase so they could get some interaction as well. It's both funny and frustrating to be chasing someone and have 2 other Survivors diving in and out so they can get their Evader emblem + points.

    I think part of the issue is the number of toolboxes though. I am seeing more and more ever since the Ruin change, no doubt partly because they said they were going to look at them, but there's no real way to balance gen speed when things like Commodious + speed + efficiency is in-game. Especially when layered with a Perk like Prove Thyself and/or Streetwise. Gens can go ridiculously fast with absolutely no counterplay.

    The only proper way to really balance how fast gens go is by adding a mandatory second objective. A switch, fuel, circuit breakers, fuses, something. Just so Survivors have to search the map for a bit allowing the Killer to find them and begin a chase quicker. Being able to spawn in and latch right onto a generator's teat in 3 seconds does not permit the Killer any time to mess around. They absolutely have to find a Survivor quickly, or else it's ggez. The Entity help you if you haven't downed a Survivor before those first two gens pop about 60 seconds after match start. You might as well go sit in a corner for a while.

  • I never play optimal. Usually too busy prestiging and leveling my Killers so I never have great loadouts. Two occasions I dothough, if I get 5 stacks of DH, I go as hard as I can until they're all dead or the totem finally gets broken. And secondly, if they are toxic idiots and I get a chance to snowball them, I'm showing no mercy.

    Otherwise I'll just chill and take what's given to me. Try to learn the Killer's power better and work on stuff like chasing/mindgaming. I'm not that good as a Killer, purples/lower reds is fine for me, but that's mostly because I can't be bothered to learn all the tiny little details and exactly what to do in situations. I just go with what feels right and see how it works out.

  • Seeing a lot more people going into Struggle lately. Kinda sucks, because you lose out on those points for the hook event. Still have a lot of people playing Sabo builds too. Not sure if there's another sabo challenge, as I haven't even looked at Survivor yet, but there seems to be a lot more people running sabo + toolboxes and clearing my hooks.

  • Since the latest update, I haven't had any of the prior issues with rubberbanding/ghosts that I had before. Maybe once in every 2-3 matches I'll get dedicated. Playing from both sides. It seems like they did some serious optimization and worked out a lot of the issues that had existed before.

    Either your fellow Survivors, or the Killer, have crap connections and you're suffering for it. Might want to doublecheck what's running on your rig though. You might have something shadow accessing the net and causing you connection problems (######### YOU WINDOWS UPDATE!).

  • I see BNPs pretty often in lower Ranks right now. I'm assuming because people get them in a web, then instantly use them. More common are Green/Yellow boxes with speed + efficiency add-ons, and occasionally someone running Streetwise (I think this might be an SWF thing perhaps).

    Kinda nice though because they focus down gens so much they don't see Devour Hope coming up on them. Getting a 4k, with 3 Moris, and the lobby included 2 Toolboxes + BNP + nice flashlight feelsgoodman.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1072183#Comment_1072183

    Unfortunately, killers cant tell if its a brown toolbox in your hand for a daily to sabo a hook, or if theyre walking into this...

    https://us.v-cdn.net/6030815/uploads/614/3TM6FI75IFIL.jpg

    So their more likely to prepare for a worse case scenario

    @shalo I think I have yours beat, lol

    Gen speed is too slow! Nerf all slowdown Perks and their synergies!


    Holy #########... and they wonder why Killers bring Moris, Franklin's, and play "toxic". Good job getting two of them.

  • Bring Devour Hope. They rush gens so fast, they won't notice it until it's too late. Managed to get multiple Moris with this evening's games. This one was one of the few that felt solid in terms of Matchmaking:

    DevourHope.jpg

    Most of the others had at least 1 red rank, multiple purples. The usual sort of riffraff. At least I'm prestiging my Spirit though, so they can't take too much advantage of the Baby Killer aspect.

  • I bring toolboxes for sabo dailies only. Gen speeds were already fast AF at times before the Ruin change. Bringing a toolbox would be like adding fuel to the fire. When you solo queue, and 2-3 gens pop as the Killer is getting their first hook, you know it's about to turn into a nasty game.

    Many Killers assume when things like that happen, you are SWF, and they bring all the "toxic" gameplay they can to counter it. So I tend to avoid forcing that situation because there is literally nothing else they can do to counter gens popping left and right. They can only chase 1 person, and I feel that pain. I'll normally just play totem/chest hunter for a bit, help with unhooks/heals, just to back off the pressure and have a better chance of escaping.

  • Anyone trying to get Adept Killer achievements at high ranks has my sympathy. I dislike saying it, but sometimes your ONLY chance to get them is to purposefully derank, get it on low ranks, then get back up where you belong.

    If they made it so that 4 Kills = Achievement, then this would not be necessary. The way emblems get scored for Killers though, makes it almost impossible at high ranks. Survivors just have to escape, so it makes sense for all the Adept Killer achievements to be a 4k. Not sure why they haven't changed it yet though. Pretty frustrating for people who want the virtual shinies.

  • I usually get at least 1 down, sometimes 2. Lately though because people have been focusing so hard on gens, I've been getting mori's pretty often. I'll usually do 1 mori, on the first person I down at 5 stacks, then hook the rest. It depends though, if there's only 1 gen left then it's moris for days.

    I never defend my totems. It feels like I get more use out of them if Survivors don't see me running over there every couple seconds. Maybe because they think I'm just running Haunted Grounds or something. Devour Hope is useful on any Killer though, unless they've got a built-in OHKO like Bubba or Billy. On Spirit it is just godly if you can catch 2 Survivors quickly at 3 stacks.

    I got great use out of it on Myers. Being able to hold stalk at 99% with DH at 3+ stacks is amazing. With stalking being such a limited resource, and how it's a bit broken atm, you can keep some for the late game and hold off burning those precious T3 moments while you have DH active.

  • @FrankSRfromIT said:

    How do you know you are facing a SWF? I have only been playing killer for about a month)PS4), and sometimes I can tell when I am by how they are playing, but how else does everyone know they are playing with/against SWF?

    Not sure how you do it on console, but if you check Steam Profiles and see all or some are friends with each other, and the Survivors are extremely coordinated, it's 90% they are some form of SWF. Whether it's a 2/3/4-man is open at that point. If you have multiple Private profiles in a lobby, that's a good indicator of it as well. Not always, but it's a good bet they are SWF trying to keep Killers from dodging them.

    Other thing I've seen though is lobby made SWF, where everyone hops on someone's Discord channel so that while they aren't SWF through the game menu, they have the same benefits since they are communicating on Discord. It's kinda rare though. I see this maybe in .1% of matches when I'm a Survivor.

    1. Can't really do this until ALL maps are reworked for 100% balance. There are many that are either Killer or Survivor sided. I wouldn't mind seeing a vote system though. Each person votes for the generic map they want (Coldwind, Red Forest, etc) and then RNG for which specific map it is afterwards. Not sure how it could balance right though since there's 4v1 in the lobby.
    2. Quitting during the match is fine imo. No one should be forced to play the game, and having a Quit button is a necessary thing for emergencies. If they bring back the DC penalties they tested around Christmas though, it will shut down most of that trash. That whole week or so of testing was the best time in DbD imo. Almost no DCs... it was a truly beautiful thing.
  • There is no reason for the Killer to leave the hooked person, so I don't consider it toxic. I don't do it myself, but that's a personal choice. If there were some other reason for them to move away from the hook, another downed Survivor or NOED is active and they feel they can manage another down, then sure, it'd be pretty trash, but when it's EGC time Survivors need to get out the gate ASAP unless they feel they can make the rescure knowing the Killer will most likely be there too.

  • @Onyx_Blue said:

    @Mringasa Yeah, walk away from a killer who is watching you move. Easily activates her power and appears on you. You seem very passionate about this, but seem to have missed a massive hole in your point. I've already covered this in previous responses. It isn't the issue about moving away stealthily, it's the fact that, at the time of posting, it appeared as though there was no way of telling if she was using her power or not with certain cosmetics. Trying to evade a killer who is watching you by walking away isn't a strong gameplan, mate. So with that said, the thread is pretty closed for now, since i'm taking @WRussoW's advice and applying it into my gameplay to test it out.

    Honestly, why are you staring at her trying to figure out if she's phasing or not? Drop the pallet and move away. Then she either has to break LoS and travel around the object between you, giving you plenty of time to get distance, or she comes in and breaks the pallet giving you time to get distance between you.

    If you're staring at her across a barrier, you should already have an exit strategy planned so it's time to implement that as soon as she stops movement. Her ceasing movement, even if it's just for 2 seconds, gives you a nice headstart to the next loop, or safe'ish area. I'm really just clueless as to why you are staring her down looking for signs that she is phasing...

    I played a few matches 2 nights back, and prior of course, against Spirits. It never failed they wandered off in the completely wrong direction when I did what I describe above. They stop moving, I start walking. If they come at me immediately, then I just get as much distance as possible and continue the process. If they don't, well good luck finding me while your phasing and can't see #########. Especially with sounds the way they are now. Even if you get serious luck and have "normal" sounds, it's still a lot more difficult to pinpoint a Survivor who is walking. The only time I went down, or took a hit, was when I kept running and not thinking.

    I will say that Iron Will is a must against her though, otherwise as soon as she's got a hit on you, you are pretty much toast. You won't be able to juke her at all unless sounds are bugged for that match (the everyone has Iron Will, even the ones who aren't running it, bug kills her game). The matches I played the other evening against her, I was also testing out Calm Spirit. Potentially this helped as well since I didn't have to pay attention for crows in the environment instead I just watched for tall grass + corn where necessary and avoided it.

  • You would lose some players of course, but not as many as some people think. The problem then becomes one of the reasons SWF was introduced in the first place, lobby jumping to find your friends. Queue times would get ugly because people would be jumping lobbies until they found the one their friends were in. I'd rather face SWF than deal with that. Probably end up with a 3-man bugged lobby every other match.

    Consoles are probably much more SWF contaminated though just because the playerbase is more prone to online co-op/MP with friends, and they are really setup for this in the first place. Built-in communications and messaging are not a thing on PCs like they are on the consoles. You have to take a couple steps to get there, easy enough of course, but some people aren't willing to do so or just have no desire.

  • You can run Perkless in Red Ranks and still pip, I've done it before. It's ridiculously easy to rank up as a Survivor. I just love watching the potatoes out potato me though.

    I do a lot of stupid things sometimes, and some games I perform flawlessly, but some of the ######### that I see other Survivors do... I always check their ranks thinking they are brown/yellow in an SWF or something, then get to see they are Red Ranks, it makes me wonder how they breathe and walk at the same time.

  • If she stops and stands there, you simply walk away. WALK away. This is the biggest problem I see with Survivors when I play as Spirit. They want to run, when the biggest thing you can do to stop mindgames and juke her is to take your finger off the Shift button and walk. No need to crouch and sneak, simply walk.

    Iron Will helps significantly, and I've been getting good use out of Calm Spirit (######### those crows) when playing against her. You have to pay attention to your entire environment, not just the Killer, because there are MANY clues to where a Survivor moved off to. Grass moving, crows flying away, footsteps (you make more noise when you run), breathing (you make more noise when you run), grunts (YOU MAKE MORE NOISE WHEN YOU RUN!!!!), etc...

    If you didn't notice the trend there, you make a ton more noise when you run and will give away your position to even a mediocre Spirit player. Especially if you are on a tile that changes ground cover, like say moving from the dirt on Macmillan to the stairway/metal floor. It's not just about if/when she's phasing, it's about where you are moving to, and how fast you are moving.

  • I wouldn't mind seeing a Chapter go by with no new Killer/Survivor, just bug smashing and optimization. I know BHVR needs money to keep servers going and pay salaries, but a single season of bug killing could seriously improve the state of the game, and draw new players to it while also bringing back old players when they see BHVR is serious about keeping the game healthy.

    Instead of just rebalancing maps, completely redo them. Put more verticality into them and more interaction. Similar to how The Game has doors open when generators get done, you could do this with hatches, gates, etc... in other maps, themed appropriately of course. This way, even though a map is smaller in physical size, it could technically be larger if you were to spread it out in a single layer. Heck, maybe add switches or locks that Survivors can interact with to open it up more so they are a bit safer and less constricted in their movements.

    More objectives. Adding just one more objective for the Survivors, then rebalancing things as needed, could really enhance the game and bring it to a healthier state. Whether it's finding gas to fuel the gens, throwing a circuit breaker, or something along those lines, there needs to be more for Survivors to do other than M1 + loop. Otherwise you end up with people simply playing to bully the Killer because that's at least something they can have fun with, the chase.

    Legitimate Ranks. I think the rating system they are working on now could work out okay. Just hoping they do it logically and rationally instead of simply throwing it together and praying for the best. Matchmaking right now is pretty nasty for new players, and for older players learning new Killers, so something needs done about it. If they can come up with a solid system that rewards the skilled and forces the potatoes to get better, maybe we can get some rewards for doing well during a season.

  • I sometimes just equip Franklin's as my only Perk and sit in the basement, on Bubba. If they come into the basement, their item is mine. If they stay away from me, that's fine too. Just wait out the match and listen to the complaints in post-game. They get pretty funny. Especially if you have the "Everyone has to escape" Crew. 4k for doing nothing but sitting in the basement armed with only Franklin's is pretty relaxing and fun. For bonus salt, down them but don't hook. You have to protect YOUR item(s)....

    Other times I will dodge. If I want to play a real match, Killer queues are damn near instant for me so who cares. Not my fault they wanted to be sweaty and bring multiple toolboxes into the match. Especially since I'm leveling and prestiging my Killers right now. I don't have access to CI, PGTW, TT or any of the other slowdown Perks most of the time. Just not worth my effort to even try in a match like that. 2 toolboxes with a medkit/key and it's a dodge. 3+ toolboxes it's a dodge. Gens go so fast right now anyways, that's just adding to the fire.

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