MrsPiggyIsSoSneaky
MrsPiggyIsSoSneaky
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I started reading what you said, but then just after 1/4 of reading of what you said and your responses to some people, was just starting to sound like nonsense and utter crap and sounded really survivor biased
You completely act like as if SWF is not a problem at all for anyone but survivors, because they have fun knowing everything the killer is doing or what someone else is doing, but not what the killer is feeling. Saying that SWF is not just an easy win is ridiculous, unless you going up against SWF that are in the low ranks or mid ranks then I don't know what makes you think that SWF is not just an easy way to win.
If you were to go up against SWF in the high mid ranks and the red ranks, you would see how sweaty and egotist they are at wanting to win the game no matter what, as long as they can tilt you and cause you to stress out more then you need to, work harder then you need to, they can have almost anything in their way. Playing killers in the mid ranks and red ranks is already stressful enough, adding SWF to that just makes it a whole lot worse then it needs to be and more stressful then it needs to be.
And don't forget about the map offerings survivors can bring to choose the best (for them) survivor sided map at their will and make it all the worse when they bring Broken add-ons COUGH insta heals COUGH which makes killers requires to do more work when that happens and often when that is not dealt quick enough, can really hurt the killer more then it needs to.
Dead by Daylight is a 1 v 4, not a 1 v 1, and having to go up against a SWF makes it feel like you are going up against a 1 v 8. You can play the top tier killers, you can be the best nurse killer, you can be the best killer in general, but when it comes to going against SWF, its like all that real skill you have learned and build up over the time played you have, just dose not matter anymore most of the time because they have communication 24/7, they know what you are doing, they know where you are going, they just know what you are gonna do 24/7, and so I really want to know how that is fair at all in anyways, killers have very few perks to tell and see what survivors are doing and were they are, but SWF can basically have OoO on them without having OoO perk itself.
People saying that you losing to a SWF just means you got outplayed are plain stupid, full of crap. If I as killer, went up against a SWF, doing everything I can to win, hooking people as fast as I can, kicking a gen every time I see one that has been worked on, downing survivors as quick as I can, quitting a chase when I need to, but in the end, if they all escape, people just say "Oh well you just need to get better" or "You just got outplayed that's all" when in reality, its just comes down to the simple fact that I had a huge disadvantage to who I was going up against.
You don't need a SWF to be able to know where the killer is (Most times), to know where loops are, where a pallet is or where survivors are (Most times), if you play the game long enough to know generally where loops are and where pallets spawn, then there is no need to be in a SWF at all, SWF is just basically a way to just to reassure you of where something is and to avoid what should not be avoided (Most times)
Playing killer is all about time management, to make sure survivors don't do their objectives as quick as they can, but in high mid ranks and red ranks its really obvious to tell that time management is a high maintenance, but then when it comes to facing SWF, time management just doesn't really matter anymore. By the time you find someone and hook them, one or two gens are already done, by the moment you walk just far enough away from the hooked survivor, they are saved and you are faced to having to go back and hook them again or the savior or go find someone else only to see that they are almost already finishing another gen or halfway to finishing it. You can kick a gen all you want, but with SWF? That does not matter, you kick a gen, and once they know you have left completely or have been notify on comms that one of them is being chased, they get right back on it again and sooner or later, that gen you just kick seconds ago is somehow finished and you are left to wonder how and start to stress out.
And I have said this before on other places and to other people, in high mid ranks and red ranks, there is nothing casual about SWF, its all about sweating and wanting to win and it leaves the killer to want to quit or continue to play and get stressed out and start to tilt and in the end it just feeds their ego about feeling "good" or they are the "best" And the problem with SWF is that most times, it does not promote any real skills to the user, cause half of the time in a SWF team, especially a 4-man, you are always carrying each other to win by coms, not by your own will and wits or knowledge, that's why you have people here that do SWF most of the time and the moment they do solo, they are garbage because they don't have their baby bottle microphones from other people to help them out to what is going on and it leads them to saying that X needs a nerf. Killer is all about time management and survivor is all about team management in a very limited way possible, cause in the realm of the entity, it shows very well that you can't even speak, SWF completely eliminates that.
There is a huge difference between a game having a 5 v 5 with party's and a game having 1 v 4 with only one team party. What needs to be done is just having SWF change to SWAF, nothing more, nothing less, changing SWF to a duo does not mean it needs to still have the current state of a full SWF.
And by the way "SWF is a fun game mode and no one with a sane mind would argue" is a really big insult.
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@Peanits said:
That's quite a bold statement considering the patch was only released less than an hour before you created the thread. We'd love to hear what you think when you've had more of a chance to try the changes.
That's quite bold of you to make an announced nerf change like that to GhostFace that was only released an hour later on that day you know? Hmmm?
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/549831#Comment_549831
This change is not range. This change only affects the area on your screen that is checked to see if you are looking at Ghost Face. We significantly reduced it in the second PTB, but it ended up being a little too much. After that, a lot of people were looking at Ghost Face but not revealing him because the conditions were too strict. We've increased it by a very slight amount (4% larger in each direction) so it feels a little more consistent. It's still significantly smaller than it originally was.
There are videos EVERYWHERE even your fog whispers that stream, when they play GhostFace you can clearly see that people are breaking them out easily and them breaking GhostFace out easily themselves, the change to the view was unnecessary, completely unnecessary, but whatever, we all still don't know where you got your analysis from to do this change, all you keep saying is "Oh well this person said that" or "We has lots of people say so" But not really showing any analysis of that, no real information at all. All the problem was just how a little buggy it was to look at him, but you guys decided just to increase the view and not fix the real problem.
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@BDS22 said:
https://forum.deadbydaylight.com/en/discussion/72126/lets-see-how-many-pros-and-cons-are-there
I think people said the detection area was for controller players/console, which always has me wondering why don't PC and console get separate balance patches? Things do play differently when you actually compare them, from framerate to controller.
Its not even that bloody hard on console
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As long as your a survivor main, and play survivor using the perk, you will be fine ;)
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@Peanits said:
It's way more complicated than it seems. Not all groups are super coordinated and trying to win as fast as possible, most are just a couple friends hanging out and chatting while they play a game. How would you suggest doing so in a way that would unnecessarily punish the casual groups that are not trying as hard as possible to win? And how could that not be avoided by queuing solo at the same time as your friends?
So fun for killers does not matter at all? Casual or not, SWF is still a problem, especially at the high ranks and red ranks. See, your logic thought is that the way you describe SWF sometimes applies across all ranks 20-1, but that is not the case, when it starts to hit the high mid ranks and red ranks, its all about the sweat and wanting to win, there is no causal SWF people in the high ranks, that only exist in the low ranks cause they don't know how to play at all. It gets even worse when they start to stress you out and causes you to start tilting and it just causes to feed their ego because they think they are good, and to make it even worse, is when they start to bring in items that are broken COUGH insta heals COUGH, and map offerings to choose one of the few broken survivor sided maps you guys created because you guys don't know how to make a good balance map at all, if anything, you guys don't even play your own game to understand the struggle for killer almost 90% of the time when they play. If anything, SWF should be change to SWAF, a duo, not a full on 4 man communication advantage and lets bully every single killer and DC to those that do better then us, and did I mention yet that SWF does not promote skills at all? Or most of the time? Since, doing SWF most of the time, you are being carried? And when they do solo for the first time they are garbage because they don't have their baby bottle microphones to help them and all the "skills" they had was just because they were getting carried? And that ends up them complaining to you guys about how X needs a nerf and you guys listen to them? So, are you still gonna think SWF is not a problem? Or do you still want to continue it and not do anything about and not promote real skills?
Also, "casual" SWF at high mid ranks and red ranks is still just as bad as regular sweaty SWF, but I guess to you that is not a problem and fun for killer players does not matter most of the time. So there is nothing complicated about it, its just you don't care enough to look deeper into it.
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What about No One Escapes Death?
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Apparently if I end a chase to quickly I get a sliver emblem for chaser, even though it says that you get more points for ENDING A CHASE QUICKLY, maybe I should let survivors run me around for a whole 3 gens and then end the chase
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Edit: Visible Death Faith now activate when per two gens are done and the final gen stays the same, I will look a bit into it more to make it more logical
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@OMagic_ManO said:
Sounds like she'd replace Clown, sounds strong, I imagine she's in some beautiful dress that a little messy that was for her Orchestra, all her perks seem OP, love it. Visible Death Faith would be good with Bitter Murmur and Tinkerer, she sounds fun to play, nice innovative idea.
I wouldn't say her perks are op, but I am thinking about changing Visible Death Faith just a little, since as it stands now, its a bit too good, but everything else seems good as of now.
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@Redd said:
She would be able to use her power every 30 seconds, but it affects all survivors on the map for 60 seconds. Seems odd.
You have to take into consideration that when you do use your power, you would want to start finding people, which would take time unless you use one of two of her addons, and then chasing would take up more time, and as well when the effects ends, if someone is down, smart survivors would take that as a "Ok lets get into a locker just to be sure" as well with when they are about to get hooked, that would also be a sign to "Ok lets get into a locker now" I made it so that she has a counter and that smarter players or more optimize players would know how to go against her, now I could up the cool down to 35 or 40 if thats better
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@Maelstrom10 said:
OoO needs no changing. Ghostface could use a small buff against it possibly, but OoO is in a perfect place, it requires skill to use.
Sure it can be used to do callouts to anyone in swf, but you have so many other perks that do the same thing, plus well swf would rather just tell each other where the killer is rather then waste a perfectly good gen rushing perk slot.
OoO is primarily a single survivor perk, and it does it's job well
So looking at the killer requires skills? Ok
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Dark deception sounds like a great game right now
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So basically, you want to make sure mori's are never used? Ok.
hit, down, hook, saved, healed, downed, hooked, saved, healed, downed, hooked, dead
Hmm, theres something wrong with that you know? maybe im blind idk :/
Also, only being able to mori someone on their last hook still does not make sense either, why after working hard to keep them off gens, and get them hooked, only later to be meet with two options? Mori's already don't allow killers to pip, and so making is so that they can be only moried on last hook would make people choose to hook them, rather then killing them, since, you know, mori's don't make you pip for some odd reasons, and so bringing in a mori was just a waste in the end.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/543544#Comment_543544
You're not in the wrong there.
I appreciate the efforts of course, but sometimes i feel more like we're in a college project.
Haha yeah...its does feel like that, ekkk
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/543499#Comment_543499
I...meant for that to be joke-y, but okay.
With THIS update? None anymore, at most we'll either discover bugs that were already in the patch, or we'll get new bugs in the next patch.
Ah okay sorry, I misunderstood it, my bad
To me it seems, with everything they fix, they break something else.....somehow
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@Boss said:
"how many more things are you going to break devs?"
I've already been here long enough to know that the devs don't know how to do anything right, I'm just generally asking how many more things are they going to break with this update
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Rainbow Six Siege can disable and ban operators whenever they're bugged, but dead by daylight just straight up bans people, without disabling said bugged perk or add-ons
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Also might I add another note to it, everybody was hyped for Ghostface finally coming to DBD, you could tell people were going to play the crap out of him, but now because of what the developers are doing, they killed the hype for him, everything from the first released to the PTB, the buff, and now again with another Nerf, instead of actually looking into it and seeing that it's actually a bug
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You can blame the "Developers" for putting on such a quick nerf without any real information given within the days of his release, the way you have to look at him to take him out of his power is bugged, but people see it as that it's just too hard, but we already have a lot of people saying that it's not, and it's clearly not hard taking him out of power, it's just bugged sometimes, but the developers think that "Oh we should just make the view bigger so people can take him out of his power easier" When that won't work if the bug is still there, but you know, the developers are naive. So with that in place, people are reluctant to play as him or even buy him now, to start giving the developers a message that until the nerfs are reverted or not put in, nobody's going to play him or buy him, because of these so-called "Developers"
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To all of you who just don't realize his situation, and the game's situation, he was going against a Survivor With Friends team on a coldwind farm map, and since because all of the coldwind farm maps are already stupidly design in of itself, it makes it a whole lot worse when you're going against a Survive With Friends team, and to put the cherry on top of the cake, is when one of them are carrying the perk of OoO, which already completely neglects GhostFaces power and add coldwind Farm into the mix, and he's basically just an M1 killer.
And it comes into the health condition of the game when the power roll is going to the survivor's more than it should be going to the Killer, and you can clearly see it well in that video, everything that the survivors did was very super well-organized, they had everything planned, when to get in a chase, when to unhook someone, when to start repairing, when to throw down a pallet, when not to, everything.
And it's not because he plays poorly, yes there's a couple of times where he makes mistakes, but most of the other times, or almost always, is because of the unbalanced power roll, one thing you do can lead you as the power role, but then the next thing you know, something they do puts them in the power roll and completely screws you over, I.e adrenaline, dead hard, DS, insta heals, balanced Landing, Noed, haunted grounds, make your choice, Spirit fury + enduring etc, but most of the time, the power roll always seems to be led by the survivors, not the killer, and when it comes to facing SWF, you're having to stressed out into compete to regain control of being the power roll.
As Tru3 said so many times in his streams, its a 1 v 4, not a 1 v 1, and the devs don't take that into consideration, and make killers that barely have any map wide pressures, and add to the fact that they make maps that are way too big, even for killers like billy and nurse, and that leads killers to having to rely on perks and add-ons, while survivors have their pallets and windows, and most of their perks and items and add-ons only come in as a clutch.
This game is so unbalanced to the point where even the smallest thing that a killer or Survivor does can completely shift the power role.
And at the end, if you were to look closely at his situation and listen closely to what he said, you would know why he did what he did, he was basically caught in a corner.
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@rina said:
All I see in this video is that he played poorly, still got one kill and keeps blaming the game instead of admitting his mistakes.
Blind as well?
1. This is coldwind farm map, which in of itself is bad
2. GhostFace on coldwind? Biggest joke ever, and don't blame him for that, blame RNG
3.He was going against a SWF team on coldwind farm map, what else could he do?
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@fluffymareep said:
I'm not sure why he continued to go after the BT person dancing in front of him (who obviously had DS) instead of perusing the Jake who was also injured, out of a dead hard, and nearby. Seems like a misplay to me, sorry to say. DS had been redesigned to counter tunneling. You won't have an issue with the perk if you don't tunnel. If it wastes your time, that's kinda on you. He had good pressure until that point.
If you're really going to say that tunneling shouldn't be countered even with a perk, that'd be like saying a survivor should be able to get away with farming another survivor and their team shouldn't be affected by it at all. Considering he's gotten up to higher ranks as survivor as well, he should know what a trap looks like. It was really obvious he was trying to get his attention again and didn't care if he went down.
If you looked at his situation throughout the whole video you would understand why
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And this is why most things in this game don't get fixed, balance, or listen upon, we're being too nice to them...
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Haunted grounds, ruin, barbecue and chili, make your choice
With Ghostface own power, survivors doing their objectives, you'll be able to stalk them and expose them.
You may worried about losing your ruin, but if they get haunted grounds, they get exposed.
They can save one another, but they will be exposed, and with everything, barbecue and chili will help you find them and take them down in one shot.
Basically everything and anything survivors do, will leave them exposed, and with the help of barbecue and chili, you'll be able to find them and take them down quickly.
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@Visionmaker said:
That's not autoaim. Check your mouse settings and then your mouse itself.
I'm talking about the PS4, and honestly we don't need aim assist on console
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@Peanits said:
It's not your character model, it's just your camera. The key is consistency more than anything. You don't just have to get him in the center of your screen, you have to keep him there. If he's outside of that zone for more than a split second, his reveal progress is going to start regressing.
Beyond that, at least 20% of his body needs to be visible in order to start revealing him. I would suggest angling your camera down at him slightly to help you see over obstacles a little better. If he's peeking around a corner very carefully, you may not be able to see him at all. In that case, you'll just want to make a run for it and break LOS.
We've got a couple minor QOL changes on the way that should make it feel better.
You mean makes survivors feel better, not just in general
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Give this man a raise
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@ClogWench said:
https://forum.deadbydaylight.com/en/discussion/comment/539030#Comment_539030
@MrsPiggyIsSoSneaky they do listen and often take ideas from here though. The problem comes in the fact that DbD has several conflicting factions and nothing gets introduced without resistance from one group or another. Someone on here suggested MoM be reworked to work with protection hits. It was met with a lot of support and a mod said they'd pass it up the line. Now it's in the game. Every negative outcry in this game is rivaled by another group supporting it. The devs need to be extremely picky about what community ideas they use because every choice is met with open hostility like your own.
But there's also the fact when everybody or almost everybody is disagreeing with something from the devs, and something else to add too, most professional, well developed Developers would know what to listen to when their Community is divided into factions like DBD's community, or start listening to one part of their divided community that isn't bias at all, and BHVR is obviously not capable of doing that.
To everybody wondering where I got this from
FEATURES & CONTENT Feature - Added the ability to rotate characters in the lobby. Feature - Added new menu and lobby music. -
@ClogWench said:
Listening to the community and obeying the community's every whiny command are two different things. They do listen, they just don't immediately act on it and for obvious reasons. The change to detection isn't huge and will mostly just give it consistency that it's currently lacking. It's not going to change how well GF performs much.
If I were to suggest any change its that survivors should have a clear path from the character models face to GF to break it so that can't abuse the 3rd person function for it.
@Vancold said:
"Listening to the community and obeying the community's every whiny command are two different things."
Wise words from @ClogWench. I think that videogames communities are so disconnected with reality. They get spoonfed for every little thing and end up being spoiled without any logical reason (for example, Fortnite's community).
(To the first response) There's also a difference between a company listening to their communities and adding their own ideas to the mix while listening to the community's feedback to it and a company that doesn't listen to their community and adds their own ideas to the mix most of the time without considering the community's feedback, needs, wants etc or their Impressions on it
Basically one company listens to their communities feedback and before making a statement or change, they asked their communities feedback for it, while the other one does the exact opposite
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Please, never play DBD again
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So you're saying, turning back to the way he was when he first entered PTB? And so a bigger nerf? No thanks
Its not even that hard to look at him, and I play on console
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Careful not to shine on him too much, you'll probably get more than just a nerf
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They just don't want to give us something that is good as ruin
Corrupt intervention? One chance, one go, and everybody will be hiding
Thrilling tremors? Well, you're going to have to wait a minute
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I know, it's so easy to take him out of his power, but you have people who just want to complain because they have bad aim or something, and this is coming from someone who plays on Console, but I still find it too easy, so it's still unnecessary to why they have to increase the view point of where they look at him to start taking him out of his power
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@FireHazard said:
I fear for the future of Ghost Face, in a sense he has the potential to actually be Top-Tier and surpass Myers with his stealth.
I don't see why you'd Buff a Killer, than nerf them when nobody asked for the nerf... This all makes no sense, and I wonder whats happening behind the scenes for this to even be considered.
And let me also point something else out as well that I'm positive of the reason why they're doing it, they increase the width radius of being able to look at Ghostface to take out of his power because people were saying it was too hard to do it, and I bet you those were the people who don't know his addons that decreases the detection radius, or are the people that are complaining about that when their in a chase, and if it's the case for because of the addons people are using on Ghostface, then that's not a problem, but if it's a problem because they're in a chase, well there's the problem, in a chase you're more focused on where you're going, and where the Killer is, not focusing on looking at the killer 24/7
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Apparently what I got from him is
Super safe pallets = sKi11
Infinites = SkI11
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Gold trophy-
;D- Try to have fun in a match without stressing out one bit ;)
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can you say that again? But with GhostFace this time? ;)
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let it be known
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@Horus said:
Totems
Totems are not a secondary objection, as they are something you can do if you want extra blood points or their is a hex totem
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Then I guess online bullying doesn't exist
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Another sad truth is that, you can type that over and over again, but you will still have people deny the truth of the state of the game
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I like this idea, very will done, and don't worry about anything else, like hex ruin, yes it might be harder for the lower ranks, but in the high ranks, hex ruin gets destroyed pretty fast or not and the survivors are still able to do gens quick, that's why a lot of things that are nerfed to be easier for lower ranks are almost useless in the high ranks
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/508986#Comment_508986
Spamming is never the way to go about it. It's way better to have a single detailed post on what you don't like rather than saying "bad" a dozen times. We've been keeping an eye on the feedback though, you can let me know if I'm on the right page here:
- Too hard to use the power (gets spotted way too quickly)
- When you do manage to fully stalk someone, 20 seconds is too short
- The map-wide audio queues give you away and put everyone on high alert
- People can peek around corners using the third person camera and spot you without being visible to the killer
- Ghost Face's movement in general is too loud (footsteps, etc.), making it hard to sneak up on people
- Certain perks (OoO, Spine Chill, etc.) hard counter Ghost Face's power
- Camera is too low when crouched, making it difficult to see/stalk
Well, at least you have the main points, now it just comes down to if your team can fix it right and accordingly, that's where the 10% comes
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But thats the problem, they don't get the message, no matter how many times we spam them, and even if they do, they only get like 10% of our message
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I would brake off boards from walls, find some nails, go to the basement and board up the entrance, killer will never get me :)
Unless it is nurse then rip
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You see all these people saying they don't want them to be 115% speed killers? Because they don't want to face any more high tier killers because they don't want to have to work on their skills to face them
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"Im tired of getting moried by the killer! so unfair! And now so if I get moried, there should be a huge advantage for us then!"